behold_a_man
Educated
- Joined
- Nov 26, 2022
- Messages
- 292
Expeditions: Viking did exactly that - non-lethal combat meant forgoing critical hits. This oftentimes added some options later on, or at least minor dialogues.I'd like to see more nonlethal combat outcomes, so you get the option to decide the fate of you opponents. The way this was handled in Gothic is a good example. It feels much more natural not killing someone over a small quarrel. This could also be extended to more options to handle beasts and the like.
It would be nice if the change in UI (or the ability to change the UI) would be determined by the item one can carry. In Ultimas, you could know your exact location only if you carried a sextant or the time if you carried a clock. This wasn't integrated with visible UI, though, only with key commands.Sometimes unlocking portions of the GUI is done with skills and perks, such 'You can now see your percent % change of success on persuasion', or even more significant parts of the UI.
I like it when items help with the inventory management in a non-obvious way (unlike, say, bags of holding); for example, both Star Trail and Shadows over Riva allowed me to carry ledgers, where I could copy miscellaneous notes or recipes, simplifying management of the inventory (also useful since both limited the amount of items a character can carry). They even gave me joyous text boxes when I tried to copy a deposit receipt or the like. The same goes for keyrings, both in Ultimas (Pagan and Serpent Isle) and two late Arkania games.
I love it when a game limits the ability to save in a way that is consistent with other mechanics of a game.
-> Kingdom Come allowed me to conquer the world, buying resting (and saving) places in every inn and allowing me to create potions to save the game (hard to come by at the beginning).
-> Secret of the Inner Sanctum allowed me to save only at the inn, making early game gruelling, but later I could get one-way teleportation spells (unlike Lloyd's Beacon, starting from 2), giving me a logistic problem - should I carry on through the dungeon and possibly perish losing newfound loot (that is randomized), or should I come back and replay those encounters later?
-> Blade of Destiny allowed me to save for free at temples and for 50 experience points anywhere. Since I gained ~50 experience points for random encounters, it can be thought of as a reward for winning one of those skirmishes.