There's an easy way for BioWare to bring back some fans they may have lost
#276
Guest_Puddi III_*
Posté 20 mai 2013 - 09:20
Guest_Puddi III_*
#277
Posté 20 mai 2013 - 12:53
Realmzmaster wrote...
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.
I call BS, I don't really care about the other series, but in BG, sure, the attacks were not EXACTLY the same, but just knowing what abilities they had were a form of metagaming, if you played through the game more than once, you were metagaming.
#278
Posté 20 mai 2013 - 01:05
Like, you could know abilities, generally. If the enemy was a mage, cast breach, if the enemy looked undead, get the priest spells going.
(Having said that, I do recall being absolutely stuck on a couple of BG2 enemies because I had no idea what they were doing, even after playing the encounter a couple of times, so I had to go looking for help. Kangaxx was one.)
#279
Posté 20 mai 2013 - 02:38
#280
Posté 20 mai 2013 - 03:00
Filament wrote...
I for one am really glad BioWare games are far removed from those old WRPGs that were ugly as sin and whose gameplay sounds entirely unappealing. JRPGs were so much better in the 90s than whatever the west was doing at the time. imo obv
I assume you are talking about the seven minutes of gameplay between each six hour cutscene yes?
#281
Guest_EntropicAngel_*
Posté 20 mai 2013 - 03:36
Guest_EntropicAngel_*
Sylvius the Mad wrote...
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.
...
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.
I understand.
I know that I personally try very hard not to lose anyone during a combat encounter--though I'll admit I don't reload a save when I do. I think Bioware's evolution to giving a penalty for someone who falls, as opposed to KotOR, is a good idea--but the presence of injury kits makes that almost meaningless.
How about harsher penalties for a teammate death in combat, with no injury kits, with the injury or whatever only going away when you return to the home base? Would that be an acceptable compromise?
#282
Posté 20 mai 2013 - 03:41
#283
Posté 20 mai 2013 - 04:01
I always thought it would be better if there was a random chance that an injury could still result in a lesser, but permanent penalty.
For instance, blindness is an injury you can incur. I think it would be interesting if, after either using an injury kit or returning to camp, you could have the outcome of something like cataracts, which gives a penalty to hit for the rest of the game (but not as stiff as the one for the actual Blindness injury).
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
#284
Posté 20 mai 2013 - 04:06
Shaigunjoe wrote...
Realmzmaster wrote...
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.
I call BS, I don't really care about the other series, but in BG, sure, the attacks were not EXACTLY the same, but just knowing what abilities they had were a form of metagaming, if you played through the game more than once, you were metagaming.
Actually I only played through BG 1 and 2 twice with a 10 year span between the playings. Once when the games came out and then ten years later. I played many other crpgs in the years between that. So you can call it whatever you want. I do not care.
#285
Posté 20 mai 2013 - 04:08
That's just another nuisance that no one will actually enjoy, except for a relatively few diehards. I doubt any sort of permanent penalties have any place in the game... unless they can be toggled off at any time.Fast Jimmy wrote...
^
I always thought it would be better if there was a random chance that an injury could still result in a lesser, but permanent penalty.
For instance, blindness is an injury you can incur. I think it would be interesting if, after either using an injury kit or returning to camp, you could have the outcome of something like cataracts, which gives a penalty to hit for the rest of the game (but not as stiff as the one for the actual Blindness injury).
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
#286
Posté 20 mai 2013 - 04:11
Maybe it could be a factor of the difficulty level. Very high on Nightmare, non-existent on Casual.Xilizhra wrote...
That's just another nuisance that no one will actually enjoy, except for a relatively few diehards. I doubt any sort of permanent penalties have any place in the game... unless they can be toggled off at any time.Fast Jimmy wrote...
^
I always thought it would be better if there was a random chance that an injury could still result in a lesser, but permanent penalty.
For instance, blindness is an injury you can incur. I think it would be interesting if, after either using an injury kit or returning to camp, you could have the outcome of something like cataracts, which gives a penalty to hit for the rest of the game (but not as stiff as the one for the actual Blindness injury).
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
Modifié par Fast Jimmy, 20 mai 2013 - 04:21 .
#287
Guest_EntropicAngel_*
Posté 20 mai 2013 - 04:14
Guest_EntropicAngel_*
#288
Posté 20 mai 2013 - 04:15
Fast Jimmy wrote...
^
I always thought it would be better if there was a random chance that an injury could still result in a lesser, but permanent penalty.
For instance, blindness is an injury you can incur. I think it would be interesting if, after either using an injury kit or returning to camp, you could have the outcome of something like cataracts, which gives a penalty to hit for the rest of the game (but not as stiff as the one for the actual Blindness injury).
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
I would like to see injury kits done away with. I think a first aid skill would be interesting. I like your example. The blindness would be temporary if treated by first aid or a cure blindness spell but the treatment could not totally cure the companion. The effect would not be immediate but kick in later.
#289
Posté 20 mai 2013 - 04:18
"I'm pretty sure"....."something like".....I'm just a vat of reliable information.
#290
Posté 20 mai 2013 - 04:22
Xilizhra wrote...
That's just another nuisance that no one will actually enjoy, except for a relatively few diehards. I doubt any sort of permanent penalties have any place in the game... unless they can be toggled off at any time.Fast Jimmy wrote...
^
I always thought it would be better if there was a random chance that an injury could still result in a lesser, but permanent penalty.
For instance, blindness is an injury you can incur. I think it would be interesting if, after either using an injury kit or returning to camp, you could have the outcome of something like cataracts, which gives a penalty to hit for the rest of the game (but not as stiff as the one for the actual Blindness injury).
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
You simply have a hardcore mode like Fallout:New Vegas (which has two modes: Casual and Hardcore). The mode has to chosen at the beginning of the game. Fallout: New Vegas allows toggling of the hardcore mode to casual.
Witcher 2 has both Insane and Dark mode. Insane mode makes your saves unusable upon character death. Dark mode allows for saves but has a hiher difficulty level.
Modifié par Realmzmaster, 20 mai 2013 - 04:26 .
#291
Posté 20 mai 2013 - 04:33
Grand Admiral Cheesecake wrote...
I assume you are talking about the seven minutes of gameplay between each six hour cutscene yes?
In the 90s? I haven't played a JRPG for a while, but I'm pretty sure cutscene mania was an early 2000s thing.
#292
Posté 20 mai 2013 - 04:34
Fast Jimmy wrote...
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
All that would do is have people re-load every time a character falls to avoid the perma-stat damage.
#293
Posté 20 mai 2013 - 04:38
In Exile wrote...
Fast Jimmy wrote...
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
All that would do is have people re-load every time a character falls to avoid the perma-stat damage.
That may be true, but my suggestion would be to have the effect occur after a period of time. So the player would have to go back to a save before receiving the initial injury to avoid it. It would be limited to hard or above modes..
#294
Posté 20 mai 2013 - 04:41
In Exile wrote...
Fast Jimmy wrote...
Ideally, whether or not the injury would be permanent would be set when the actual injury occurs, so the player wouldn't know until they either used the kit or went back to camp. This would mitigate some reloading instances, give true risk of severe penalty for death, but not be as black-and-white as perma death.
All that would do is have people re-load every time a character falls to avoid the perma-stat damage.
Even if there was only a remote chance of it happening? I don't think it would. If only once out of 100 times a character "falls" in combat they had a chance at a permanent injury, who would reload every time?
The question then becomes finding the sweet spot to make it sting enough to instill fear (and, hence, better management during combat) but not be so annoying a player feels the need to reload every time a character drops.
Modifié par Fast Jimmy, 20 mai 2013 - 04:44 .
#295
Posté 20 mai 2013 - 04:43
Filament wrote...
I for one am really glad BioWare games are far removed from those old WRPGs that were ugly as sin and whose gameplay sounds entirely unappealing. JRPGs were so much better in the 90s than whatever the west was doing at the time. imo obv
I like me some japacheesy console weeblo strategy/RPG's as much as the next guy, I was never a fan of the pure JRPG's though(especially the twitch ones). If they want to rip off something like Fire Emblem or the Shining Force games, I would be all for it.
Modifié par relhart, 20 mai 2013 - 04:43 .
#296
Posté 20 mai 2013 - 04:46
Realmzmaster wrote...
That may be true, but my suggestion would be to have the effect occur after a period of time. So the player would have to go back to a save before receiving the initial injury to avoid it. It would be limited to hard or above modes..
No. All the player would have to do is re-load before the encounter once a character falls. Basically, if your penalty triggers on HP = 0 (permadeath, stat reduction X hrs into the future), then the actual way to avoid it is the same, which is to retry the encounter without the character reaching HP = 0.
And if it's a nightmare only feature, then that's all the more reason to re-load rather than to wind up with a perma-nerfed party and have to restart the whole game anyway.
Fast Jimmy wrote...
Even if there was only a remote chance of it happening? I don't think it would. If only once out of 100 times a character "falls" in combat they had a chance at a permanent injury, who would reload every time?
It depends on the sort of player. But it depends on your incentive system. If the actual stat loss is meaningless (i.e., something that counts as 1 of 3 points you get at level up and the chance is 1/100 to have it happen), then it's it's like that thing isn't even part of the game. If the chance is low but the penalty is severe, then why would it be justified to take the risk and have your character nerfed? And if the chance of injury is high but the magnitude is low, then you get back to the original incentive problem of death by 1000 cuts.
The other problem, design wise, is that you're essentially punishing players who are worse at the game.
Th question then becomes finding the sweet spot to make it sting enough to instill fear (and, hence, better management during combat) but not be so annoying a player feels the need to reload every time a character drops.
What do you mean, fear? The second the player wants to re-load because a character gets to HP = 0, you've created the effect you want. You say "not so annoying", but that's just something that's subjective.
I personally would rather redo the encounter until I perfect it than deal with a pain-in-the-ass later.
Modifié par In Exile, 20 mai 2013 - 04:47 .
#297
Posté 20 mai 2013 - 05:04
www.webpronews.com/cd-projekt-red-talks-up-the-witcher-3-wild-hunt-2013-02
Personally, I didn't like the need for so many potions. I like skills and magic in my rpg, but, other than health, I really don't get into taking potions. But in the Wticher, it's important for potion taking.
#298
Posté 20 mai 2013 - 05:07
Injuries themselves are little more than a nuisance. So a diminished effect of a permanent one would be similarly mild, exact details notwithstanding.
Modifié par Fast Jimmy, 20 mai 2013 - 05:09 .
#299
Posté 20 mai 2013 - 05:10
Fast Jimmy wrote...
^
The lack of duplication of permanent injuries would prevent the "death by 1000 cuts" scenario you outline. For each injury, say there is only one or two "permanent" injuries that are inflicted because of it. Therefore, even as you become injured permanently, it lowers your chance of getting a further permanent injury. You can only have cataracts once, after all. There is no DOUBLE cataracts.
Injuries themselves are little more than a nuisance. So a diminished effect of a permanent one would be similarly mild, exact details notwithstanding.
But if the penalty is negligible, what is the point of the injury? Basically, I see the incentie system as either being untouched by a mild penalty or that it will encourage reloading for those that are bothered by the penalty (minus the smaller group that wants to be penalized).
#300
Posté 20 mai 2013 - 05:21
But if the penalty is negligible, what is the point of the injury? Basically, I see the incentie system as either being untouched by a mild penalty or that it will encourage reloading for those that are bothered by the penalty (minus the smaller group that wants to be penalized).
You assume that everyone tries their hardest during combat, and any failure will be a result of them simply being bad.
That is not the case.
The fear of loss makes the stakes higher and engages the player more. If nothing bad happens when you lose, then succeeding will have the same flavor as failure - that is to say, none. If your player is entirely disengaged from everything except only the most EXTREME forms of failure (entire party dies), then what incentive do they have to try? If they aren't trying, then how is the player not going to feel bored? On the other side, if the player is constantly trying to stay alive, how are they NOT more engaged in their party make-up, the equipment they are using, the tactics they are employing and, in general, the game?
Developers catering to those who would reload upon a character dying by removing death are not doing anyone any favors. The player obviously cares if they live or die, they just didnt like how extreme the penalty of doing so was. A logical answer was the injury system. But that, too, is easily games with the huge quantity of injury kits and the easy fix of a camp visit.
Taking one step back towards the realm of penalization merely increases the stakes. Increasing the stakes increases the feeling of excitement.
Modifié par Fast Jimmy, 20 mai 2013 - 05:29 .




Ce sujet est fermé
Retour en haut





