DarkUnderlord said:
I have no idea what problem Grunker sees though, other than his own mental illness caught up in his hyperbole.
Oh the irony. You really can't see it, can you?
Sorry Grunker, but when I say AoD is a "choose your own text adventure" with broken combat,
I mean AoD is a "choose your own text adventure" with broken combat.
You either accept AoD for what it is, in which case it achieves what it set out to achieve and absolutely no adjustment is necessary. "That's the game" and you lump it. In which case the game, literally is, perfectly playable. That is, it can be completed
as it was designed to be completed and nothing is wrong. This is AoD
as it was intended to be.
Or you see a game that's missing a half fuck-tonne of content and options. So many options and so many things that need to be "fixed" in fact that it's a major re-design. Not a slight patch job that can be fixed by forcing things on players, a major re-design. And you can see the re-design suggestions that have been offered. This doesn't mean there aren't people who don't think the game is "good for what it is". But it does mean the people who don't
aren't going to be satisfied with silly half-assed, band-aid solutions. And these are the people who are save-scumming.
The problem to missing content and options is not "force those options on people!". That's like having a broken lock on a door and thinking the solution is to leave the door open... The problem is much deeper than a quick-fix
which solves nothing.
My problem with what you're saying is that on one hand you accept that (it's bad-bad-bad etc...), but on the other you keep saying the problem "is not that big", while agreeing with those who propose some pretty major re-designs... Which to me, makes no sense. I don't see the middle ground in this scenario, that is, if we're accepting the problem is indeed that "bad-bad-bad" stuff that's encouraging the save-scumming in the first place.
Not sure about player decisions, but adding die rolls to non combat skills would allow for some interesting variation and reduce some of the metagaming parts. If a skillcheck of streetwise > 50 was replaced with streetwise + d20 > 55 (for example) it would allow someone with a high streetwise to make it through the same part, but also allow someone with a lower streetwise (ie 40) to make it through sometimes. I guess along the lines of trap detection/removal in NWN/D&D.
Wouldn't see a huge impact on balance I think, though there's a chance it would mean more skillpoints in the system. On the other hand, people wouldn't need to save scum/allocate points/retry as often, as occasionally they'd get through the check and would save afterwards with skillpoints intact. Might allow more points in the system without a tagging or point multiplier. Would also allow a better immersion, or at least less breaks to retry sections. Also adds some randomness which may improve the experience over multiple replays.
It would make people reload even more to get a roll good enough to pass the test with their skill level.
Is that any different to reloading combat when you die? But again, look at combat. You can "win" perfectly and come out completely unscathed... or you can face the battle of your life and barely scrape through with 2 HP left and broken equipment... or you can come out somewhere in-between. All of those are quite fun ("Boy, I barely survived that one!" or "Man, bitch got pwned!") but that's 3 options on surviving vs 1 where you die.
Combat has so many variables to play with. I might engage you from mid-range with a two handed hammer. You swing at me and miss. I swing at you and hit but then your armour absorbs most of the damage. But then if I re-load that, your first strike might hit me and critically damage my arm, leaving me unable to swing my hammer, so I run away a bit during my turn. So we can re-load sure, but the fight might play out completely differently each and every time based on the die rolls and our choices. And that's just within the first couple of moves.
... and man, I could go on! There's your Strength, Aglity and so many skills that come into play in combat, there's how many HP you have at the time (maybe you've only just survived an earlier encounter), what state your armour is in, whether you bought the better hammer yet... In dialogue there's... umm... the specific dialogue skill that option requires.
In dialogue there's no "you took a hit, you've lost HP!" option and your "equipment" doesn't break or need time to re-load. There's no real choice as to which skill to use (Hammer vs Sword) or which armour or whether you're counter-arguing or accepting and responding with a fallacy. You don't scrape through dialogue by the skin of your teeth and go "Gosh, I barely got out of that intellectual debate just in time!" or "Man, he totally got pwned by my mad speech skillz". You kind of... just pick an option and continue without batting an eyelid.
There's some sort of hokey mini-game that can be designed out of this I'm sure...
But because AoD is such a text-heavy game, the duality - the WIN / DIE - of dialogue has been brought front and centre.