Fast Jimmy wrote...
Not to try and squash conversation, but can we take the statistical analysis of Tank v. Tank to PM? It's really off topic to the current discussion at hand.
Given that the concept for a RNG outcome of being bad, as in a preset attribute that could not be "fixed" with a reload seems to have been met with some resistance, I would like to point out very few people have responded to my second option outlined (after all, this is the reason I put forth different options/styles in the OP).
Would people be okay with losing gold, having equipment destroyed or just feeling like someone "pulled a fast one on you" if it resulted in some in-game good?
Saving baskets of kittens, or proving an innocent man accused unjustly or even a piece of mind that someone did not suffer when they died.
I think what would have been a good alternative to the Leandra quest would be if you took the right proactive steps to warn her and track the killer down, she would be mid-"surgery" or something similar. She would still die, but could express gratitude for not being turned into a monster before she died. Similarly, if our Hawke did things kill the wrong suspect in Act 2 or didn't pay attention to the Lillie's line your mother says, we would have gotten the same scene we saw in DA2, where she has been turned into a zombie. If, in that ending, she would have said "kill me, save me from being this horrible monster" with her dying breaths, that would have felt significant.
Same end result - Leandra is killed by a Mage serial killer - but the nuances that we would have made her ending more palatable to her would be worth it.
I don't think destroying an item that the player has worked for - saving up gold, etc., in a quest is a good idea, especially if it's something that would be sprung on the player without their knowledge. Even a good xp reward isn't enough to make up for the frustration of having something you worked for taken away unexpectedly and seemingly-randomly. If it was completely player choice - ie, "You could save this halla by levering open this trap with your sword/daggers/staff, but..." and then the player can choose to risk their weapon by opening the trap, or leave the halla to die - that's one thing. Still an annoying thing, to me, because the only purpose I can see for it would be to create a sense of sacrifice - and surely there are better ways to do that than 'that 200-gold sword you saved for? Gone!" Ways that don't mechanically punish the player by weakening them in further combat by destroying their best weapon, while also irritating them that they even bothered wasting their money on the weapon.
But to do so without warning, without choice? No. Full stop.





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