Cynic
Arcane
- Joined
- Feb 22, 2011
- Messages
- 1,850
punishing the player for wasting time is good but time limits are fucking bad.
o_O
punishing the player for wasting time is good but time limits are fucking bad.
Appeal to ridicule.The retardation in this argument is of epic proportions. You can make the same argument about any fucking system that ever existed. Why not just cheat? Just console your chars to max level from the start and be done with it? Why even fucking play the game?
But Eternity's deal is a creative solution because it's never been done before. Some Vancian elements are also still there.So there are some issues with a system that has some REALLY FUCKING good benefits. Who cares! Fuck it and throw it all out the door rather than think up a creative solution to the problem. It's too complex for casuals anwyay. Casuals like MMOs, let's put MMO mechanics in our RPG, yes!
And yet they never have. From the period between 1998-2008 when D&D games were being made with regularity, no one solved the problem.THERE ARE SO MANY WAYS TO FIX THIS SHIT without losing the inherit benefits of a Vancian system it's mind boggling to see anyone defending its loss. Especially here.
1. Time limits fail in a real time with pause game because the clock's always ticking. Having to remember to pause every time you want to manage inventory or read something is annoying. This also ends up encouraging people to not use their mage spells at all in case they "really need them later."Here's a few I am thinking of in like 5 seconds...
- Time limited quests where success / failure effects the game world and or party's reputation (added bonus game is more REPLAYABLE
- Resting at safe locations can cause some enemies to regroup in certain areas
- Very small chance that super rare monsters appear through resting in safe areas - they have a chance to drop good loot or lots of cash
- Finding good areas to rest in is tied to a skill check
Because this is about making it easier and not about both removing tedious repetitive actions and encouraging people to use their mages for more than just slinging stones for 90% of the time.If you want to make the game piss poor easy for yourself you're going to find a way to do it no matter what. That's your problem. This is why you should play casual mode. But don't fuck it up for everyone else with your retarded ideas.
1. Time limits fail in a real time with pause game because the clock's always ticking. Having to remember to pause every time you want to manage inventory or read something is annoying. This also ends up encouraging people to not use their mage spells at all in case they "really need them later."
You're assuming Roguey actually understands anything about game development and doesn't just parrot whatever bullshit Sawyer, who's never done anything of note, says.
Fallout's time limit was so lenient as to be trivial. You never needed to rest-spam in a game that flooded you with stimpaks anyway. Whereas in a game with Vancian casting you kind of do unless it has a crafting system you can break like in Knights of the Chalice. Also does not solve This also ends up encouraging people to not use their mage spells at all in case they "really need them later.". Remember Sawyer's trying to kill two birds with one stone here.Nope, not necessarily. Take Fallout's water supply-limit as an example. When you were in hubs, towns or other locations time moved very slowly, so you could explore pretty much at leasure and didn't have to worry. The only two instances where the time limit kicked in were travelling on the overland map and resting, because with one click several hours or days passed by.
Yet Mask of the Betrayer did not allow this with its always-on-hunger meter ('cept in conversations).So with a time limit you can let the player explore dungeons, cities, towns, wilderness etc. pretty much at leisure (by making time run very slowly, like 2 or 3 rl hours for 1 ingame day or so), yet still punish him for rest spamming. no problem with that. You could also make time stop automaticly when the players opens a book or manages his inventory. Really no problem with that. It's not about keeping the player in a constant hurry, it's just about adding time as a strategic element to the gameworld.
This also ends up encouraging people to not use their mage spells at all in case they "really need them later."
Appeal to ridicule, followed by a strawman, followed by appeal to accomplishment. You don't have the brains to argue. Hell, you don't even have the brains to make a good character in Fallout, one of the easiest RPGs of all time. Debating you is a waste of time.Roguey you don't know what the fuck you are talking about. Delusions of competency? I program for a living you half wit. You have two modes, talking out of your ass, and sucking Sawyer's dick. Your posts show that you really have a very poor understanding of any of the processes that go into building any kind of system or application. Stop wasting precious Internet space with your inane ramblings.
in case they "really need them later." still applies. Don't underestimate the average player's need to hoard things for unforeseen difficulty spikes. Unless they happen to be overflowing with those items, in which case what's the point?Laughing my fucking ass off. Ever heard of scrolls? Like how Mages can scribe and cast them even when they haven't got any spells memorized? Wands perhaps? BUT MAGES ARE TOTALLY USELESS WHEN THEY RUN OUT OF SPELLS GUIZE! Give me a fucking break.
I used an example from a game Obsidian's already made (Mask of the Betrayer). Of course you and Cynic are too stupid to even notice that. Nice try though.Appeal to ridicule, followed by a strawman, followed by appeal to accomplishment. You don't have the brains to argue. Hell, you don't even have the brains to make a good character in Fallout, one of the easiest RPGs of all time. Debating you is a waste of time.
You lost any kind of debate power with that "time always running" retardation. So, yeah, debating with you is a waste of time. All that can be done is point and laugh.
Reinforcing urgency and punishing the player for wasting time or getting sidetracked is good but time limits are fucking bad.
The flow of time falls upon the GM's good senses in pnp, but there's no such thing in CRPGs. Good luck finding a good substitute. Best way in my opinion is using triggers, but even then...Guess that's why devs don't bother with time and let the Rising Evil wait patiently for the Heroes to finish helping every person with a problem they meet on the road.
LOOK AT ALL THESE PROGRAMMING SOLUTIONS TO DESIGN PROBLEMS I CAME UP WITH...
Mrowak
I disagree with the points about Mages and "full potential". THEY ARE MEANT TO CONSERVE THEIR POWER. You are meant to use your melee classes to get through AS MUCH as you can without relying on your spells. IT IS A PARTY BASED GAME! Mages are NOT meant to be automatic infinite machine guns of destruction. It ruins the class to make them like this. It eats its way into encounter design and possible strategies. It just fucks everything up.
THEY ALSO BECOME INVINCIBLE LATER ON ANYWAY WHICH IS WHAT REALLY NEEDS TO BE FIXED.
Tim Cain sadly has lost his brain and thinks they are gimped compared to fighters. What a tragedy.
As you have said though, there's a long way to go yet. Maybe their system will be okay. I think based on their past work though, the odds are clearly stacked against Obsidian being able to pull off a combat system that is decent. I hope they prove me wrong.
Cannot detect sarcasm, utterly hopeless. Man, what is with these insane autistic programmers who think they have all the answers? Cleve, Knotanalt, now Cynic...LOOK AT ALL THESE PROGRAMMING SOLUTIONS TO DESIGN PROBLEMS I CAME UP WITH...
Wait what? What's that? Can you please PLEASE point me to the programming solutions I came up with?
Mrowak but aren't you essentially saying that because it is easy to default to using trash mobs when designing encounters, then an alternate system needs to be thought up? Isn't that a bit backwards? Also the game in recent memory that abandoned the Vancian system had some of the MOST annoying trash mobs in it (DERP ROADS I AM LOOKING AT YOU).
Look at ToEE and just examine the game up until the Moathouse. Include the giant and his bear and the frogs. Forget everything after that. Each fight was well designed for low level parties. All of them winnable, but many of them quite challenging as well. All that needs to happen is to continue that same kind of encounter design throughout the game.
Co8 had some good ones, Hickory Branch was really excellent. I mean I REALLY enjoyed this addition and I think it is the best piece of new content that has been added. It also had an event based change dependent on whether you left the location and returned once finding the secret lair. It was fucking awesome. The slavers were also a very tough battle, which was winnable, but hard. These are examples of mid to high level encounters that are definitely NOT trash and encourage you to think about, plan and exercise strategy. The point is it's doable and MODDERS DID FIX IT. These aren't people who are (to my knowledge) employed at major game studios, just bros who have done it in their spare time.
Like you said I do think in D&D terms (it's hard not to when the classes of the game are almost a carbon copy of D&D but anyway) and yes it's not the only approach, but isn't it easier and a more guaranteed success than saying "Nah we're gonna do it all ourselves from scratch. We've never designed a good combat system before but heck we sure as hell think we can now!".
I'm not saying IT WILL BE SHIT GUIZE 100% GUARANTEED. All I am saying is that the arguments put forward against the other way of doing things seem VERY thin, and VERY suspect. It really leans towards just justifying dumbing shit down.
Really, I'm hoping the game will be good and their combat system works out. Honestly I am.
Like you said I do think in D&D terms (it's hard not to when the classes of the game are almost a carbon copy of D&D but anyway) and yes it's not the only approach, but isn't it easier and a more guaranteed success than saying "Nah we're gonna do it all ourselves from scratch. We've never designed a good combat system before but heck we sure as hell think we can now!".