I can't but to help wondering why it is so important to jump through so many hoops and then attach a non-removable penalty on achieving non-perfect victories?
Why is it so incredibly important to attach this penalty to a character? Both the random application and the delayed onset essentially means it's very ineffectual to dissuade losing characters in battle. The permanent loss of combat ability increases the likelihood of it happening again.
I'd argue that it doesn't increase the likelihood of losing in future battles given the magnitude and frequency I have been talking about.
Why I'm endorsing it is because of this exact response. You hate it. Others hate it. You say "don't penalize me and then give me no good way to get out of it!"
A suitable deterrent must be something a large subset of people do not enjoy. Otherwise it is not an effective deterrent.
If you make the possibility of losing skills/attributes/what-have-you known to the player, then they will fear it, even HATE it... despite it not being bad at all. It is the aversion to it that gives it the efficacy of making people actively avoid falling in combat. Actually receiving the permanent injury later on down the line won't be the deterrent (or even really, a punishment)... it will be the KNOWLEDGE that such a thing could happen that will cause players to stand up and pay attention. Which is all that I am pitching for.
Not having companions die in combat is not "my way of playing the game." I'm not saying people must roll a tank in every party, or that a DW rogue is the optimum way to fight enemies... it is saying "hey, by hook or crook, you may want to look at trying to keep your companions alive as best you can." That isn't a terrible, mean or tyrannical concept of me to put forward. You can play with a party full of mages, if the game gives you the option. Heck, with more healing options, it might be a great party mix to avoid having someone fall.
Point being, if you are on Normal (let alone Casual) and you are having companions die enough to incur these multiple instances of these permanent injuries, chances are you probably aren't even using Potions, let alone the Tactics screen. And, again, if the chance of it happening is scalable to the Difficulty level so that a Casual will never see one, I don't see where the chance of someone who hates combat will feel abused and mistreated by such a remote possibility of even happening?
No, BW actually does a good job of not forcing all elements of the game on people, something that you seem to disagree with, you just want everyone.
Would you prefer it that you can't skip cutscenes? Have certain requirements so that you have to have a certain class in your party at a certain times so people are forced to play as all classes?
Sure, they may like it, but they also may not. The tools are already there for them to explore if they want to, I see no need, and there has been no compelling evidence suggested, that it should be required.
DA2 definitely tried to change the gameplay mechanics to encourage more balanced parties. Playing DA2 on Nightmare without using Cross class Combos was a challenge not worth pursuing (for all the wrong reasons, mind you). The gameplay was so rewarding to utilizing this mechanic (which was, in turn, best utilized by incorporating a working understanding of the Tactics menu) that it is nearly impossible for someone to claims Bioware wasn't trying to incentivize this behavior by rewarding those who utilized it (and, conversely, penalizing those who didn't).
What I am suggesting is not to get people to "play like me." It is to get people to play how the game was designed to be played. And, just like not playing on Nightmare would mean you'd likely never have to use a single Cross class Combo if you didn't want to, my suggestion scales the chance of permanent injury with difficulty, so a Casual player wouldn't see it at all.
Modifié par Fast Jimmy, 22 mai 2013 - 12:27 .