Fast Jimmy wrote...
But you are also forgetting resource management. Something that the developers of both Mass Effect and DA have said is a HUGE issue when they look at player behaviors. Players would rather let a companion drop in battle and fight without them than use what they perceive as a scarce resource (potions or medigel). Players hold onto these as tightly as possible, avoiding using them even as they see their party drop like flies.
But isn't the problem that the game doesn't convey that potions and medigel isn't a scarce resource? Even if players were worried about perma damage to stats, that doesn't mean they'd use their potions early on (they might worry that even more desperate battles would come by later, and potions would still be limited).
In addition, items like poisons, bombs and traps are similarly under-utilized. The Arishok fight, often cited as a terrible effort in whittling, could be made significantly easier by the correct use of poisons. No tactics, no combat skills, no max/minning, but just the correct use of a few items most players will have in their inventory.
You mentioned this in other threads, I believe, but the problem here isn't combat, it's that poison is irrelevant for 99% of the game. There is no reason to use it, it adds nothing to any encounter, and if it happened to be marginally useful in one, players would have had no reason to discover it.
The gameplay could incorporate poisons more without having to penalize death. So I agree with you - just like I agree with you that players should be encouraged to use consumables more - but I just don't see how the incentive system you're proposing is actually going to get players using it.
The Arishok battle is a great example, because there's no party at all (potentially). Yet even with KO = Game Over, players don't abuse their potions or rely on poisons.
If, instead, a player knows that if their character is knocked down that they could run the risk of a minor permanent stat reduction, this could quite easily make them much less hesitant to use these items in combat.
Or it could make them even more hesitant, because if they're going to play on with even crappier characters as enemise level up, those potions might become even more valuable. What you're proposing could easily encourage hoarding.
Essentially, if you give people a motive to start throwing the kitchen sink at not only surviving an encounter, but surviving it with no casualties, suddenly the player will start engaging in behaviors hey didn't otherwise, with people learning and experiencing more of the whole system instead of the more "vanilla" version that is on the surface.
Or people will turn down the difficutly, hoard potions and items even more for the future, or just search for overpowered builds to avoid the difficutly.
I just don't get this idea that you can force people to challenge themselves when they don't want to.
Fast Jimmy wrote...
Are you trying to paint me as a combat tactics junkie then? Anyone who knows anything about what I am like knows this is not the case. It is a very uninformed suggestion to make.
No, not at all. I just meant that in the context of the thread, you scoped gameplay down to combat.