Xor said:
The realism argument is retarded. How about I replace all the potions with magic coins charged with healing spells that do the same thing? Would that really improve the 'immersiveness' of the experience?
No:
[url=http://www.rpgcodex.net/phpBB/viewtopic.php?p=1056141#1056141:mfhww2fj]DraQ in the other thread[/url] said:
Now, I think the first problem is filler combat served in improbable amounts, the second is BSB combat mechanics relying on whittling down abstract HPs, rather than trying to penetrate armour, tire or throw the enemy off balance and inflict actual structural damage.
(...)
No amount of potions should keep you from experiencing severe loss of body parts after some muscular fuck starts hacking you with an axe.
This applies regardless of whatever means of healing you replace "potions" with.
DamnedRegistrations said:
But, if it takes ten pots to defeat a boss with good tactics, and twenty when going full retard, then you can just recalibrate the encounter to require no pots when doing it right, ten pots when doing it wrong and not provide any - problem?
The problem with this, is that it makes those fights incredibly monotonous and boring.
Unlike tapping a potion hotkey once in a while in between clickety-clicks in order to out-HP them.
It means you play defensively, waiting to attack only in safe openings. And if the boss isn't a total pushover, those will be rare. So the fight consists of you running around evading attacks for 50 minutes and attacking for 5.
Again, if the alternative is watching who can bash whose head in faster, it is fucking riot and distilled awesome, unless you're the kind person that will keep drooling on the keyboard and mashing Teh Buttan (TM) as long as something awesome keeps happening.
I prefer my combat to be of a more cereberal nature.
Besides, avoiding getting hurt doesn't need to be trivial it may involve a lot of player input, mechanically complex actions or tactics.
It's far more interesting to provide potions, so that players can attack in risky situations, and try to minimize that risk, and determine how much risk they should accept based on their abilities and resources.
Armour, dodging and ability to continue fighting if not critically wounded provide decent margin of error.
Playing megaman or monster hunter or devil may cry or halo
Consolefag detected, care-meter draining.
Killing the butcher in Diablo by kiting him or locking him on the other side of some bars isn't interesting.
It isn't, but it's still dozens of times more interesting than just standing there, swinging and trying to out-potion him.
Killing the Butcher conventional, fighter way is in no way involving, you just try to click him to death before you run out of potions. Simple script could do it. It's unmemorable and involves no player skill. Now, when I once tried to kill him cheesy way with my rogue, I messed up and things suddenly got interesting:
tl;dr story time said:
I obtained two scrolls of firewall and figured they should suffice to kill the lardass in easy, cheesy, low-risk manner, by opening the door, barring the doorway with first firewall and roasting the butcher with the second one while closing the door just in case. The plan worked perfectly and sounds of Butcher getting roasted alive filled the air. Then the fire burned out, but Butcher was still alive, severely pissed and just behind the door, far too close for me to be able to put enough space between him and me and lock him behind the bars in order to safely pincushion him to death. Fuck.
Then I had a bright idea - for the last remanants of my measly funds I purchased one more scroll of firewall. With Butcher right on the other side of the door and just a single scroll I couldn't roast him and the firewall wouldn't hold him long enough for me to shoot him dead, but my plan was different. I found a nice set of bars+door, put the scroll on my belt, opened the Butcher's cell and ran. Just before I reached my selected spot I cast the firewall in front of myself, ran through the flames and shut the door.
Now, my screw-up essentially pitted me against relentless freakishly strong enemy I could not have defeated in conventional manner and had to get creative.
Was it more interesting and memorable than out-potioning Butcher? Yes. Did it require more skill and therefore was more of an achievement than clicking him to death? Yes.
cRPGs are still games of skill. You can best certain obstacles using specific build, you can surmount others using smart tactics (the loosest possible definition, including hiring another band of adventures to off the foozle), if the game allows it you can out-twitch it, all of these are feats of skill. Outpotioning the foozle is not.
A decent test of whether combat is interesting and somehow "proper" is, IMNSHO, trying to imagine a write-up of a combat scenario:
If it contains bits like "... fierce blow failed to penetrate hero's mail, but sickening crack of snapping bones could be heard and he dropped to the ground like a piece of rag clutching his side with remaining healthy hand. The battle would be over but the man, barely conscious from the pain, reached for a healing potion..." or, heavens forbid, "-Ha! You're beaten! Finally! - exclaimed enemy, but then the hero took out his twelfth healing potion and for the first time saw fear in his enemy's eyes..." then there is something terribly wrong with it.
Neither is popping out of cover to fire one arrow every 3 seconds because it's perfectly safe and enemies never regenerate.
What if enemies try to rush you, flank you lob explosive or gas potion behind your cover or airburst a fireball right above your head? Indeed, retarded AI can cause some very exploitable situations and should generally be avoided, but we are not talking about AI here, m'kay?
Moreover, enemies should be able to dish out unavoidable damage, because it puts a clock on the fight so you can't do lame ass boring shit like what I just mentioned.
Herp derp durr hurr.
There is very simple way to put a clock on the fight that doesn't involve unavoidable damage and that has real life analogue. It works very well when implemented right.
DamnedRegistrations - meet Fatigue,
Fatigue - meet DamnedRegistrations.
I remember many fight in Wizardry 8 (yes, I know, it has healing potions and spells), where shit started to get really scary not because I was running out of health or healing, but because party was running out of fatigue and I had no means of replenishing it at this stage or with this build.
Putting a clock on combat doesn't require having inevitable wounds and chugging gallons of coloured liquids that instantly restore missing limbs and mend pierced kidneys.