DraQ
Arcane
Joined:Your "respawn the whole dungeon on rest" idea is very well thought and all Infinitron, but i'm afraid your great mind is a little late this time: most game already implement it under the name "Load game".
Mar 24, 2013
Joined:Your "respawn the whole dungeon on rest" idea is very well thought and all Infinitron, but i'm afraid your great mind is a little late this time: most game already implement it under the name "Load game".
All right, I take it back, a rest mechanism which has exactly the same outcome as a reload is very good, thank you Codex for "the wheel 2.0".
You don't get back consumables. You don't lose experience. You don't lose any gear you've found. You undo any world state changes you made.All right, I take it back, a rest mechanism which has exactly the same outcome as a reload is very good, thank you Codex for "the wheel 2.0".
Quite Tangential to Josh and PE, but related to the resting mechanics:
EDIT: Trashmobs are a consequence of RTwP. If hand places encounters are designed ground up as TB like in D:OS ( larian), each encounter can be challenging, where again i hope the shelter at end of time doesn't become infinte rest lure like the IE games, at least not without some ingame penalty. Since it is sandbox designed, a timer with CnC (like the water chip part in fallout - generous limit unless doctor spam) culd be great.
People shouldn't be prevented to enjoy their experience however they want it.
Resting should be removed and limited as i said and then the combat gameplay designed around that, from the ground up.
Instead of repeating the same mistake over and over. Or rather same set of mistakes that influenced and even created one another over period of time.
Vancian magic spells - limited to duration of a day - necessity of "actions" and epic moments for emotional engagement - increase in number of encounters - allowing sleeping to restore resources.
Same happened with HP points and healing.
Its a Gordian knot problem and you dont solve that by trying a different tack on untangling it. Or by adding more rope. You remove the problem all together.
You're taking the problem from the wrong side anyway. A good design isn't about directely punishing the bad players, it's about rewarding the good players even though sometimes, the result is the same (a shortfall is a disadvantage). Please, get this into your mind before proposing another dumbfuckery like this one. Don't listen to the people thinking it's a good idea. They haven't thought about it. It's stupid.
Did you ever read anything written by Sawyer? He obviously wants to make everyone happy.
Did you ever read anything written by Sawyer? He obviously wants to make everyone happy.
Ew, tactical precision in a RTWP. No thanks.
EDIT: Trashmobs are a consequence of RTwP.
Agreed 100%. The "Engagement" system is supposed to assist in this regard so we'll see how it is..Ew, tactical precision in a RTWP. No thanks.
They said from Day 1 they wanted to make positioning important and have AoOs and shit like that.
So far, it's this decision above all others that I oppose in P:E. Micromanaging your team's position sounds incredibly boring. The IE-games worked well because beyond a few macro-decisions (keep vulnerable people in backlane) you were worrying about tactical combat decisions and not the micromanagement of party position when you played, for the most part.
Agreed 100%. The "Engagement" system is supposed to assist in this regard so we'll see how it is..Ew, tactical precision in a RTWP. No thanks.
They said from Day 1 they wanted to make positioning important and have AoOs and shit like that.
So far, it's this decision above all others that I oppose in P:E. Micromanaging your team's position sounds incredibly boring. The IE-games worked well because beyond a few macro-decisions (keep vulnerable people in backlane) you were worrying about tactical combat decisions and not the micromanagement of party position when you played, for the most part.
Ew, tactical precision in a RTWP. No thanks.
They said from Day 1 they wanted to make positioning important and have AoOs and shit like that.
So far, it's this decision above all others that I oppose in P:E. Micromanaging your team's position sounds incredibly boring. The IE-games worked well because beyond a few macro-decisions (keep vulnerable people in backlane) you were worrying about tactical combat decisions and not the micromanagement of party position when you played, for the most part.
Nope, I'm a better player than you. I WIN.You're taking the problem from the wrong side anyway. A good design isn't about directely punishing the bad players, it's about rewarding the good players even though sometimes, the result is the same (a shortfall is a disadvantage). Please, get this into your mind before proposing another dumbfuckery like this one. Don't listen to the people thinking it's a good idea. They haven't thought about it. It's stupid.
In this post Jestai admits he's a bad player.
If you read my post on the Obsidian forums, you'd see that I prefer limiting rest by adding a limited "rest resource", with respawning being an alternative solution.
None of the solutions you proposed are systemic - they all require per-location scripting of special rewards for good players - which means they aren't good enough.
Also, why are you assuming dungeons are full of awful "trashmobs" that are a "punishment" to fight? Combat isn't a punishment. It's supposed to be fun and challenging.