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Bioware Lets Talk About: Difficulty


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#126
Bizantura

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shnig_1 wrote...

themikefest wrote...


As someone else posted, when playing on casual just go slow and use guide books.


I guess people can, but im thinking about someone like my friend, who is the casual of casuals. He doesnt want to bog himself down with learning to many tactics and weaknesses for each enemy. I get that it is a large part of the experience, but an easier difficulty setting or maybe just more of a tutoral explaining most of the essential game mechanics will go a long way. I know i had no idea what most of the numbers in the menus meant, and i had no clue what those "physical resistance check/mental resistance check" and all that meant until well toward the end of my first playthrough


Your friend has every right not to "bog himself down with learning" but to even futher making games easy!! 
DA2 is as much "streamlining" I can take.
Sorry no, I don't think laziness shoud be rewarded.  
So many things get "adjusted downwards" to reach the multitudes.  It has reached the point I am actually fed up with it. 

#127
Plaintiff

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imbs wrote...

Plaintiff wrote...

imbs wrote...

Conduit0 wrote...
Welp, thanks for finally proving beyond a shadow of a doubt that you are in fact nothing but a troll. Only the lowest dregs of the gaming community could attempt to even partially justify the attacks and hate against Jennifer Hepler.

I included several disclaimers just to show that I don't condone any of the idiocy that /v/ did to her. I find it amusing how much more of a troll-post your post is tho. But m8, theres no need to stalk me and randomly attack my posts because i hurt your feelings. Which one are you btw were you in the ccc thread or the DA2vsDAO thread or some other? I do not recall.

Anyway I was providing an explanation to why Jennifer Helper was attacked, that's it. Calm down imo

There is no "explanation". Bullying is unacceptable for any reason.

How Jenifer Hepler feels about playing videogames is irrelevent. She's more than capable of writing good stories for them, and that's all that matters.


why do i have to explain myself not only to stupid1 but also to stupid2? who knows, but the explanation part had nothing to do with my own opinion. Please dont respond to me or anything else for that matter if you cannot follow simple wording/english.

The dev who responded was nearly as bad mind you, but at least his meaningless white knighting was a result of my mistake in wording rather than this feebleness from you.

> Criticizes other posters' English.

> Can't grasp simple capitalisation and sentence structure rules.

#128
PnXMarcin1PL

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Nightmare difficulty in DA2 is bugged (at least for me). Each time Fenris charges with scythe, my entire team goes down although they're far away from him. The same goes for every other knocbacking abilities.

#129
imbs

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Dabrikishaw wrote...

So this is how you respond to criticism, no wonder someone accused you of being a troll.


If you knew the idiot who was criticising me you would understand m8

#130
Navasha

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For myself, and I would like to think most people, really don't mind if developers would implement a narrative easy mode into their games. I wouldn't ever use it, but other might.

The main reason that people tend to care about these easy modes though, is that too often game developers have had that "bleed" over into what should be the difficult modes. They oversimplify game mechanics and make other design choices that kind of defeat the whole purpose to making a game difficult.

In DA2 for example, I started out on hard difficulty. My previous gaming experience tells me that I shouldn't use healing potions haphazardly, and so I use them only in the direst of circumstances. The idea is that I will be able to accumulate a large number of them early on when combats are easier and have enough of them when combats are tough.
However, during DA2 it became clear that healing potions only ever show up as loot if you have under a certain number of them. You can't ever "stock up" unless you are buying them at a vendor. This also has a side effect. Healing potions drop easily as loot if you have under a certain number. Hence, you start downing healing potions all the time because you will get 3 or 4 more in the loot drop in the next battle. Hence it becomes too easy.

The point is that make the hardest difficulties HARD. They should be challenging. They should even use different and more complex game mechanics. Dragon Age is actually a bit better than most in this regard.

I have nothing against an easy mode, but please.... DON'T let those changes "bleed" into the other difficulties. That is what most people who are against "casual" modes are really against.

#131
imbs

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The potion thing is actually hilarious ingame. On my mage I was selling all of my potions every time I found a store. All injury kits, mana, stamina potions got sold every time I got to a vendor in act 1 and part of act 2. I sold Health potions too (although not all) just because of how ridiculous the drop rates became when you had none. I'm not sure it's a bad system even if I don't like it, but the values were definitely too extreme. Potions needed to drop more when you had lots and way less when you had none. There can be an increase there just not like it was in DA2.

#132
Wulfram

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By having a really high drop rate of potions when you're short, it allows the designers to balance the game assuming that the player has access to those potions. Whereas if they didn't they'd have to worry that someone would reach the boss fight with no potions and would therefore feel obligated to make the fight easier.

I think they should drop healing potions entirely and instead give every character a self heal ability on a cooldown. Because that's more or less what the current system amounts to, but because newbies don't realise this they want to conserve potions - and that leads to them thinking that having a healer is obligatory.

#133
Isichar

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I agree with Blair. "Its not as simple as people play games because _____" or "_____ is the most important factor of a game" that just comes down to perspective and what that individual enjoys. Most games I prefer highest difficulty because I like to feel like I earned my progress each step of the way but I know plenty of people that would find that overly frustrating and take away from the overall enjoyment. Thats were its good to have a difficulty bar that suits multiple playstyles imo.

#134
John Epler

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Hey, guess what! Calling other posters 'idiot' and 'stupid' gets you banned.

Fancy that.

#135
PnXMarcin1PL

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John Epler wrote...

Hey, guess what! Calling other posters 'idiot' and 'stupid' gets you banned.

Fancy that.


Heey, it's BSN. Everyone does it to anyone, even "between lines".
Beat that xD

#136
AtreiyaN7

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Why in the name of God would having a super-easy casual difficulty somehow constitute an "insult" when it will undoubtedly be completely optional? It wouldn't break the narrative or anything else as far as I'm concerned. I think it's just ridiculous to say things like that when people invariably have multiple dififculties to choose from in most games.

I did my first ever run in Persona 4 Golden on the HIGHEST possible difficulty because I viewed it as an interesting challenge after the friend who introduced me to the game suggested that as a newbie to the Persona series that I should REALLY start off on Normal (or even one of the easier settings). He made it sound really, really painful - which it kind of was.

I did, however, enjoy the challenge and impressed my buddy by taking down bosses around five levels higher than my party on a regular basis. SInce my glorious victory, I've done subsequent NG+ runs on "Normal," and that certainly hasn't ruined anything. If anything, the game's probably more fun since I don't have to reload the entire game and redo eight floors of a dungeon after dying stupidly.

For people who really do utterly fail at combat, there is what amount to a super-easy casual difficulty in P4G (additionally, in NG+ you can adjust multiple individual settings on the fly). Having a super-easy casual setting side-by-side with Very Hard (and the other difficulty levels) did NOT affect the overall combat negatively or ruin the story or have any other kind of negative impact on the game.

I've spent more time with P4G than I have with Skyrim at this point I believe (and I did pretty much everything in Skyrim, finishing the game once and completing Dawnguard too).

#137
Dragoonlordz

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It changes the game into something else if add such features but only for those who use it. Goes from action RPG to interactive movie. The only problem I have with such is the time and resources into creating that different experience is without doubt taken from development of the other formats content of the game (every feature, every peice of content requires allocation of time and resources). You have to allocate time and money into building that separate (interactive movie) experience out of the time and money for improving the other (action RPG) experience. Personally I do not buy Biowares games for story alone and I do not think their stories are super duper amazing, it's the entire package which is why I buy them not story alone so interactive movie format is of little interest to me personally.

Modifié par Dragoonlordz, 12 février 2013 - 09:00 .


#138
Xerxes52

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Personally I'm fine if Bioware decides to include a Narrative Difficulty setting for DA:I.

#139
The Six Path of Pain

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Narrative mode...Bleh >:P

#140
Rudy Lis

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The Six Path of Pain wrote...

Narrative mode...Bleh >:P


Come on, it was just boring to play as fighter or rogue and grind was a way too excessive. Image IPB

#141
The Six Path of Pain

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Rudy Lis wrote...

The Six Path of Pain wrote...

Narrative mode...Bleh >:P


Come on, it was just boring to play as fighter or rogue and grind was a way too excessive. Image IPB

In DA2 it was >XP...I always had a blast leveling up my characters in Origins though :)

#142
riverbanks

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Dragoonlordz wrote...

It changes the game into something else if add such features but only for those who use it. Goes from action RPG to interactive movie. The only problem I have with such is the time and resources into creating that different experience is without doubt taken from development of the other formats content of the game (every feature, every peice of content requires allocation of time and resources). You have to allocate time and money into building that separate (interactive movie) experience out of the time and money for improving the other (action RPG) experience. 


Wow not at all. Narrative Mode in ME3 was not an entire remake of the game into Final Fantasy. There was no extra or edited content to make an interactive movie out of the game. In fact, what did look a lot more like an interactive movie was the Action Mode aimed at the FPS crowd, which really just made all your dialogue choices for you while you shot down all the things. 

The only thing Story Mode changed was that the combat was easier. It was the same thing as choosing Difficulty --> Easy, just with a prettier name and friendlier description... which actually makes people new to games feel a lot more welcome than the condescending tone that a lot of games put on their Easy Mode description. 

It takes the same amount of effort and resources to make an enemy have more HP+shields on higher difficulties or less on easier ones, come on.

#143
Dragoonlordz

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riverbanks wrote...

Dragoonlordz wrote...

It changes the game into something else if add such features but only for those who use it. Goes from action RPG to interactive movie. The only problem I have with such is the time and resources into creating that different experience is without doubt taken from development of the other formats content of the game (every feature, every peice of content requires allocation of time and resources). You have to allocate time and money into building that separate (interactive movie) experience out of the time and money for improving the other (action RPG) experience. 


Wow not at all. Narrative Mode in ME3 was not an entire remake of the game into Final Fantasy. There was no extra or edited content to make an interactive movie out of the game. In fact, what did look a lot more like an interactive movie was the Action Mode aimed at the FPS crowd, which really just made all your dialogue choices for you while you shot down all the things. 

The only thing Story Mode changed was that the combat was easier. It was the same thing as choosing Difficulty --> Easy, just with a prettier name and friendlier description... which actually makes people new to games feel a lot more welcome than the condescending tone that a lot of games put on their Easy Mode description. 

It takes the same amount of effort and resources to make an enemy have more HP+shields on higher difficulties or less on easier ones, come on.


It is more complicated than that.

If all you want by story mode or 'narrative mode' to be more precise is lower HP and shields then use the pre-existing easy mode. You would need more than just lowering the HP and shields on enemies for a 'proper' narrative mode. No narrative mode worth doing would be limited to lowering the HP and shields of enemies in the game especially when that already exists within the game itself by way of difficulty modes that have always been present.

Why waste their time making an "easier" easy mode? That is not a narrative mode from what I would conceptualize. A narrative mode would have to be vastly deeper than that and implement game mechanic changes on large scale like alternatives to combat or removal of it else your just wasting their time asking for it in the first place.

What I am referring to in my post above is a narrative mode not an easier easy mode. A story mode that is narrative focused that would make an actual difference to how you play not just some silly "press X and every enemy on screen dies" type mode which actually already exists in a lot of PC games which can use via the console command line, normally by typing in a word like "killall" and every monster in area dies when press enter. If easy mode is what your after than use the already existing easy mode, it is different to a narrative mode which I am talking about.

Modifié par Dragoonlordz, 13 février 2013 - 03:53 .


#144
Conduit0

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Dragoonlordz wrote...

riverbanks wrote...

Dragoonlordz wrote...

It changes the game into something else if add such features but only for those who use it. Goes from action RPG to interactive movie. The only problem I have with such is the time and resources into creating that different experience is without doubt taken from development of the other formats content of the game (every feature, every peice of content requires allocation of time and resources). You have to allocate time and money into building that separate (interactive movie) experience out of the time and money for improving the other (action RPG) experience. 


Wow not at all. Narrative Mode in ME3 was not an entire remake of the game into Final Fantasy. There was no extra or edited content to make an interactive movie out of the game. In fact, what did look a lot more like an interactive movie was the Action Mode aimed at the FPS crowd, which really just made all your dialogue choices for you while you shot down all the things. 

The only thing Story Mode changed was that the combat was easier. It was the same thing as choosing Difficulty --> Easy, just with a prettier name and friendlier description... which actually makes people new to games feel a lot more welcome than the condescending tone that a lot of games put on their Easy Mode description. 

It takes the same amount of effort and resources to make an enemy have more HP+shields on higher difficulties or less on easier ones, come on.


It is more complicated than that.

If all you want by story mode or 'narrative mode' to be more precise is lower HP and shields then use the pre-existing easy mode. You would need more than just lowering the HP and shields on enemies for a narrative mode. No narrative mode worth doing would be limited to lowering the HP and shields of enemies in the game especially when that already exists within the game itself by way of difficulty modes that have always been present.

Why waste their time making an "easier" easy mode? That is not a narrative mode from what I would conceptualize. A narrative mode would have to be vastly deeper than that and implement game mechanic changes on large scale like alternatives to combat or removal of it else your just wasting their time asking for it in the first place.

What I am referring to in my post above is a narrative mode not an easier easy mode. A story mode that is narrative focused that would make an actual difference to how you plat not just some silly "press X and every enemy on screen dies" type mode which actually already exists in a lot of PC games which can use via the console command line, normally a typing in a word like "killall" and every monster in area dies when press enter. If easy mode is what your after than use the already existing easy mode, it is different to a narrative mode.

Why don't you actually check out ME3's story mode instead of making a ridiculous hperbole argument.. Thats what people are talking about when they ask for a narrative mode.

#145
Rudy Lis

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The Six Path of Pain wrote...

In DA2 it was >XP...I always had a blast leveling up my characters in Origins though :)


Ugh, I can't stand DA2 combat animations, they are just off. Completely off. I can stand full-retard faces on NPCs and graphic "welcome to 2002", but those animations effectively kills my desire to play.


Dragoonlordz wrote...

Why waste their time making an "easier" easy mode?


Why exactly waste time? Open excel tab, adjust HP/damage/abilities settings to prevent jaw-dislocating grinding combat if you don't want to, import them back and that's all. If you replay game to personally see your own saves combos transfer implementation for third time, I doubt you'd want to grind through those hundreds of thousands of annoying enemies again.
I couldn't bring myself replay DAO for third time - battles weren't that difficult already, they were annoying, because they were excessive. Grind should be meaningful, not like 1 XP per enemy when you have 300K ahead to next level-up. Image IPB

#146
Dragoonlordz

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Conduit0 wrote...

Dragoonlordz wrote...

riverbanks wrote...

Dragoonlordz wrote...

It changes the game into something else if add such features but only for those who use it. Goes from action RPG to interactive movie. The only problem I have with such is the time and resources into creating that different experience is without doubt taken from development of the other formats content of the game (every feature, every peice of content requires allocation of time and resources). You have to allocate time and money into building that separate (interactive movie) experience out of the time and money for improving the other (action RPG) experience. 


Wow not at all. Narrative Mode in ME3 was not an entire remake of the game into Final Fantasy. There was no extra or edited content to make an interactive movie out of the game. In fact, what did look a lot more like an interactive movie was the Action Mode aimed at the FPS crowd, which really just made all your dialogue choices for you while you shot down all the things. 

The only thing Story Mode changed was that the combat was easier. It was the same thing as choosing Difficulty --> Easy, just with a prettier name and friendlier description... which actually makes people new to games feel a lot more welcome than the condescending tone that a lot of games put on their Easy Mode description. 

It takes the same amount of effort and resources to make an enemy have more HP+shields on higher difficulties or less on easier ones, come on.


It is more complicated than that.

If all you want by story mode or 'narrative mode' to be more precise is lower HP and shields then use the pre-existing easy mode. You would need more than just lowering the HP and shields on enemies for a narrative mode. No narrative mode worth doing would be limited to lowering the HP and shields of enemies in the game especially when that already exists within the game itself by way of difficulty modes that have always been present.

Why waste their time making an "easier" easy mode? That is not a narrative mode from what I would conceptualize. A narrative mode would have to be vastly deeper than that and implement game mechanic changes on large scale like alternatives to combat or removal of it else your just wasting their time asking for it in the first place.

What I am referring to in my post above is a narrative mode not an easier easy mode. A story mode that is narrative focused that would make an actual difference to how you plat not just some silly "press X and every enemy on screen dies" type mode which actually already exists in a lot of PC games which can use via the console command line, normally a typing in a word like "killall" and every monster in area dies when press enter. If easy mode is what your after than use the already existing easy mode, it is different to a narrative mode.

Why don't you actually check out ME3's story mode instead of making a ridiculous hperbole argument.. Thats what people are talking about when they ask for a narrative mode.


I am saying that mode is waste of time, that as far as I am concerned that is not a narrative mode just a easier easy mode. I am saying that if they are going to do a narrative mode for DA3 it would need to be a far deeper system involved to make it worth while. There was no ridiculous hyperbole in my original comment. It just seems that what you refer to as narrative mode I do not class as such, what you want is an easier easy mode. You seem to be focusing on making combat easier that is not narrative mode as far as I am concerned, narrative mode for me would be replacement of combat with alternatives systems.

For example a pop up asks if with to fight yourself or use the alternative, the alternative could be a scripted event that plays out in a way so that you win but done in a way that your characters are animated in sequence for dramatic effect or player is given alternative ways of resolving the story related fights.

Removing most of XP combat grind by way of removing non story generic fights, all non generic (aka story related ones) have alternative solutions similar to the adventure point and click genre which is puzzle, story and resolves such combat in the way of scritped use x item on y it releases cage falls and traps enemy, throw a torch onto some barrels that explode knocking enemy off cliff etc etc.

That is more narrative mode to me than your "lower all enemies HP and shields" or just a skip combat button. Removal of non story related fights would be fine, keeping the story related ones but giving the player alterantive ways to handle those is the narrative mode, either by use of a quick dramatic effect sequence or dialogue, item, object, enviromental way of resolving conflict.

Also lose the attitude problem, if don't like what I said or don't understand what I mean then ask don't insult.

Modifié par Dragoonlordz, 13 février 2013 - 09:12 .


#147
Dragoonlordz

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Rudy Lis wrote...

Dragoonlordz wrote...

Why waste their time making an "easier" easy mode?


Why exactly waste time? Open excel tab, adjust HP/damage/abilities settings to prevent jaw-dislocating grinding combat if you don't want to, import them back and that's all. If you replay game to personally see your own saves combos transfer implementation for third time, I doubt you'd want to grind through those hundreds of thousands of annoying enemies again.
I couldn't bring myself replay DAO for third time - battles weren't that difficult already, they were annoying, because they were excessive. Grind should be meaningful, not like 1 XP per enemy when you have 300K ahead to next level-up. Image IPB


In what I perceive as a "true" narrative mode you would not be required to level up in the first place, the game would offer you an alternative to combat. You would not need XP to wear gear and all gear will be equipable by the characters, you would not need to pick and choose combat skills because they are not story related as most combat in game would be removed in that mode and only the major story related fights remain of which they can be resolved using this alternative systems I mentioned in my above reply to the other guy.

You could keep enviromental skills however if want for example pick lock or stealth for alternative ways to go about story situations and quests, persuasion skills reliant on what you say and how you say it. A true narrative mode for me is not dumbing down combat even more with easier fights, it is the replacement of those fights with alternative solutions.

What I mean by waste of time is if was to implement such a mode then they should not half arse it's implementation by just making combat easier yet keeping combat the same in general, instead make it of high quality alternative way to play the game, a mode that is truly more story related.

Just lowering the HP and shields of all enemies is not an alternative way of playing the game to me, it's playing the same game in same way only enemies easier to kill and as such i do not class it as worth doing that way. If I play a narrative mode as opposed to a different one (action mode for example), I want clear vast difference in how the game is played else don't even bother implementing it.

Modifié par Dragoonlordz, 13 février 2013 - 09:48 .


#148
shnig_1

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[/quote]

I am saying that mode is waste of time, that as far as I am concerned that is not a narrative mode just a easier easy mode. I am saying that if they are going to do a narrative mode for DA3 it would need to be a far deeper system involved to make it worth while. There was no ridiculous hyperbole in my original comment. It just seems that what you refer to as narrative mode I do not class as such, what you want is an easier easy mode. You seem to be focusing on making combat easier that is not narrative mode as far as I am concerned, narrative mode for me would be replacement of combat with alternatives systems.

For example a pop up asks if with to fight yourself or use the alternative, the alternative could be a scripted event that plays out in a way so that you win but done in a way that your characters are animated in sequence for dramatic effect or player is given alternative ways of resolving the story related fights.

Removing most of XP combat grind by way of removing non story generic fights, all non generic (aka story related ones) have alternative solutions similar to the adventure point and click genre which is puzzle, story and resolves such combat in the way of scritped use x item on y it releases cage falls and traps enemy, throw a torch onto some barrels that explode knocking enemy off cliff etc etc.

That is more narrative mode to me than your "lower all enemies HP and shields" or just a skip combat button. Removal of non story related fights would be fine, keeping the story related ones but giving the player alterantive ways to handle those is the narrative mode, either by use of a quick dramatic effect sequence or dialogue, item, object, enviromental way of resolving conflict.

Also lose the attitude problem, if don't like what I said or don't understand what I mean then ask don't insult.

[/quote]

ok you win, no narrative mode then, we just want an easier easy mode. At least thats what we are talking about people wanting, not necessarily what we are going to play. Everyone, lets stop calling it narrative difficulty, even though thats exactly what it was called in me3, lets call it easier easy mode, since thats more politically correct.........

#149
Dragoonlordz

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shnig_1 wrote...

ok you win, no narrative mode then, we just want an easier easy mode. At least thats what we are talking about people wanting, not necessarily what we are going to play. Everyone, lets stop calling it narrative difficulty, even though thats exactly what it was called in me3, lets call it easier easy mode, since thats more politically correct.........


I am not trying to win anything. I am saying that it is not what it means to me and if was to do such a mode then to make it worthwhile or not bother implementing (a waste of time and money implementing something half arsed). For me it has to be a lot more than just lowering HP and shields of your enemies. There is no reason why people needed to get so aggressive (like I had thrown their mother under a bus or eaten a kitten) when I merely stated that my perception of such a mode, it's value and implementation of what I perceived of it would be different to what they perceive it as and they would like it to be. I do not believe what I am saying is that hard to understand, it's not like I am speaking in Shyriiwook. It's a simple concept, idiology, perception and principle I am describing (imho).

Modifié par Dragoonlordz, 13 février 2013 - 11:04 .


#150
Rudy Lis

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Dragoonlordz wrote...

In what I perceive as a "true" narrative mode you would not be required to level up in the first place, the game would offer you an alternative to combat. You would not need XP to wear gear and all gear will be equipable by the characters, you would not need to pick and choose combat skills because they are not story related as most combat in game would be removed in that mode and only the major story related fights remain of which they can be resolved using this alternative systems I mentioned in my above reply to the other guy.


Yay, old av is back!Image IPB

You know my stance, I agree with you.

But I'd totally replaced player participation in combat in narrative mode (if player has wish to do that). If fight is important from storytelling PoV, it could be replaced with cutscene (on game engine, not biks, puhleeze!). Optionally - monkey island duels styleImage IPB 
Otherwise, each of those fight could require certain prerequisites to be completed with desired outcome, but if you play narrative, I guess you don't mind to participate in other activities other than fightings. Image IPB


Dragoonlordz wrote...

You could keep enviromental skills however if want for example pick lock or stealth for alternative ways to go about story situations and quests, persuasion skills reliant on what you say and how you say it. A true narrative mode for me is not dumbing down combat even more with easier fights, it is the replacement of those fights with alternative solutions.


But level-ups and XP would remain to be used with non-combat (environmental) skills, like lockpicking/hacking or conversational upgrades (or anything else comes to mind), regardless of skill system implemented, unless it's just "can do/ no can do" (either you know it or not).

Actually I'd like better implementation and differentiation between players' skills and characters' skills.
For example, if memory serves Fallout 3 allowed to save-load any "verbal challenge" no matter how low success chances were - sooner or later you'd succeed.
On the other hand, we have New Vegas, where certain level of skill was fixed as prerequisite to succeed.

I think I'd prefer combination of those - the higher the character's skill is, the less work player has to do. Let's take lockpicking: if your character has low lockpicking, you have to participate in minigame and the greater difference between lock difficulty and character's skill is, the more difficult task it will be (narrower arc where lockpick works, if we use Skyrim/Vegas example). The smaller the difference - the easier task is (wider arc) and after character's skill surpasses lock's difficulty, character would open it all by himself, no minigame required.
For "verbal challenges" it would be more difficult, but I think DE:HR examply could work - if dialogue skill is high, character will convince his opponent (a-la pheromones). If not, player has to rely on his perception in attempt to verify what kind of approach to choose. The higher skill is, the more hints character will give to player.
For me that part of DE:HR was, probably, most entertaining (Ok, second, after ninjaing everything and everyoneImage IPB - there were just not enough verbal challenges). And moneywise, it wouldn't be that much expensive - those are crucial dialogies, it should be possible to allocate funds to record several variations of them. Image IPB


Dragoonlordz wrote...

What I mean by waste of time is if was to implement such a mode then they should not half arse it's implementation by just making combat easier yet keeping combat the same in general, instead make it of high quality alternative way to play the game, a mode that is truly more story related.


Imagine Giorgio A. Tsoukalos here saying "money". Image IPB


Dragoonlordz wrote...

Just lowering the HP and shields of all enemies is not an alternative way of playing the game to me, it's playing the same game in same way only enemies easier to kill and as such i do not class it as worth doing that way. If I play a narrative mode as opposed to a different one (action mode for example), I want clear vast difference in how the game is played else don't even bother implementing it.


Simplest alternative to combat in given circumstances, with minimum resources misallocation involvement is, practically as you said, just replacement of each fight with pop-up window "after long, bloody and exhaustive fight..." (blood drops are optional)
I don't like it, but between longer unnecessary boring, unrewardingly dull and overextended combat and shorter unnecessary boring, unrewardingly dull and overextended combat I choose latter, just because it will save more time for anything else.