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Game News New screens and movie of Ashes: Two Worlds Collide

Screaming_life

Liturgist
Joined
Oct 29, 2004
Messages
353
Location
On Maggie's Farm... No More
mathboy said:
Potentially but it implies that sleeping/wasting time is a way around it, the player might become too obsessed with it: "i'm on two stars, better sleep for a week"
Why not make it a bit risky to sleep, if in town and with guards after you? Maybe that nice lady across the street from your room starts wondering why you haven't been outside your door for a week and asks the guards to see if there's something wrong with you.

Which essentially would boil down to IF sleep > X spawn concerned_guard who interrupts your sleep... talks to you... "Sorry to disturb you, but that nice old lady bla bla ... hey wait a second, you're..."

I dunno, i think it seems a bit transparent. I'd like sleep to be limited to when you're tired.


Claw said:
Screaming_life said:
Yes but rather than it being a case of them not caring it's more that you are simply not *known* to them - You don't figure highly on their most wanted list, they may have only glanced at your "face" - bigger fish to fry.

But when you talk to them, suspicion is raised and maybe they even *check their list*
Still sounds like they basically don't give a damn,

I probably didn't explain very well. It's not a case of "oh look there's that 1* criminal... meh so what, i can't be bothered to arrest him" it's that they don't know you're a criminal from distance... and even up close it takes them a while to realise/remeber you have a wanted level.

Claw said:
They really must consider it a minor matter to show that little interest in enforcing it,

Well, this is why i'm keen to draw the distinction between the severity of the crime and the notoriety of the criminal because you could very well have murdered someone to get your 1*

Obviously severity comes into it because the repercussions go up with the stars but it's a reflection more of the frequency of bad deeds than anything else... i think, starting to get confused now! :P


you don't even mention any repercussions for the first two levels.

I'm pretty sure i didn't mention "fine" in the context of "dandy" ;)

Anyway, my suggestions were aimed at a more natural feeling, regardless of the details. You should certainly avoid a situation where talking to a guard is a sure way to be apprehended while you can walk past right in front of them unbothered. There should be a chance they approach you if you pass in front of them.

On this we agree. Although it's only the first star with which they won't approach you... but actually, the element of chance is a much nicer approach.

How does prison work by the way? Do you actually get to play inside prison, maybe break out? I would find it interesting if the player may be sentenced to death after being arrested.

Don't know. Any ideas?

Things like public execution could be worked into varying punishments between the empires.

PS:
I've just seen the video. Very nice, looks like Ultima VII in 3D imo. Do you think it'd be possible to create some screenshots without the outlines for comparison?

Not sure, maybe. Thinking about it, the black lines around the trees are actually part of the texture as otherwise the black line would appear as a square around each plane that the texture rest upon.

I'll ask anyway, maybe there's a quick toggle to turn it all off, (trees excluded of course)
 

Claw

Erudite
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The center of my world.
Project: Eternity Divinity: Original Sin 2
Screaming_life said:
I probably didn't explain very well.
Yes you did, I just didn't believe you picked a believable limit. It's easy to avoid and feels artificial.

Well, this is why i'm keen to draw the distinction between the severity of the crime and the notoriety of the criminal because you could very well have murdered someone to get your 1*
Well, in that case maybe you ought to drop fines altogether or use it for level 1 at most. A better way to differenciate between wanted levels may be an increasing radius of awareness and higher chance to be recognized. At level one, you can still basically move freely as long as you don't get too close. At level two they better see you only from afar, at level three they better don't see you at all. Level four is pretty much like three - except now they are after blood. And at level five, the hunt is on!

Also, you could make a distinction between "local" guards - like in the town you committed your last crimes in - and guards in general. So at level one, you could basically escape by leaving town, since you aren't a known criminal elsewhere. That would make the step between level one and two pretty meaningful. And when guards in one town are after your head, they'll at least try to arrest you elsewhere. Level five would by definition elminiate that distinction. Nowhere to run, nowhere to hide!

I'm pretty sure i didn't mention "fine" in the context of "dandy" ;)
I meant repercussions for not paying. The way you described it for level three sounds sensible, but it sounds sensible on principle, not just for an extremely notorious criminal.
If you don't pay the fine, you go to jail. If you resist arrest, they'll use force and it increases your notoriety in case you get away.
In fact, considering the situation of resisting arrest, you probably only have the options of running away and having a higher wanted level for your trouble and fighting them which can only make matters worse - I don't believe guards ever liked cop killers.


Don't know. Any ideas?

Things like public execution could be worked into varying punishments between the empires.
Only vague ideas. Put the player character in a cell, let him find a bone which could be used to pick a lock if he's skilled enough? A lucky character might even find the guards left him one of his lockpicks. MAybe give the player a chance to chat with a guard, convince it to let him out of the cell somehow? Maybe the character can just go to sleep without worries because he's got special friends? Heck, maybe you could even be in a positon where you want to be arrested to get into a castle, knowing there are already allies inside who'll get you out of the cell.

Can't say what you mean by the latter, but it'd be interesting if you allow the guards to arrest you only to find out you've been sentenced to death in the morning. You could then try to break out of prison or try to fight your way out at the execution. Fat chance, huh? Maybe they could even offer you a special deal. I haven't informed myself too deeply about your game, but the repeated mentioning of different empires suggests interesting opportunities. Maybe the leaders could have uses for the kind of people they normally have executed.
 

FrancoTAU

Cipher
Joined
Oct 21, 2005
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Brooklyn, NY
Screaming_life said:
FrancoTAU said:
The InstaAwareness of guards in other towns doesn't bother me all that much. I just hope 1 or 2 stars fades with time and/or distance like GTA though. It'd be pretty silly that another town would know about your petty thievery.

Potentially but it implies that sleeping/wasting time is a way around it, the player might become too obsessed with it: "i'm on two stars, better sleep for a week"

Also there is the issue of the 3 different empires, they might/could have different responses to dealing with crime. Zero tollerance in the True Faith for example.

Fair enough in regards to encouraging the player to waste time. Still, if you get a 1 or 2 wanted rating because you stole from a merchant than it seems odd that they send message to other towns/cities about your trivial exploits. It'd be more fun trying to escape town after you got caught for your petty crimes. After you escape than you're home free unless you ever decide to come back to that specific town where you'd have to bribe, charm, do some good deed or whatever.

Basically, is there anyway you could have separate wanted ratings for each town and empire? Maybe being a homicidal maniac who kills military figures in one empire is 5 stars while the other 2 empires wouldn't give you even 1 star? Maybe saving a farmer's daughter from orcs in one hick village is enough where they don't care if you burglared a house in the next town?
 

Screaming_life

Liturgist
Joined
Oct 29, 2004
Messages
353
Location
On Maggie's Farm... No More
Claw said:
A better way to differenciate between wanted levels may be an increasing radius of awareness and higher chance to be recognized.

Yeah, i like it. It's just a question of how easy it is to implement

Claw said:
Also, you could make a distinction between "local" guards - like in the town you committed your last crimes in - and guards in general.

FrancoTAU said:
Basically, is there anyway you could have separate wanted ratings for each town and empire?

Ideally, yes there would be a distinction between each town and potentially a greater distinction between empires.

But practically? i don't know. We are only one coder and there is ALOT of stuff that needs doing. It depends how difficult and time consuming it all is.


Claw said:
I meant repercussions for not paying. The way you described it for level three sounds sensible, but it sounds sensible on principle, not just for an extremely notorious criminal.

Yes, resisting arrest = combat. When combat starts a "zone" is drawn, escape the zone and you escape combat. Your whole party has to escape in order for combat to finish. If you kill everyone or they escape, combat ends.

Claw said:
Only vague ideas. Put the player character in a cell, let him find a bone which could be used to pick a lock if he's skilled enough? A lucky character might even find the guards left him one of his lockpicks. MAybe give the player a chance to chat with a guard, convince it to let him out of the cell somehow? Maybe the character can just go to sleep without worries because he's got special friends? Heck, maybe you could even be in a positon where you want to be arrested to get into a castle, knowing there are already allies inside who'll get you out of the cell.

Can't say what you mean by the latter, but it'd be interesting if you allow the guards to arrest you only to find out you've been sentenced to death in the morning. You could then try to break out of prison or try to fight your way out at the execution. Fat chance, huh? Maybe they could even offer you a special deal. I haven't informed myself too deeply about your game, but the repeated mentioning of different empires suggests interesting opportunities. Maybe the leaders could have uses for the kind of people they normally have executed.

Sounds good. I was thinking that it'd be cool if the party member wanted for the crime is arrested and put in prison. You can then decide to try and break them out, pay some money, bribe etc. etc.
 

Claw

Erudite
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The center of my world.
Project: Eternity Divinity: Original Sin 2
Screaming_life said:
Yeah, i like it. It's just a question of how easy it is to implement
Sure, although I can't see it being too difficult.


Ideally, yes there would be a distinction between each town and potentially a greater distinction between empires.

But practically? i don't know. We are only one coder and there is ALOT of stuff that needs doing. It depends how difficult and time consuming it all is.
True, of course. I guess it depends on how important you think the whole "life as a criminal" aspect is going to be in your game. This would probably by a rather minor gameplay aspect for most players.
 

Screaming_life

Liturgist
Joined
Oct 29, 2004
Messages
353
Location
On Maggie's Farm... No More
Claw said:
Ideally, yes there would be a distinction between each town and potentially a greater distinction between empires.

But practically? i don't know. We are only one coder and there is ALOT of stuff that needs doing. It depends how difficult and time consuming it all is.
True, of course. I guess it depends on how important you think the whole "life as a criminal" aspect is going to be in your game. This would probably by a rather minor gameplay aspect for most players.

We'll see when we get to it, right now it's finishing combat and npc schedules! ;)
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
Interesting thread. Here's another sugestion take into account distance, fighting chances, field of view, faction relations, reputation and intimidation. There would be a random chance a guard will recognize the player as an outlaw. This chance can depend on the guards honesty and spoting skill (just making up a skill). High reputation with the law and the nature of the player crimes makes the player more spotable. Some guards may pay more atention or less depending on the players faction. Cloths and desguises reduce the spoting chance. Guards at control spots may actively query or search the player.

Once the player is spoted the guard must decide what to do with the player. The guards may know if the player has killed innocents, other guards, robed a rich noble of a beloved jewel adding insult to injury. Depending on the type of crimes the guards may react different and even be bribeable.

Finnaly how to deal with the player the violent way. If the guard is intimidated by the player and recognizes him as a superiorfighter he may call for other guards and they may fight in a more defensive stance. That is don't do so much damage but don't take so much damage either. Also when a guard is too much injured he may put himself aside the combat area and let a fresh guard take his place. It works well for mob fighting.
 

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