Say no to infinite cool downs of abilities
#1
Posté 24 octobre 2012 - 01:05
#2
Posté 25 octobre 2012 - 12:12
NOTE: Potshots at console players or insinuating that people that don't like what you like are not as refined or are in some way lesser than you is not the greatest way of presenting this perspective.
Modifié par Allan Schumacher, 25 octobre 2012 - 12:13 .
#3
Posté 25 octobre 2012 - 12:19
Having said that, one consequence of having really fast regen is that fights must be outright lethal in their threat to the player in order to mean anything. Though it's up to the game designer to mitigate things like "Fight, rest, fight, rest" as well.
I think it's an interesting challenge.
#4
Posté 25 octobre 2012 - 04:25
Restrict the access to top tier spells? Better synergies with lower level spells?
#5
Posté 25 octobre 2012 - 04:47
Other things to mitigate could be incentive for not resting (if it were a rest mechanic like older D&D). I think many gamers consider XP to be the holy grail and prefer to acquire it as efficiently as they can, and if you gain bonus xp the more hostiles you defeat between resting, might be something that causes people to stop and take notice. Within the context of DA, it'd have to require mana/stamina not have much/any regen, but probably have the pool larger. In this sense, spamming the biggest spells would make the mage less useful long term, and provide an incentive for more situational and varied spell/ability usage. In this sense, it might also fairly balance between all the classes to boot?
(note, I'm not on the combat team so I'm really just spitballing ideas lol)
#6
Posté 25 octobre 2012 - 05:01
So a global cooldown system much like in MMOs?
Or something more along the lines of certain spells being grouped together, and casting from that pool starts a multiple round global cooldown?
Spells being grouped together, not a global cooldown. Although this can still be simulated without explicit cooldowns if wsandista's suggestion was implemented, and mana regen remained.
To use spell levels, have cooldowns grouped by spell level, with higher spell levels having different cooldowns. Though an issue is it may start to become challenging to keep track of this information.
Problem with XP that I can see coming up is that you guys scaled combat to level in DA:O, and I think you did that in DA2 though I'm not quite as familiar with the system there. It is an incentive, but I would think even if the incentive was something significant enough that players would try to maximize it, the opportunity to trivialize intricate or difficult boss fights arises. Sure players might spend 90-95% of the time min-maxing their XP(or other incentive), but would they put the extra effort in gaining that little bit more from a single fight when it would be so much easier to rest right before, and then drop the entire mana pool worth of spells on the boss fight?
This system would probably revolve around boss fights being somewhat isolated (and perhaps challenging enough to require the player's full mana pool/selection of spells).
I don't think there's as much of an issue with each boss fight requiring the player to use the super awesome spells, but rather it become more boring that you still only use the super awesome spells in every encounter between the boss fights.
Modifié par Allan Schumacher, 25 octobre 2012 - 05:03 .
#7
Posté 25 octobre 2012 - 05:04
TheJediSaint wrote...
Maria Caliban wrote...
The is not 3.5 DnD were everyone worships the awe inspiring power of your staff.
I see what you did there.
Another idea (I know, I'm throwing out a lot of them) that could be both nasty and lore appropriate is for there to be a mechanic that if you overexert your mage, then a demon from the fade comes out to possess them. Somthing of a none-standard game over for PC mages. Not sure that would be workable with companions, however.
I think this would be really interesting, but at the same time difficult to successfully execute to make sure it's fun.
#8
Posté 25 octobre 2012 - 05:16
Vandicus wrote...
So running with the idea of XP incentives(or rather anti-rest incentives of any sort), how would a player who isn't a mage or doesn't use a mage companion in their core party be able to interact with such a system?
They also have their own resource (stamina) and if we're building the system around that resource being expended using abilities and being restored while resting, it seems like it'd apply for them just the same as it would for a mage.
#9
Posté 25 octobre 2012 - 05:24
Vandicus wrote...
Allan Schumacher wrote...
Vandicus wrote...
So running with the idea of XP incentives(or rather anti-rest incentives of any sort), how would a player who isn't a mage or doesn't use a mage companion in their core party be able to interact with such a system?
They also have their own resource (stamina) and if we're building the system around that resource being expended using abilities and being restored while resting, it seems like it'd apply for them just the same as it would for a mage.
So how would you see lyrium/stamina potions interacting with the system?
Likely being rare and/or expensive. It'd maybe turn them into the "Awesome but impractical" due to people not using them waiting for the perfect time, but I think I'd rather that than the abilities themselves.
#10
Posté 25 octobre 2012 - 05:27
#11
Posté 26 octobre 2012 - 05:20
eyesofastorm wrote...
I think gaming, or at least gaming as I enjoy it, has suffered for the concern over "fun". Consequences aren't supposed to be fun... they are supposed to suck. Consequences that suck add to the "fun" for me because they force me to make difficult decisions at critical times to achieve victory while hopefully escaping these consequences. The "fun" part is pulling it off successfully and I think that you guys have lost touch with that particular concept of "fun". Just sayin'.
I think we're still using the same definition of the word fun.
Consequences can exist, which make the game more enjoyable.
Consequences can also exist, which do not make the game more enjoyable.





Retour en haut






