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RPG Mechanics Made Pointless By Game Features

Discussion in 'General RPG Discussion' started by DalekFlay, May 9, 2020.

  1. cvv Arcane Patron

    cvv
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    Everyone except us? That was my point - we can't have nice things because 90% of gamerdom, including many gentlemen from this here prestigious RPG forum, would throw a hissy fit.
     
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  2. rusty_shackleford Arcane

    rusty_shackleford
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    KCD sold well though.
    The problem is thinking that the tiny minority of groaners and whiners make up the majority of customers and pandering to them.
     
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  3. lukaszek the determinator

    lukaszek
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    so... reload trash chests toget trash loot to have 100% luck on sweet golden chests?

    in kcd you can craft shnaps, also get free exit save

    anyway DraQ you just n

    guards will approach you in same town at one point, if you got any stolen items - good luck
    same as in skyrim merchants will buy mercenaries to beat you up
     
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  4. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    Random chest contents is cancer anyway, hand-placed loot or bust.
     
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  5. rusty_shackleford Arcane

    rusty_shackleford
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    A potential solution for things like this scenario
    are what are commonly known as "fate points" or similar in tabletop RPGs(I think the only cRPG that has ever used them is Arcanum?)
    A rare meta-currency that lets you succeed at some otherwise impossible task. Not the best solution for it, but it's one that I'd like to see tried out more. Arcanum arguably handed them out way too frequently(mostly in the later part of the game)
     
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  6. Eirinjas Savant

    Eirinjas
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    In Tyranny you have to rest to heal injuries, but resting requires camping supplies, of which there are a limited number in the world (scary, amirite?). Actually, there are other ways to heal injuries, including ignoring them entirely like I did because the game will just auto heal you at story transitions and level ups anyway.

    So resting is pointless and the limited camping supplies that's meant to add tension to the game is doubly pointless.
     
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  7. cvv Arcane Patron

    cvv
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    A mix of percentage chances and saving anytime will always be toxic. Any turn-based game where you can save at any point during the fight is by default a complete shitshow (can't recall if those even exist).
     
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  8. Poseidon00 Learned

    Poseidon00
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    Not gonna lie, I like randomized loot when it's done well. Icewind Dale comes to mind. It's not totally random, but there's enough uniqueness per playthrough to make it interesting. Better than planning for a handful of powerful weapons you know you will find anyway.
     
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  9. rusty_shackleford Arcane

    rusty_shackleford
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    The problem isn't random loot, the problem is "ultra mega legendary random pants of ORANGE legendary colored text" with 27 different random stats on it
     
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  10. DraQ Prestigious Gentleman Arcane

    DraQ
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    But what if you knew that if you reloaded, some other doors displaying 60% success and 20% critical failure would actually covertly switch to 100% critical failure?

    Although doors are a shitty example as they should be destructible.

    And then power outage or crash happens...
    :M
     
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  11. Trashos Arcane

    Trashos
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    What random-loot designers want us to think:
    "I am going to make loot random, and it is still going to be as good as if I had carefully placed it myself. What a great designer I am!"

    What is actually going on:
    "I am so bad at designing, that there is no improvement by hand-placing the loot. I might as well make it random."
     
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  12. Jaedar Arcane Patron

    Jaedar
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    Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    Risen (and the gothics in general) avoid this by having a skill requirement to the pickpocket action, and if you meet that you always succeed (but can only pickpocket each person once).

    It's still made pointless by the game(s) featuring less friendlies and more hostiles as the game goes on, but at least they tried.
     
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  13. octavius Prestigious Gentleman Arcane

    octavius
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    Random loot is what makes all those random encounters worth it.
    If not you could as well have just have "hand placed" battles too.
     
    Last edited: May 10, 2020
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  14. rusty_shackleford Arcane

    rusty_shackleford
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    Bethesda games do have randomly generated hand-crafted encounters. They're one of the genuinely good things their games have.
     
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  15. DalekFlay Arcane Patron

    DalekFlay
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    I've had save and load anywhere in 90% of the games I've played since I was 14, so yes I guess I'm "addicted" to it. I also think it's more important than ever now that I'm a family man with much more limited time to play games. I think there are ways to offer disincentives to save scumming without removing that basic functionality PC RPGs and RPG-likes have (almost) always had.
     
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  16. Serus Arcane

    Serus
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    You aren't into replayability, are you...
    In crpgs many game aren't replayable by design so it's ok, i guess. I think good compromise was made in IWD1 or Wizardry 8. Placed loot combined with randomized loot one. Of curse there are crpgs to be replayed a lot of times, especially roguelikes where randomization is part of the fun.
     
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  17. cvv Arcane Patron

    cvv
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    That doesn't make any sense whatsoever. Savescumming doesn't prevent you from wasting your time, it just give you the tool to manufacture exactly the result of a chance-based event that you want. It's a shitty design.

    What you're talking about is games should have the save-on-quit feature plus they preferably shouldn't crash. And I agree.
     
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  18. Machocruz Arcane

    Machocruz
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    For CRPGs, binary success/fail makes the most sense to me. Either you can or you can't, based on character skill, no percentage chance involved.
     
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  19. DalekFlay Arcane Patron

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    I'm not talking about save scumming, I'm very good at resisting that temptation. I'm talking about not redoing a ton of shit because of a death, or because I got caught trying to do ghost runs, or whatever else. I've never liked repeating shit I already did because PC games never made me. I don't want to start now at 40 years old with a wife and kid demanding my attention. We can offer counters to save scumming without getting rid of basic CRPG functionality. Not telling you that you failed a check, for example, as Rusty mentioned.
     
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  20. JarlFrank I like Thief THIS much Patron

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    How does randomized loot contribute to replayability?

    I much prefer the hand-placed artifacts of Baldur's Gate 2 and Morrowind. I replayed both of those games plenty of times. Knowing where to find good artifacts doesn't make the games any less replayable.

    EDIT:
    In fact, I find good deliberately hand-made content way more replayable than randomized but flavorless content, which is why I tend to replay games with content I like more often than, say, roguelikes which rely entirely on randomization.
     
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  21. rusty_shackleford Arcane

    rusty_shackleford
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    Save and quit feature fixes this just fine.
     
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  22. lukaszek the determinator

    lukaszek
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    hurr durr metagaming
     
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  23. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    Save and quit enforces permadeath.

    Save and quit has only one save file, so save corruption can fuck you over.

    Save and quit doesn't protect you from the game glitching out.

    Manual hard saves back up your progress for all contingencies.
     
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  24. rusty_shackleford Arcane

    rusty_shackleford
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    ...no?
    It saves when you quit so you can start off from where you stopped. This can easily be combined with some sort of checkpoint save system(e.g., sleeping in a bed)
     
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  25. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    If it only saves when you quit, and you just had an hour of non-stop playtime, and then you die, the last save was a full hour ago.
     
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