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There's an easy way for BioWare to bring back some fans they may have lost


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#251
In Exile

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Fast Jimmy wrote...
Because you can arguably fail? Having to go back to camp/town/what-have-you with your tail between your legs because you either under-prepared or over-estimated your party is a tough thing to swallow.


I still don't follow, even after your exchange with AllanC9. My views are his on this point, basically. 

Why NOT explore every nook, cranny and hallway in a game if you have no real fear of any combat? Other than complete boredom, of course.


Why would you ever have a fear of combat just because you run out of healing things? In a JRP with random encounters this was somewhat dangerous because you could always be attacked, but that goes back to my point about attrition. The danger is there because you don't automatically make an area safe just by walking through it and clearing it out once, which is precisely what happens in RPGs. 

What was once a constant chance of failure is now just running around maps to collect loot... or not, honestly. Because if you re-heal after every fight, do you really need better equipment? Healing items? Gold? Not really. Chances are you'll find scrub equipment that will get you through every fight with a modicum of tactics and proper leveling.  


Regarding need equipment, etc. my view, again, is the same as AllanC9 (just so we're not being redundant). 

I take your point that there is much more tension when there's actual attrition going on in a dungeon. I just don't see how removing regeneration - by itself - changes anything. And even if it's included, you can easily be an a sitution of attrition if you have, for example, a 'fatigue' mechanic that just gives you a % decrease to stats based on the # of encounters (or equivalent). 

My completionist itch is fading with age. Mostly because it is less challenging to explore every inch of a game, making it seem less dangerous and exciting and, instead, more like a boring To Do list. I, personally, attribute that to these concepts of auto-healing, level scaling and the like.  


I can't relate to that, because I've always found exploration unbelievably boring. While I agree with you that tension is a good thing, I see the kind of feature you're asking for as about making combat tense, not walking around tense. 

Making combat something you should never fear nor ever need to fully plan for. Because, after all, if you can't beat something that is your exact same level and where you both have full health, then you may want to just drop it down to Casual for a while. Because that's an option now, too.


I've never seen a (modern, before the old fogies get made at me for not having played Gold Box games) actually require you to plan before a dungeon. BG2 and the like either relied on abusing the rest system or using meta-game knowledge about what magic an encounter would require. 

Modifié par In Exile, 19 mai 2013 - 01:24 .


#252
Fast Jimmy

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Why would you ever have a fear of combat just because you run out of healing things? In a JRP with random encounters this was somewhat dangerous because you could always be attacked, but that goes back to my point about attrition. The danger is there because you don't automatically make an area safe just by walking through it and clearing it out once, which is precisely what happens in RPGs.


This was something that the Gold Box games, as well as current RPGs, don't do well. Roaming enemies. Random encounters. Respawns that are realistic. It is as you say - in Baldur's Gate, I can clear a path through a dungeon, turn right back around if I get in trouble and "Gather My Party Before Venturing Forth" and sleep, then walk right back to my starting spot.

I fully endorse a way to prevent clearing a safe way out via a path of corpses. I don't particularly like the old JRPG method of "take 10 steps, screen goes squiggly, combat screen loads" method of this, but it did have merit in this context. With fast travel, going to an inn is a bit silly, since once you make it out of the dungeon, you are just a few clicks away from instant healing, so being able to make camp once outside the dungeon gives the same net experience, minus the inconvenience. And, without respawns of some sort, walking out the dungeon would just require walking backwards through the areas you have cleared, so you might as well be able to rest anywhere in a dungeon, too. And, if you can rest after every battle and there is no time counter to penalize you for doing so, then why not do auto-regenerate?

The problem isn't limited to the auto-regenerate alone. It is part of, what I view as, a larger problem. But if you add attrition and don't stop the auto-regenerate, you've simply added more mook fights without any real risk. So they would have to both go together.

Now the problem comes from the option to engage in countless mook fights, which means grinding is introduced. Which can be a problem with gating content versus having the level scaling.

However, I don't think just throwing up our hands and saying "okay, fine... you automatically are fully healed and have full mana" is a good idea. Because it diminishes the risk. Not to mention puts everything on a cooldown timer, instead of the more conventional mana pool or even (children, cover your ears) Vancian casting. A cooldown basically means your character is using their nuke spells, every fight, without fail. Yes, friendly fire makes using this a little trickier... but that simply incentivizes getting nuke spells that don't have AoE or which ignore friendly fire. It doesn't solve the underlying issue that every character is now using their most powerful skills over and over and over again. Which not only stretches the bounds of gameplay/story segregation, but also results in boring "kite while I wait for cooldowns" type combat.

Ultimately, there needs to be a better solution.

I can't relate to that, because I've always found exploration unbelievably boring. While I agree with you that tension is a good thing, I see the kind of feature you're asking for as about making combat tense, not walking around tense.


I would say walking around is tense if combat is tense... simply because the possibility of walking right into a combat situation is ever-present. With that threat, exploration becomes exciting... not just, again, a To Do list.

I take your point that there is much more tension when there's actual attrition going on in a dungeon. I just don't see how removing regeneration - by itself - changes anything. And even if it's included, you can easily be an a sitution of attrition if you have, for example, a 'fatigue' mechanic that just gives you a % decrease to stats based on the # of encounters (or equivalent).


And I'd say that is a real problem.

The entire premise of an RPG, mechanics-wise, is to provide simulation. You have the chance to miss when you attack, you have certain skills (reflected numerically) which you excel at and others which you fail, you can upgrade to better equipment which enhance your abilities... these are all numerical representations of real concepts.

To remove the element of fear from combat removes the entire point of combat. That is, you are struggling for your life. When you make combat closer to the spectrum of "unfailable," then that struggle is removed. Which then, by comparison, creates MAMMOTH gameplay/story segregation.

Why can't my Hawke just stroll up to the Templars and slay every last one to free his sister? It is what you wind up doing anyway, so it is hardly an unrealistic suggestion. If I am playing an overly aggressive, pro-Mage Hawke who has already killed Templars and who has seen what a terror Meredith has become, why not just go on a rampage? "Because though must." Having Hawke be able to kill everyone without batting an eye is silly, but the game totally justifies this silliness by Hawke being able to shrug off demons, blood mages, Darkspawn and dragons. The same applies to the Warden - if the Darkspawn Horde really had an actual Horde (say, 10,000 Darkspawn), there would be nothing to prevent the Warden to killing every single last one of them if there was time to regenerate full health and mana between each fight.Yet we all acknowledge that would have been a stupid way for the game to play out.

Yet a game that has no regenerating health/mana and that has a limited amount of spell points for healing suddenly is realistic. The PC wouldn't be able to fight more than 10 or 20 enemies without starting to look at their stats with worried eyes. 40 or 50 and they would be fighting for their life, with companions dropping like flies. 100 would be outright near impossible. That's the way it should be.

Baldur's Gate 2, even playing as a demi-god, you could not oppose the Cowled Wizards and cast magic unfettered until late game (and many times not even then) without a license. In the Underdark, you could not easily take arms against the entire city of Drow and win. Yet a PC with auto-regenerating health/mana would have as little problem with the first round of an entire city as they would with the last. That defies any sort of logic.

To keep the tension of fighting and to keep the logic of the entire game world on the tracks, damage and mana usage cannot be abstracted to simple regeneration. Yes, rest functions can be abused, but that doesn't mean there aren't ways to mitigate that. And using a walkthrough will always make a game easier - using that as a justification against a feature is a little arbitrary.

Modifié par Fast Jimmy, 19 mai 2013 - 02:13 .


#253
Shaigunjoe

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In Exile wrote...
I've never seen a (modern, before the old fogies get made at me for not having played Gold Box games) actually require you to plan before a dungeon. BG2 and the like either relied on abusing the rest system or using meta-game knowledge about what magic an encounter would require. 


No, not even back then did you really have to plan to go into a dungeon.  RPGs in general do not really required this.  Even the dungeon crawler sub genre (Legends of Grimlock) for instance have little emphasis on planning before the dungeon.  Stock up on potions, torches etc is as in depth as planning goes.

Honestly, the RPG I have played that has the most pre dungeon planning is World of Warcraft (though probably any Raid MMO can have the same be said for it).  You really had to study what to do before you did it.  BW games have never been about resource mangement and dungeon planning.

#254
cJohnOne

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I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.

#255
Shaigunjoe

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cJohnOne wrote...

I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.


Well, there is a method to this madness:
http://www.vgchartz....methodology.php

#256
In Exile

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Fast Jimmy wrote...
This was something that the Gold Box games, as well as current RPGs, don't do well.  .... 

...

The problem isn't limited to the auto-regenerate alone. It is part of, what I view as, a larger problem. But if you add attrition and don't stop the auto-regenerate, you've simply added more mook fights without any real risk. So they would have to both go together.


Just to clarify, I mean attrition in the sense that each round of combat leaves you in a tactically and strategically inferior position, whether it is because you've consumed resources (e.g. items), consumed mana/health, or consumed equipement (if the equipment deteriorates over time). But more on this later, when we talk about mechanics (the fun part). 


Now the problem comes from the option to engage in countless mook fights, which means grinding is introduced. Which can be a problem with gating content versus having the level scaling.

However, I don't think just throwing up our hands and saying "okay, fine... you automatically are fully healed and have full mana" is a good idea. Because it diminishes the risk. Not to mention puts everything on a cooldown timer, instead of the more conventional mana pool or even (children, cover your ears) Vancian casting. A cooldown basically means your character is using their nuke spells, every fight, without fail. Yes, friendly fire makes using this a little trickier... but that simply incentivizes getting nuke spells that don't have AoE or which ignore friendly fire. It doesn't solve the underlying issue that every character is now using their most powerful skills over and over and over again. Which not only stretches the bounds of gameplay/story segregation, but also results in boring "kite while I wait for cooldowns" type combat.

Ultimately, there needs to be a better solution.


Again, I'm entirely with you that the risk needs to be there so that the game actually has a sense of tension. I (personally) absolutely loath the "save it until you've played the game over a few times to memorize the encounters, then use it only at those times" Vancian style of combat. I think having a renegerating pool of mana gives you that lets you string your abilities constantly makes for a fun experience. 

The real problem, IMO, is that RPG magic is still died to mechanics that were desiged for a Vancian system (so, very powerful spells) but that no longer have the traditional drawback. On this front, I think the better solution is to actually nerf abilities, reduce cooldowns, and then create "synergy" bonuses by using abilities one-after-another as a way to stack debuffs and buffs. I think that's a more intellectually challenging form of combat.

Getting back to attrition, though, I think you can get that effect going again through debuffs. Having a fatigue % that stacks as you push through more encounters (and I'd personally have it tied to the # of actions in combat, to make it simulate the cost of a long-drawn out exchange), leads to the same sense of tension but allows combat to be interesting tactically because you're not reduced to "auto-attack" for the 9000th time. 

Basically, I don't like non-renegerating mana (I could actually go either way on health) because it actually reduces combat to inventory management instead of tactics. I think a good game has to balance between the strategy side of things (which includes inventory management) and tactics. It's why I think a fatigue mechanic would be effective, because it essentially gets the same effect of attrition but it doesn't actually just reduce you to auto-attack bots.


I would say walking around is tense if combat is tense... simply because the possibility of walking right into a combat situation is ever-present. With that threat, exploration becomes exciting... not just, again, a To Do list.


Oh, I agree with you there. I think this point is semantic anyway.


And I'd say that is a real problem.

The entire premise of an RPG, mechanics-wise, is to provide simulation. You have the chance to miss when you attack, you have certain skills (reflected numerically) which you excel at and others which you fail, you can upgrade to better equipment which enhance your abilities... these are all numerical representations of real concepts.

To remove the element of fear from combat removes the entire point of combat. That is, you are struggling for your life. When you make combat closer to the spectrum of "unfailable," then that struggle is removed. Which then, by comparison, creates MAMMOTH gameplay/story segregation.  


I don't disagree that an RPG has to provide a meaningful simulation. Where we run into problems is on how to do that. I think that the idea of reducing health to a pool of Life points and a pool of Stamina points is, basically, incredebly stupid and artificial and just something that totally fails to take advantage of the power of modern technology. A good analogy is to how RPGs insist on being 2D still, despite being able to render in 3D. 

I think a mechanic like the kind I discussed above (re: fatigue) is just a more effective way of getting the same type of simulation while reducing the incredible artificiality of the system. 

Going with the point further, health and mana are stupid because they're absolute thresholds. I can have a dragon repeatedly set me on fire, throw me against a wall, have mages elecrocute and freeze me... and none of that could matter at all, but if if a five year old throws a rock I keel over and die. That's the problem with HP that I loathe, and I think moving towards non-renegerating HP just amplifies the problem. 


The same applies to the Warden - if the Darkspawn Horde really had an actual Horde (say, 10,000 Darkspawn), there would be nothing to prevent the Warden to killing every single last one of them if there was time to regenerate full health and mana between each fight.Yet we all acknowledge that would have been a stupid way for the game to play out.


Well, DA:O doesn't actually renegate health very much while "in combat". But frankly an arcane warrior could auto-attack all 10,000 darkspawn to death because of the mechanics. That's the real issue that you're dealing with now. It goes back to the points that Alan C9 was making about the balance. 

Yet a game that has no regenerating health/mana and that has a limited amount of spell points for healing suddenly is realistic. The PC wouldn't be able to fight more than 10 or 20 enemies without starting to look at their stats with worried eyes. 40 or 50 and they would be fighting for their life, with companions dropping like flies. 100 would be outright near impossible. That's the way it should be.


No. A PC could eradicate 10,000 level 5 enemies at level 20 using auto-attack alone, potentially, if that' show the power curve is set up. Hell, a PC could eradicate every single enemy in the game without ever taking damage depending on how the game is done.

A great example is Fire Emblem Awakening. At high levels, a single character can clear out 40 low-level enemies while taking 0 damage. At low levels, a single enemy is death. It's all power curve. 

#257
jillabender

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In Exile wrote...

[...]

On this front, I think the better solution is to actually nerf abilities, reduce cooldowns, and then create "synergy" bonuses by using abilities one-after-another as a way to stack debuffs and buffs. I think that's a more intellectually challenging form of combat.

Getting back to attrition, though, I think you can get that effect going again through debuffs. Having a fatigue % that stacks as you push through more encounters (and I'd personally have it tied to the # of actions in combat, to make it simulate the cost of a long-drawn out exchange), leads to the same sense of tension but allows combat to be interesting tactically because you're not reduced to "auto-attack" for the 9000th time.


I agree - I liked the way DA2's cross-class combos encouraged waiting for the right moment to use an ability, instead of spamming all the most powerful abilities at once, but I didn't like being reduced to auto-attacking while waiting for the cooldown on my stamina potions to run out. I much prefer for the challenge in combat to come from thinking about the right time to use an ability in a particular combat situation, rather than from managing my mana or stamina pool.

#258
Giga Drill BREAKER

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BasilKarlo wrote...

It's no secret that DA][ didn't sell nearly as well as Origins and it shouldn't be a surprise to anyone that the only way for Inquisition to match Origins' sales is to get back some of the fans they lost. Da][ was commonly viewed as "dumbed down" having borrowed ME2's philosophy of streamlining non-combat game mechanics. And since no toolkit was made available for DA][ options for fan-made content, an extremely popular feature for RPGs on PC, was severely limited in scope.
But they can do something about this. The PlayStation 4 and surely the NextBox are essentially PCs. This was sort of the case with the PS3 and the 360, but the PS4 is pretty much just a gaming PC. With that in mind, think about the possibilities of modding. 360 and PS3 games could already be modified using various programs on your PC and tranplanting their output to your console/s. BioWare could make a toolkit for PC and an interface for consoles for fans to mod all versions of Inquisition. I know there's interest in modding console games so the effort wouldn't go unnoticed.
What do you guys think?


Or, or here is a wild thought, they could make better games.

#259
Bleachrude

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AlanC9 wrote...

Realmzmaster wrote...

I would say more like BG1 & 2 or NWN. Bring back my ability to manage my party's health and mana. Enough of this regenerating health and mana. Bring back perma-death. 


How would you want perma-death to work? Like D&D but without any kind of resurrection spells?


Perma-death only works for Rogue like games where reloading changes the dungeon layout. Otherwise perma-death will just result in "reload before entering area B".

More of an annoyance than an actual mechanic IMO.

#260
zyntifox

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Shaigunjoe wrote...

cJohnOne wrote...

I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.


Well, there is a method to this madness:
http://www.vgchartz....methodology.php


Madness? As a statistician i can verify that they use a fairly common methodology in making their estimates. Now, you may argue that they do not follow the methodology presented. But if we can assume they do follow the scheme you linked their estimates will be fairly accurate.

#261
Realmzmaster

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Bleachrude wrote...

AlanC9 wrote...

Realmzmaster wrote...

I would say more like BG1 & 2 or NWN. Bring back my ability to manage my party's health and mana. Enough of this regenerating health and mana. Bring back perma-death. 


How would you want perma-death to work? Like D&D but without any kind of resurrection spells?


Perma-death only works for Rogue like games where reloading changes the dungeon layout. Otherwise perma-death will just result in "reload before entering area B".

More of an annoyance than an actual mechanic IMO.


Which means that the gamer will have to re-think their strategy or prepare the party better or get lucky. If they reload and do not change their results may be the same. So I have no problem with the gamer reloading.

#262
In Exile

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Realmzmaster wrote...
Which means that the gamer will have to re-think their strategy or prepare the party better or get lucky. If they reload and do not change their results may be the same. So I have no problem with the gamer reloading.


If it's a game like DA:O/DA2, a party member's death is more likely the result of fluke battle conditions that anything that actually comes down to strategy, so not even something that tactics would fix.

If it's a game like BG2, then the 2nd time around you'll just metagame the encounter, like the game expects.

#263
Shaigunjoe

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Cstaf wrote...

Shaigunjoe wrote...

cJohnOne wrote...

I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.


Well, there is a method to this madness:
http://www.vgchartz....methodology.php


Madness? As a statistician i can verify that they use a fairly common methodology in making their estimates. Now, you may argue that they do not follow the methodology presented. But if we can assume they do follow the scheme you linked their estimates will be fairly accurate.


Hahahaha.

Man, nice to have your verification, though you obviously don't read much Shakespeare.

#264
Realmzmaster

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In Exile wrote...

Realmzmaster wrote...
Which means that the gamer will have to re-think their strategy or prepare the party better or get lucky. If they reload and do not change their results may be the same. So I have no problem with the gamer reloading.


If it's a game like DA:O/DA2, a party member's death is more likely the result of fluke battle conditions that anything that actually comes down to strategy, so not even something that tactics would fix.

If it's a game like BG2, then the 2nd time around you'll just metagame the encounter, like the game expects.


I would not know. I never metagamed in BG2. I simply changed my strategy and tactics. The spells of the spellcasters remained the same as the time before if I choose to reload which I rarely do. I simply pick up another companion if one died and carried on.

#265
Shaigunjoe

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Realmzmaster wrote...

In Exile wrote...

Realmzmaster wrote...
Which means that the gamer will have to re-think their strategy or prepare the party better or get lucky. If they reload and do not change their results may be the same. So I have no problem with the gamer reloading.


If it's a game like DA:O/DA2, a party member's death is more likely the result of fluke battle conditions that anything that actually comes down to strategy, so not even something that tactics would fix.

If it's a game like BG2, then the 2nd time around you'll just metagame the encounter, like the game expects.


I would not know. I never metagamed in BG2. I simply changed my strategy and tactics. The spells of the spellcasters remained the same as the time before if I choose to reload which I rarely do. I simply pick up another companion if one died and carried on.


Changed your strategy and tactics based on what exactly?  Because if its based on what you saw already, then that is metagaming.

#266
dgw

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I think the reason people don't like DA][ is simply because most choices (if not all) had no effect to the story. IMHO, this is the only reason that makes fans upset.
As for the toolset kit, I doubt people will care much about it if DA]I[ still follows the same way as DA][. I for one never use the toolkits for DA:O and NVN, but that does not affect my experience in playing DA:O and NWN. I think most fans will judge the game by its content, not the toolkit. 

Modifié par dgw, 20 mai 2013 - 05:08 .


#267
zyntifox

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Shaigunjoe wrote...

Cstaf wrote...

Shaigunjoe wrote...

cJohnOne wrote...

I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.


Well, there is a method to this madness:
http://www.vgchartz....methodology.php


Madness? As a statistician i can verify that they use a fairly common methodology in making their estimates. Now, you may argue that they do not follow the methodology presented. But if we can assume they do follow the scheme you linked their estimates will be fairly accurate.


Hahahaha.

Man, nice to have your verification, though you obviously don't read much Shakespeare.


Aha, sorry. :P

#268
Sylvius the Mad

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cJohnOne wrote...

I don't know about the VGchartz numbers 1.5 million seem high for PS3 or am I way off there and 400,000 for PC sales seems low to me. The x-box sales sound right to me though.

Sometimes the VGChartz sounds like guestamates to me.

My understanding is that VGChartz doesn't track Steam (or other digital distribution) sales, so they do under-report PC numbers, and that error grows with each year.

#269
Sylvius the Mad

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EntropicAngel wrote...

Sylvius the Mad wrote...

I'd like that.

Obviously this would also require some changes to how combat works, particuarly with regard to how risk-averse the player can be in his approach to it.


Wouldn't they also have to look at expanding the number of companions?

No.  As I said, the game would need to allow a more risk-averse approach to combat.  I wouldn't expect a typical playthough to feature more than one or two companion deaths, and those deaths might actually be intentional to serve some tactical purpose.

A system that uses permadeath tends to give you more possible party members, yes?

Some at least. Hammer & Sickle didn't, but a quick look at the BG wiki shows over twenty companions in both games.

The BG games did, but I wouldn't describe those as excellent examples of permadeath.  Granted, they did make character death fairly uncommon (I'm not counting just regular death as death, as Raise Dead made that not permanent), but the nature of AD&D combat design then was largely as In Exile describes it - trial and error, and a lot of guesswork with the Vancian magic system.  That's not an ideal design.

My complaint with the lack of permadeath is it tends to promote oddly sacrificial tactics.  In KotOR, I complained about the effectiveness of sending Canderous into a room to draw fire, watching him die while everyone else did damage, and then having him get up at the end.  But imagine those tactics with a permadeath system - then that sacrifice would really mean something, would be used only in the most dire circumstances, and make for much better story-telling.

Granted, as long as BioWare insists that they're the only ones telling a story, our ability to use the mechanics to tell a story isn't going to get much attention, but I'm happy to keep beating this horse until they come around.

#270
Sylvius the Mad

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AlanC9 wrote...

Unless you're saying that the value of resource-based gameplay is that it gives a player a way to handicap himself by deliberately mismanaging his expenditures?

That's exactly the point.  A robust strategic system allows for a wider range of tacitcal experiences based on how well the strategic angle was handled.  Characters who don't plan strategy well will face more difficult tacitical situations, which characters who take the time to plan strategy well will face less challengining tactical situations.

Having the game focus on tactics at the expense of strategy (as DAO did explicitly - Georg was very open about that during development) dramatically narrows the possible range of tactical experiences.

Some would call that balance.  I would call it limiting.

#271
Sylvius the Mad

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In Exile wrote...

Why would you ever have a fear of combat just because you run out of healing things? In a JRP with random encounters this was somewhat dangerous because you could always be attacked, but that goes back to my point about attrition. The danger is there because you don't automatically make an area safe just by walking through it and clearing it out once, which is precisely what happens in RPGs.

Not all RPGs.  The classic Ultima games didn't do this.  Wizardry 8 (since you're not an old fogey) doesn't do this.

Wizardry 8 might be the only decent modern example (outside of indie games) of this sort of design.  I strongly recommend it.

#272
Realmzmaster

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Shaigunjoe wrote...

Realmzmaster wrote...

In Exile wrote...

Realmzmaster wrote...
Which means that the gamer will have to re-think their strategy or prepare the party better or get lucky. If they reload and do not change their results may be the same. So I have no problem with the gamer reloading.


If it's a game like DA:O/DA2, a party member's death is more likely the result of fluke battle conditions that anything that actually comes down to strategy, so not even something that tactics would fix.

If it's a game like BG2, then the 2nd time around you'll just metagame the encounter, like the game expects.


I would not know. I never metagamed in BG2. I simply changed my strategy and tactics. The spells of the spellcasters remained the same as the time before if I choose to reload which I rarely do. I simply pick up another companion if one died and carried on.


Changed your strategy and tactics based on what exactly?  Because if its based on what you saw already, then that is metagaming.


As I said before I rarely reload a save because of combat death. My parties live with it. Also in BG1 & 2, Ultima, Wizardry the attacks were not the same by the enemy if you reloaded and random encounters were a possibility. The enemy could change its tactics with the reload. So reloading came with a penalty. What I adjusted was my overall strategy for the party to keep them from dying. If a companion died again on one of those rare reloads I live with it and moved on. 
In BG2 I simply limped back to town to pick up a new companion and dump the dead one learning from the experience what I did wrong and changing strategy and tactics to prevent it from happening again.

#273
Realmzmaster

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Sylvius the Mad wrote...

In Exile wrote...

Why would you ever have a fear of combat just because you run out of healing things? In a JRP with random encounters this was somewhat dangerous because you could always be attacked, but that goes back to my point about attrition. The danger is there because you don't automatically make an area safe just by walking through it and clearing it out once, which is precisely what happens in RPGs.

Not all RPGs.  The classic Ultima games didn't do this.  Wizardry 8 (since you're not an old fogey) doesn't do this.

Wizardry 8 might be the only decent modern example (outside of indie games) of this sort of design.  I strongly recommend it.


Also Might and Magic and the ever popular party crushers the Bard's Tale series. The Bard's Tale had you fighting to get into the dungeon or city and back out again. Also if one or more of the companions died it was back to the Inn to roll up new ones. Comabt in the Bard Tale series was brutal and unforgiving. 

#274
zeypher

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I have to agree with jimmy here. Hell still remember being happy as hell when i got a ring of regeneration in nwn2.

#275
Firky

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Realmzmaster wrote...

As I said before I rarely reload a save because of combat death. My parties live with it. Also in BG1 & 2, Ultima, Wizardry the attacks were not the same by the enemy if you reloaded and random encounters were a possibility. The enemy could change its tactics with the reload. So reloading came with a penalty. What I adjusted was my overall strategy for the party to keep them from dying. If a companion died again on one of those rare reloads I live with it and moved on. 
In BG2 I simply limped back to town to pick up a new companion and dump the dead one learning from the experience what I did wrong and changing strategy and tactics to prevent it from happening again.


Thank goodness for those (2 I think) Rods of Resurrection in BG2. I also resurrected at a healer a couple of times.

This makes me wonder whether or not I like companions that scale to your level when you meet them, and level up yourself (like in DA2.) I'm tempted to say no because green companions should be green companions (like in BG2) but, gee, that bit in BG2 where you had to trade Level - 16? Yoshimo for level 9? Imoen was painful.

Also, in the Ultimas, didn't you pop dead companions in your backpack and take them to Lord British? ;)

Modifié par Firky, 20 mai 2013 - 07:52 .