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Should there be more realism in a fantasy game?


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#176
metatheurgist

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That sort of thing would require a higher-magic setting than we've got, wouldn't it?


Dunno. But if I can charge up my sword to deliver a substantial electric jolt, I'd imagine that creating the equivalent of a magnetic hold to float over my back wouldn't be difficult. Nevermind the power levels required to raise a flaming tornado over a large area.

#177
AlanC9

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That would work for Fenris, I guess. Anybody else?

#178
AlanC9

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I'm not sure if this is a realism or a gameplay topic -- maybe both -- but does anyone else find shop markups preposterous?

#179
Realmzmaster

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The markup depends on the item much like real life. Take for example diamonds and jewelry. The markup is incredible.

In some of the older crpgs you had a mercantile skill. If the character was good enough  they could go buy in one city and sell it for more in another city dependent on need.

 

Some games allowed you to buy an item from a merchant use it for a while upgrade you merchant skill and sell the item back to the same merchant for more.

 

The disparity in selling prices and buying prices could be a way to limit the gold in the economic system.. 



#180
CybAnt1

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Oh yeah, it's interesting. WoW adjusts store prices based on faction reputation. Better rep, better discount.

 

Goblins have "Best Deals Anywhere" as a racial ability, they always get discounts. Why? Listen to them in the game. They could sell ice cubes to Eskimos.



#181
Realmzmaster

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I remember an early crpg named Alternate Reality: The City (1985) by Datasoft (Later IntelliCreations). The game had a banking system. There were three banks in the game. The banks actually gave loans, took deposits and paid interest. 

 

The character could get a job to earn money. The character could go into a tavern and buy a round for everyone thereby making friends with patrons and barkeep. This could be important because if the character was down on his/her luck he/she could go in that tavern and the barkeep would give the character a ration kit. 



#182
Sylvius the Mad

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I actually think that inventory should be unlimited, as it already clearly has nothing to do with realism.

It does now, but that didn't use to be the case.

 

I remember Ultima games where having more stuff in your backpack made it take longer to find things (because they might be buried under other things).  And games often took into account the weight and volume of equipment.



#183
Sylvius the Mad

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An infinite inventory can actually cause problems for the computer system it's running on. Although this could be more of a problem on gaming consoles, than PCs. 

Not necessarily.  I remember problems with NWN where having too much gear would significantly impact load times.

 

The game worked fine until they introduced bags, and then you could simply carry more stuff than the game could comfortably accommodate.



#184
JCFR

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I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?

 

I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death. 

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. 

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the addition of more classes would be nice.

 

Just a few suggestions

 

Some of these Bioware has done in previous games.

1, perma-death  - I'm no fan of this "screw up once and you can start allllllll over" -thing. i like a bit of tolerance for fails... guess that's also why i didn't even pass the first boss in Dark souls and stopped after the seventh try. Not my piece of cake. 

 

2. first aid kits - wasn't it already mentioned that there will be no auto-heal? Aren't the injury kits enough?  And what's all the big deal about needing food and water? All these survival-things go way over the top nowadays... as if it's a must have in any new game. I liked it in stalker but this is starting to get outta hand. Survival was not needed in Baldur's gate and it ain't here. 

But what i could think of would be a travel system like in some old RPGs, where traveling on the worldmap took time and required rests. Those time the group would camp and certain classes could aid in regaining stamina by hunting or picking up herbs. That would be interesting.

 

3. location apperance - yes and no. It made sense in Wasteland where the nuclear apocalypse created a full new landscape but here we talk about a fantasy world with  cartography and maps. What you suggest would be like: "Well, we have to go to... i don't know, no one has ever been there and there exist no maps and data at all." For an old world with ancient realms and many, MANY different maps, that would make No kind of sense to me. 

 

4. classes - as mentioned in other threads i say: HELL YES! Give us more classes and/or specialisations. Things like the arcane archer or dragon disciple from AD&D.

 

5. mana regeneration -  since i don't wish to stand around for a fu**ing hour after a battle just to wait for my mana to fill up  and only because i ran out of potions i say NO to your suggestion. it may be  realistic... but hell in a Fantasy-RPG with drageons and everything , realism has it's limits and this would just sooo drag on the whole gameflow.



#185
JimboGee

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1, perma-death  - I'm no fan of this "screw up once and you can start allllllll over" -thing. i like a bit of tolerance for fails... guess that's also why i didn't even pass the first boss in Dark souls and stopped after the seventh try. Not my piece of cake. 

 

2. first aid kits - wasn't it already mentioned that there will be no auto-heal? Aren't the injury kits enough?  And what's all the big deal about needing food and water? All these survival-things go way over the top nowadays... as if it's a must have in any new game. I liked it in stalker but this is starting to get outta hand. Survival was not needed in Baldur's gate and it ain't here. 

But what i could think of would be a travel system like in some old RPGs, where traveling on the worldmap took time and required rests. Those time the group would camp and certain classes could aid in regaining stamina by hunting or picking up herbs. That would be interesting.

 

3. location apperance - yes and no. It made sense in Wasteland where the nuclear apocalypse created a full new landscape but here we talk about a fantasy world with  cartography and maps. What you suggest would be like: "Well, we have to go to... i don't know, no one has ever been there and there exist no maps and data at all." For an old world with ancient realms and many, MANY different maps, that would make No kind of sense to me. 

 

4. classes - as mentioned in other threads i say: HELL YES! Give us more classes and/or specialisations. Things like the arcane archer or dragon disciple from AD&D.

 

5. mana regeneration -  since i don't wish to stand around for a fu**ing hour after a battle just to wait for my mana to fill up  and only because i ran out of potions i say NO to your suggestion. it may be  realistic... but hell in a Fantasy-RPG with drageons and everything , realism has it's limits and this would just sooo drag on the whole gameflow.

 

 

3) The locations part could be obtained by going to a tavern and when you order a drink you happend to overhear someone talking about a certain location and thats how you find out about it. It doesn't all have to be laid out in one fell swoop.

 

I'm no fan of perma-death either although sometimes i like to play it as an extra challenge in fallout/skyrim games. But there needs to be more consequences to running head long into a fight without thinking. Ive heard multiple people complaining that the game was too easy and I see something along the lines of perma death as a way to combat this rather than just giving the opponents more hit points.

 

5) I'd say mana regeneration should be allowed but at a greatly reduced rate. until you buy or make new ones. it has more to do with making the player think about their actions than it does to do with realism.



#186
Realmzmaster

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1, perma-death  - I'm no fan of this "screw up once and you can start allllllll over" -thing. i like a bit of tolerance for fails... guess that's also why i didn't even pass the first boss in Dark souls and stopped after the seventh try. Not my piece of cake. 

 

2. first aid kits - wasn't it already mentioned that there will be no auto-heal? Aren't the injury kits enough?  And what's all the big deal about needing food and water? All these survival-things go way over the top nowadays... as if it's a must have in any new game. I liked it in stalker but this is starting to get outta hand. Survival was not needed in Baldur's gate and it ain't here. 

But what i could think of would be a travel system like in some old RPGs, where traveling on the worldmap took time and required rests. Those time the group would camp and certain classes could aid in regaining stamina by hunting or picking up herbs. That would be interesting.

 

3. location apperance - yes and no. It made sense in Wasteland where the nuclear apocalypse created a full new landscape but here we talk about a fantasy world with  cartography and maps. What you suggest would be like: "Well, we have to go to... i don't know, no one has ever been there and there exist no maps and data at all." For an old world with ancient realms and many, MANY different maps, that would make No kind of sense to me. 

 

4. classes - as mentioned in other threads i say: HELL YES! Give us more classes and/or specialisations. Things like the arcane archer or dragon disciple from AD&D.

 

5. mana regeneration -  since i don't wish to stand around for a fu**ing hour after a battle just to wait for my mana to fill up  and only because i ran out of potions i say NO to your suggestion. it may be  realistic... but hell in a Fantasy-RPG with drageons and everything , realism has it's limits and this would just sooo drag on the whole gameflow.

 

1. Perma-death- The present system in DAO and DA2 has no consequences. The gamer can sacrifice all the members of the party save one because the gamer knows at the end of the fight the whole party will still be alive. Now, put in perma -death and the thinking on how you do something is different. Sacrifices become more important. More strategy and tactics has to be used to defeat the enemy and keep companions alive..

 

2. Let's see cracked skull or busted spleen. No problem take this injury kit and you will be all better. Yet everyone else in Kirkwall has to go to a doctor or healer. Where are all the miraculous injury kits for the populace? Of course gameplay/story segregation.

 

3. I  do remember saying the following: Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. The assumption you make is that the landscape remains the same after the veil tears. Also the location of the veil tears would be of importance and not on any old map.

 

4. I am all for more classes.

 

5. Which is why I also suggested the ability to specify the amount of mana to be place into the spell. Rather than blowing the maximim amount that the spell requires. The mage can practice mana conservation. That also means conserving the mana potions.



#187
JCFR

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3) The locations part could be obtained by going to a tavern and when you order a drink you happend to overhear someone talking about a certain location and thats how you find out about it. It doesn't all have to be laid out in one fell swoop.

 

I'm no fan of perma-death either although sometimes i like to play it as an extra challenge in fallout/skyrim games. But there needs to be more consequences to running head long into a fight without thinking. Ive heard multiple people complaining that the game was too easy and I see something along the lines of perma death as a way to combat this rather than just giving the opponents more hit points.

 

5) I'd say mana regeneration should be allowed but at a greatly reduced rate. until you buy or make new ones. it has more to do with making the player think about their actions than it does to do with realism.

 To 3: That's a different question and yeah, it would be ok and would finally give all those taverns some useful meaning.
But what i don't wish is to run around on the worldmap, removing some "fog of war" kinda thing, just to find this magical pixel where the location finally pops up. If the wuest says: go the the.... "swamp" or whatever and there's a swamp-area inscripted on the map, then bingo i know ehre to go and don't have to run around and saerch everywhere for this third, fifht or seventh hint to get that location.

 

To 5: It's always a queston ho slow or fast it fills up and could also differ by difficulty level but if  the stamina of the fighter-classes fills up - which is logical - then the mana should as well.

 

And again about perma death:  what you mention is more a question of balancing in genereal. Of course it's lame to just add life to the monsters on harder difficulty, but losing your Inquisitor or a party-member permanently  because of some minor scerw up is just stupid and soooo unlikely because it would destroy all means of Story-telling. Like: Well. now this Companion - let's say cassandra - has his important moment for the story but... oh damn, died alreade 3 hours ago". i guess such things are called plot-stopper-bugs.

And what happens if you loose all of your companions during your playthrough  and end up dying at the end because your inquisitor had to fight alone?

NO. NO perma-death.



#188
JCFR

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1. Perma-death- The present system in DAO and DA2 has no consequences. The gamer can sacrifice all the members of the party save one because the gamer knows at the end of the fight the whole party will still be alive. Now, put in perma -death and the thinking on how you do something is different. Sacrifices become more important. More strategy and tactics has to be used to defeat the enemy and keep companions alive..

 

2. Let's see cracked skull or busted spleen. No problem take this injury kit and you will be all better. Yet everyone else in Kirkwall has to go to a doctor or healer. Where are all the miraculous injury kits for the populace? Of course gameplay/story segregation.

 

3. I  do remember saying the following: Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. The assumption you make is that the landscape remains the same after the veil tears. Also the location of the veil tears would be of importance and not on any old map.

 

4. I am all for more classes.

 

5. Which is why I also suggested the ability to specify the amount of mana to be place into the spell. Rather than blowing the maximim amount that the spell requires. The mage can practice mana conservation. That also means conserving the mana potions.

2. How should that work in GAMEPLAY?  Like: Well we have to storm that Keep but, oh no, all my men are severly wounded after half of the battle or close before winning and we have to retreat.So what now? I run to the next doc - of course  on a different map or somewhere it takes you 10 minutes to go (since the new maps shall be big) - he heals my party, i have to go back... and of course do all the **** once again like in Dark souls.

LISTEN GUYS! I know there are many out there that love these super-non-forgiving-kind of games but me NOT. I like it when the gameflow keeps on a constant level and is a bit more forgiving so i don't have to fear to die just because i experimented a bit with the tactical combat.

No unnecessary running until your feet are bleeding and you start to yawn in front of the monitor..  that would just be as bad as the level-recycling in DA2. .

 

3. So, you're saying a worldwide organisation like the INQUISITION can't afford a single WORLDMAP but want's to save the World? Where the hell is the realism and logic in that?

 

5. Oh... like the dark eye series? The one thing i didn't like to play in that was mages because if you wanted the spell to be as effective as possible - which differt mostly by 1 damagepoint - you had to pour the maximum mana into it resulting that you'r empty after a few spells and it took forever to refill just for one tiny noneffective spell in combat.  And strangely, most of the time they weren't needed. Just take for warriors and they wipe the bottom with everything.

Even the D&D-magic-system was better to me.



#189
Realmzmaster

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2. How should that work in GAMEPLAY?  Like: Well we have to storm that Keep but, oh no, all my men are severly wounded after half of the battle or close before winning and we have to retreat.So what now? I run to the next doc - of course  on a different map or somewhere it takes you 10 minutes to go (since the new maps shall be big) - he heals my party, i have to go back... and of course do all the **** once again like in Dark souls.

LISTEN GUYS! I know there are many out there that love these super-non-forgiving-kind of games but me NOT. I like it when the gameflow keeps on a constant level and is a bit more forgiving so i don't have to fear to die just because i experimented a bit with the tactical combat.

No unnecessary running until your feet are bleeding and you start to yawn in front of the monitor..  that would just be as bad as the level-recycling in DA2. .

 

3. So, you're saying a worldwide organisation like the INQUISITION can't afford a single WORLDMAP but want's to save the World? Where the hell is the realism and logic in that?

 

5. Oh... like the dark eye series? The one thing i didn't like to play in that was mages because if you wanted the spell to be as effective as possible - which differt mostly by 1 damagepoint - you had to pour the maximum mana into it resulting that you'r empty after a few spells and it took forever to refill just for one tiny noneffective spell in combat.  And strangely, most of the time they weren't needed. Just take for warriors and they wipe the bottom with everything.

Even the D&D-magic-system was better to me.

 

2. The same way it works with any army they hold out until re-enforcements are sent or until the enemy is beaten back or both. As Patton stated: You do not win a war by dying for your country. You win a war by getting the other poor soldier to die for his country. Effective use of the army by minimizing injuries and making good use of provisions. Depending on how army control plays out. 

 

3. Where on the world map would it find the veil tears or enemy? The point of agents and scouts is to survey the terrain. One to find the tears and second to find the enemy. One could go into a tavern and learn where the enemy is and someone could draw a rough map leading to that place. That information gets sent to the Inquisitor to act on. How is the Inquisitor to effectively use an army if he cannot find the enemy?

 

5. One of my favorite series is dark eye. Playing a mage was fun. It is also part of the Wizardry system.



#190
JCFR

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2. The same way it works with any army they hold out until re-enforcements are sent or until the enemy is beaten back or both. As Patton stated: You do not win a war by dying for your country. You win a war by getting the other poor soldier to die for his country. Effective use of the army by minimizing injuries and making good use of provisions. Depending on how army control plays out. 

 

3. Where on the world map would it find the veil tears or enemy? The point of agents and scouts is to survey the terrain. One to find the tears and second to find the enemy. One could go into a tavern and learn where the enemy is and someone could draw a rough map leading to that place. That information gets sent to the Inquisitor to act on. How is the Inquisitor to effectively use an army if he cannot find the enemy?

 

5. One of my favorite series is dark eye. Playing a mage was fun. It is also part of the Wizardry system.

2. So i have to sit there  and wait with my thumbs up my ass for re-enforcements? How long? And what if all re-enforcements are used up? What is a magic healer good for, if he can't even fix a single broken bone? Just add a new class like a cleric for that purpose  and everything is set.

 

3. in that manner it would make more sense to send out scouts from your castle than to run around and search. And as we learned i DA2 the church has their own  intelligence agency... what for, if they can't find the essencially information? 

Let's say, we hide some bonus- or secret quests that way - that's okay.. but the main-quest should not be so over-cryptic.

 

5. I thought so. Well good for you. i played some games of that series but in general: i liked more D&D.



#191
Realmzmaster

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2. So i have to sit there  and wait with my thumbs up my ass for re-enforcements? How long? And what if all re-enforcements are used up? What is a magic healer good for, if he can't even fix a single broken bone? Just add a new class like a cleric for that purpose  and everything is set.

 

3. in that manner it would make more sense to send out scouts from your castle than to run around and search. And as we learned i DA2 the church has their own  intelligence agency... what for, if they can't find the essencially information? 

Let's say, we hide some bonus- or secret quests that way - that's okay.. but the main-quest should not be so over-cryptic.

 

5. I thought so. Well good for you. i played some games of that series but in general: i liked more D&D.

 

2. Then you no longer have an army if all the re-enforcements are used up. The army is to the breaking point. Defeat may be imminent. Yes you may have to hunker down and hold the position as best as possible. That is what armies and soldiers do.

 

3. Who said the Chantry is a friend of the Inquisitor. The Chantry does what is in its best interest. The Inquisitor may have an ally in the Chantry not necessarily privy to the information the Chantry finds.

 

5. D & D if I am not wrong in its base rules has perma-death (with allowance for resurrection and raise dead), weight, food and water requirements. The spellcasting system requires the party to rest to restore spells.That is in all four renditions of the rules. 



#192
Rawgrim

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D&D also has spell components, in the basic rules, I might add. And you need to buy ammo for ranged combat.



#193
AlanC9

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5. D & D if I am not wrong in its base rules has perma-death (with allowance for resurrection and raise dead), weight, food and water requirements. The spellcasting system requires the party to rest to restore spells.That is in all four renditions of the rules.


Not always implemented, of course. Did even the Gold Box games implement rations? Bio made resurrection trivially cheap in BG1 and free in NWN. Not to mention low- or no- consequence resting. (Still better than the ToEE implementation, where Temple random encounters would end up restoring your party's supply of healing potions.)

Bio got away from resource management for good reason. This sort of gameplay only works when the player side controls the terms of engagement. D&D is organized around the player side being a raiding party that controls the operational tempo. It doesn't work very well if this isn't the case. Not much of a problem for a human DM who can adjust on-the-fly, but difficult to program around.

#194
Realmzmaster

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Not always implemented, of course. Did even the Gold Box games implement rations? Bio made resurrection trivially cheap in BG1 and free in NWN. Not to mention low- or no- consequence resting. (Still better than the ToEE implementation, where Temple random encounters would end up restoring your party's supply of healing potions.)

Bio got away from resource management for good reason. This sort of gameplay only works when the player side controls the terms of engagement. D&D is organized around the player side being a raiding party that controls the operational tempo. It doesn't work very well if this isn't the case. Not much of a problem for a human DM who can adjust on-the-fly, but difficult to program around.

 

Not every game included food and water as a requirement. Some of the party games based on D & D did not use it . Many of the single character games based on D & D  did use it.

Most of the games had a weight requirement and permadeath. Pool of Radiance: Myth Drannor and the gold box games made resting dangerous. Pool of Radiance: Myth Drannor had an resting area rating system that went from green to red. Green meant no chance of random encounter attacks. Yellow meant rest was possible, but more likely to be attacked. Red meant rest at your peril. Resurrection and Raise dead did not come easy if at all. The game also assumed one character was on the watch and had to awaken the other characters. Therefore in a random encounter one character was always awake. The other could still be killed while sleeping.

 

Purchasing of ammo was most definitely a requirement. Fatigue was also factored into the combat rolls. 



#195
Sylvius the Mad

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How about morale?  I'd like to see morale checks so that enemies (or allies) might break and flee rather than fight to the death.



#196
Rawgrim

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Morale checks sounds cool.

 

Do I remember correctly if I say the Baldur games had those?



#197
CybAnt1

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Oh yes, once they started to lose in battle, (some) BG2 enemies would lose morale and start to flee, exactly as if a Fear spell had been cast on them. 

 

The other thing is once Minsc started his Beserk special ability (he had it even though he was a Ranger, he was just an odd one), he really was uncontrollable; if you made him go berserk, you needed to move other characters away from him as he would be likely to attack both allies or enemies. The key was to put him close only to enemies, then activate it. (DA beserking doesn't have this -- cost/feature.)

 

Confusion spells could do the same thing; confused creatures or party members could attack anything that was close by, friend or foe. 

 

That's a King's Bounty feature I really like: your enemies will sometimes simply surrender to you rather than fight, as they know the odds are not in their favor. You may get some troops joining your side and some XP and gold, but without a battle. And it saves you going through the motions with an enemy force you know you'd easily defeat anyway. (Your skills also affect the likelihood of this outcome.)



#198
Rawgrim

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Minsc also went berserk if his morale failed, I think. The fellow was one huge liability.



#199
AlanC9

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Oh yes, once they started to lose in battle, (some) BG2 enemies would lose morale and start to flee, exactly as if a Fear spell had been cast on them. 
 


Yeah, I remember having to track down the last couple of kobolds.

#200
Gregolian

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IMO there can be such a thing as too much realism in a game.

 

Like guys asking to have "weight cutting" a part of the Fight Night Champion and EA UFC game career modes..