GhanBuriGhan said:
Vault Dweller said:
No interiors, but I'm not sure what you mean by sub-locations. Using Fallout 2 as an example, we count locations like the Toxic Caves, but not Klamath's Trapping Grounds.
I meant locations split over several maps - not sure if you even do that. Your examples mean nothing to me, haven't played FO2
Klamath's Trapping Grounds is a section of an area split over separate maps. The Toxic Caves are an area you need to travel to on the world map. They are only a "sub-area" in the sense that they're in the immediate vicinity of a town which qualifies as a major area. I don't know how large they are (I've found an elevator, but I can't work it - presumably there's more). I think the Toxic Caves are a fairly one dimensional area, but perhaps there's more to them??
Another combat thought - is there a way to defeat an opponent in combat without killing him (or his running away)? Do opponents always die unless you choose to spare them, or might they be left unconscious? If I'm playing an honourable character who happens to offend someone and get attacked, will I sometimes have no option but to kill him?
elander_ said:
I would only sugest two things. When a dialog has a critical strike, persuasion or another check put a chance percent near the tag so that the player knows if it's easy or not to do the action.
I definitely don't like the idea of having a number or a percentage range. Perhaps an easy / nothing / hard label would be reasonable - I'm not sure. I think a percentage will just encourage min/maxing of dialogue responses, rather than careful consideration of what you want to say.
The other sugestion is to experiment on making some reactions to dialog choices be a bit random so that the player will experience the quest in a slightly different way when he replays and can't fully predict the outcome of a choice. This is common design in solo pnp rpgs and can work well in crpgs.
Perhaps, but I think it'd be best if you can find a way to indicate to the player that this randomness exists. I think you need to aim at making the first playthrough as enjoyable as possible. You can only do that in this way by making sure the player is aware that things might have gone differently.
I'm not sure the best way to do this. You could indicate the randomness in the manual / tutorial (if they exist / anyone reads them). Ideally it'd be preferable to let the player know in the game itself. Having this be clear, but blend in well could be difficult.
One way to get the player used to this might be to throw a few seemingly identical unimportant situations at him early on, and have the outcome be random. This would introduce the idea that chance plays a role, in a low-stakes situation, without explicity telling the player.
Just a thought.
Another thought, while I'm at it:
What are the opportunites for a thief / grifter to use stealing skills? What are the consequences of failure? (e.g. is it always automatic combat)
In Fallout there was rarely any point stealing unless you were prepared to reload if something went wrong, or didn't mind killing half the town. The material benefits weren't worth the risk even for a highly skilled thief. Occasionally there'd be a quest objective where stealing was useful, but this would be rare. The same applied in Morrowind - pickpocketing was practically useless.
Do you think stealing is a useful and interesting skill for someone who's not going to reload when things go badly?