Aller au contenu

Photo

Make injuries more punishing


  • Veuillez vous connecter pour répondre
30 réponses à ce sujet

#1
Cultist

Cultist
  • Members
  • 846 messages
In Dragon Age 2 injuries was more of a nuisance that you can clear by nearby Party Flag or your home. Origins did little better - you could clean injuries by camp.
In my opinion injuries should be more important and punishing for players.Make'em be removable only via injury kits or doctor NPCs. In Dragon Age 2 you could get a ton of injuries and ignore them, ignore companions falling, ignore tactical approach, ignore planning and with Spirit Healers spec - ignore everything, You can ignore injuries as long as you can survive with one character. I.e. powerbuild dex-cun rogue can kill entire locations and bosses alone, simply ignoring other party members as they cannot even get close to hisdamage output.

By making injury treatment cost something for players we'll force people to think and plan before and during battles.

Modifié par Cultist, 21 septembre 2012 - 07:08 .


#2
Blastback

Blastback
  • Members
  • 2 723 messages
I'd be cool with this.

#3
Emzamination

Emzamination
  • Members
  • 3 782 messages
Compared to origins, getting a injury every trap in dragon age 2 was very annoying.The system isn't good enough for me to start shoving out compensation.

#4
lv12medic

lv12medic
  • Members
  • 1 796 messages
In order for injuries to be taken seriously they need to cause more debilitating effects. DA2 just made you have reduced maximum health. DA:O was a little better in that it had varrying effects but they were rarely that significant lose a little attack points, or a little cunning etc.

Injuries should affect stuff like cooldown timers, or make abilities cost more to activate, or prevent you from having aura type abilities turned on. Stuff that actually makes you say, oh no my character is injured I better actually do something about this.

Modifié par lv12medic, 21 septembre 2012 - 07:12 .


#5
Iosev

Iosev
  • Members
  • 685 messages

Cultist wrote...

By making injury treatment cost something for players we'll force people to think and plan before and during battles.


It could also cause players to simply reload their last save more often.  Penalties for being injured or dying works better in games that don't have multiple saves (e.g., Demon's Souls/Dark Souls, MMORPGs, etc.), but in games where you have access to quickly reloading, the penalties can be easily circumvented, and they become more of a nuisance, rather than an accepted consequence.

Think of the example of being cursed in Dark Souls.  If you're not prepared beforehand and you get cursed by one of the basilisks, you have to make some effort to get yourself cured, since you can't simply reload to a previous save.

Modifié par arcelonious, 21 septembre 2012 - 07:28 .


#6
Cultist

Cultist
  • Members
  • 846 messages
Actually I think thinking more about preventing injuries is more important because that will eliminate the situation where you ignore companions and just solo all enemies.

#7
Little Princess Peach

Little Princess Peach
  • Members
  • 3 446 messages
I would like to see scars, if the pc gets hit a scar would appear over time fable3 did this and it was nice

#8
Emzamination

Emzamination
  • Members
  • 3 782 messages

Tali-vas-normandy wrote...

I would like to see scars, if the pc gets hit a scar would appear over time fable3 did this and it was nice


Maker no!! I hated the unhealable scars in fable as it forced me to constantly meta-game.The long deep facial scars were the worst, thank the maker for coverall mask :pinched:

#9
Kevin Lynch

Kevin Lynch
  • Members
  • 1 874 messages
I think this starts to border on the problem people had with weapon repair. A weapon would decay over use and people would have to spend gold/time repairing items. It becomes tedious instead of fun. In terms of injuries, if all you are doing is making it difficult or time-consuming for players to heal themselves, then you are making the game unenjoyable. It's why those elements were removed, no matter how much they feel realistic.

Now, the idea of making injuries more debilitating immediately instead of annoying over a longer period of gameplay is a good one. If a character stood up with half the amount of maximum hp or couldn't wield anything with their left hand, then you start having some real consequences to avoid. The problem with reloads is always going to be there, though, and will not go away. At least making it possible to heal the injury quickly after battle would help.

#10
SeptimusMagistos

SeptimusMagistos
  • Members
  • 1 154 messages
Just remove injuries entirely and let us heal hit points.

#11
Giltspur

Giltspur
  • Members
  • 1 117 messages
It depends, I think, on encounter balance.  As it is, I'm not sure why injuries persist beyond battle at all.  Maybe make them more punishing in the context of battle and then have them heal once you win. 

Why?  Well, this is a mana-regen, health-regen game.  This isn't a Vancian casting game with limited save points.  In other words, the fights are designed that you can blow your full resources on a fight.  There's not really any rationing out of spells or hit points or anything.  So whatever challenged is zoomed in on a specific encounter and doesn't get spread across a series of encounters.  So attempts to try and force people to be better in any one fight are probably going to fail as long as they can still clear that one fight.

#12
AtreiyaN7

AtreiyaN7
  • Members
  • 8 396 messages
What makes sense is having injuries to the eyes/head result in lower accuracy - ditto if you break an arm. You should have slowed movement speed if you have leg injuries too. I think that as long as you have the injury kits or some kind of healing spell, then there's no problem. While I do despise weapon decay and repairing a la Dead Island (because you pretty much had to repair every few minutes :P ), I think injuries and their effects should stay in.

#13
MichaelStuart

MichaelStuart
  • Members
  • 2 251 messages
I'm all for better injuries

#14
Korusus

Korusus
  • Members
  • 616 messages

Giltspur wrote...

It depends, I think, on encounter balance.  As it is, I'm not sure why injuries persist beyond battle at all.  Maybe make them more punishing in the context of battle and then have them heal once you win. 

Why?  Well, this is a mana-regen, health-regen game.


I like making them more punishing in the context of battle, but I cannot think of any good reason to have them disappear after the battle is over.  You're 3/4 of the way through a dungeon...you are injured and running low on potions...you're wounded...you've just survived an amazingly difficult and tactical battle...sure you could reload but you'd have to fight that battle again...I don't know, I like that.  Having every battle be a self-contained thing is too arcadey to me, the game is arcadey enough as it is after DA2.

#15
Rawgrim

Rawgrim
  • Members
  • 11 531 messages
Make traps more...dangerous too. If you step in a bear-trap, it doesn`t just let you go because you shake your leg for 5 seconds.

#16
Cultist

Cultist
  • Members
  • 846 messages
Traps in Baldur's Gate were different, from almost harmless, like "slow" to deadly ones that can decimate your entire party. And healing meant something as you have to replenish spells - we have no such system and it'll not work with DA setting. But making injuries punishing, like -25% attack speed or +50% casting speed or cooldown will force peopel to think instead of berserking into any confrontation.

#17
Androme

Androme
  • Members
  • 757 messages
Reduce all stats by ?% per injury, sounds good enough for me.

#18
Cultist

Cultist
  • Members
  • 846 messages
Some unique modifiers would be beter - we already have -% health in DA2.

#19
naughty99

naughty99
  • Members
  • 5 801 messages

Cultist wrote...

In Dragon Age 2 injuries was more of a nuisance that you can clear by nearby Party Flag or your home. Origins did little better - you could clean injuries by camp.
In my opinion injuries should be more important and punishing for players.Make'em be removable only via injury kits or doctor NPCs. In Dragon Age 2 you could get a ton of injuries and ignore them, ignore companions falling, ignore tactical approach, ignore planning and with Spirit Healers spec - ignore everything, You can ignore injuries as long as you can survive with one character. I.e. powerbuild dex-cun rogue can kill entire locations and bosses alone, simply ignoring other party members as they cannot even get close to hisdamage output.

By making injury treatment cost something for players we'll force people to think and plan before and during battles.


I'd enjoy being able to craft bandages and salves, perhaps a tourniquet, splint or crutch depending on the type of injury. And it would finally provide a purpose for all those damned useless moth eaten scarves.

#20
Foolsfolly

Foolsfolly
  • Members
  • 4 770 messages

arcelonious wrote...

Cultist wrote...

By making injury treatment cost something for players we'll force people to think and plan before and during battles.


It could also cause players to simply reload their last save more often.  Penalties for being injured or dying works better in games that don't have multiple saves (e.g., Demon's Souls/Dark Souls, MMORPGs, etc.), but in games where you have access to quickly reloading, the penalties can be easily circumvented, and they become more of a nuisance, rather than an accepted consequence.

Think of the example of being cursed in Dark Souls.  If you're not prepared beforehand and you get cursed by one of the basilisks, you have to make some effort to get yourself cured, since you can't simply reload to a previous save.


God knows I just reloaded in Baldur's when someone died in battle. Found it frustrating and stupid.

#21
naughty99

naughty99
  • Members
  • 5 801 messages

Foolsfolly wrote...

arcelonious wrote...

Cultist wrote...

By making injury treatment cost something for players we'll force people to think and plan before and during battles.


It could also cause players to simply reload their last save more often.  Penalties for being injured or dying works better in games that don't have multiple saves (e.g., Demon's Souls/Dark Souls, MMORPGs, etc.), but in games where you have access to quickly reloading, the penalties can be easily circumvented, and they become more of a nuisance, rather than an accepted consequence.

Think of the example of being cursed in Dark Souls.  If you're not prepared beforehand and you get cursed by one of the basilisks, you have to make some effort to get yourself cured, since you can't simply reload to a previous save.


God knows I just reloaded in Baldur's when someone died in battle. Found it frustrating and stupid.


I play Fallout New Vegas and Skyrim with mods that add very detailed location-specific injuries, blood loss, diseases, crippling injuries, wounds, infections, spoilage, food poisoning, etc., and I don't reload saves if I get injured. Getting injured is part of the fun of playing the game. That's why I installed these mods.

For example, I played most of a Fallout New Vegas playthrough hobbling around crippled, strung out on a half dozen different drugs, trying to find some crafting components to make a tourniquet or get a blood transfusion, etc., and that was the narrative of that particular character.

Similarly, during a Skyrim playthrough, my follower became crippled and couldn't move. I had to leave him there and find some wood and cloth to craft a splint, make some bandages for him and return to help him make it to the nearest town.

Modifié par naughty99, 24 septembre 2012 - 08:07 .


#22
Cultist

Cultist
  • Members
  • 846 messages
Yes, that fun and additional challenge was the reason behind Fallout Hardcore mode - and even then so many people complained that it was too easy that first mods to came out was "Even more challenging Hardcore".

#23
robertm2

robertm2
  • Members
  • 861 messages
scaling injuries to difficulty or making it an option to turn them off or on would be a good compromise for everyone. there for people who want the challenge but optional for people who dont want the nuisance.

#24
Dagr88

Dagr88
  • Members
  • 352 messages
1. Fire Emblem style - Can only save between the missions

2. Effect of Decisions - Like Merrill's Act 3 quests where she hugs the Keeper (Pride Demon). By making some Paragon/Stupid/Naive decisions you might injure/poison PC or/and companions until the end of next battle/mission. (Can't be instantly healed like KO/trap injuries, since that would diminish their effect, but it also might make your Healer mages look a bit weak/incompetent) If the effect of the decision is only an injury then people might just reload.

Modifié par Dagr88, 23 septembre 2012 - 10:55 .


#25
KiwiQuiche

KiwiQuiche
  • Members
  • 4 410 messages
Things like this makes sense in a more deslote and survival orientated 1st person game; like Fallout where you get cripped limbs which caused you to limb or be unable to aim properly or being forced to fix your weapon as it wore down.

However I don't think it could be implemented properly in DA3 unless your character broke an arm and would flail wildly or have worse aim as an archer or set themselves on fire or whatever.