sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
A few suggestions I just made on CenterCode:
EDIT: More, thanks felipepe.
Remove health regeneration said:Currently the game has slow health regeneration, but I really do not see the point in it and it does more harm than good.
1) It's not fun or meaningful to gameplay. Stand around for 30 minutes to regain your health? Not really an enjoyable mechanic, so why is it there?
2) It diminishes the use of healing resources and hurts the game's overall economy and resource management.
3) It trivializes map travel. If the player can heal off all the damage done on the world map via radiation and encounters after reaching their destination, why even bother?
4) It diminishes the usefulness of skills in gameplay.
Nothing about the game would be damaged by its removal, and overall it would in fact be improved by increasing the interdependence of various game mechanics and systems.
If you want to keep a way of players to restore to full health, I highly recommend that this is done by use of doctor NPCs in various settled locations or maybe even as a random map encounter. Ranger Citadel could be a free full heal when talking to the doctor (for obvious reasons) while other doctors could charge for their services, more scrap in the later-game areas.
There is no problem with providing a means of free or cheap healing provided there is a cost to it, and right now "standing around doing nothing" or "wandering a non-combat area" is not really a worthwhile or systemically/mechanically compelling cost.
Radiation tweaks/changes said:Currently radiation only acts as a device to damage the player as either a deterrence for taking the "wrong" way on the world map or as a gating mechanism. I find this approach overly simplistic and mechanically not very meaningful.
Instead I think radiation should be changed to a status effect (or rather, a series of status effects, i.e. Light Radiation Sickness, Medium Radiation Sickness, Severe) which:
1) Reduce/eliminate health regeneration (if it's going to be kept)
2) Reduces all stats by progressively larger amounts, to a minimum of 0
3) Reduces all skills by progressively larger amounts, to a minimum of 0 (only at more severe levels of sickness)
4) Can ONLY be healed by a skilled surgeon AND using special anti-radiation items (with progressively higher Surgeon requirements depending on effect), and/or by visiting town doctors and/or paying a fee for the service.
I think this system is much more meaningful to gameplay, has more radical and important consequences to the player, and once again improves interaction between various gameplay systems (economy, skill use, map travel, etc.).
Feel free to submit your own takes, I feel I make decent arguments but more people backing me up isn't necessarily a bad thing for showing I'm not the only one who agrees.Skill use presentation/UI said:The way skills are handled/presented in the environment may be considered problematic, namely, the fact that the game reveals the percentage chance of success to the player (both in % and color coding).
The main issue with this is that it takes several seconds to execute most skills, but the game tells the player what their chances are... meaning that most players will use the skill over and over until it works, and thus the entire point of that time-sink disincentive kind of fades away, and just turns into pointless waiting/tedium.
I would much favor a system where:
1) Difficulty of a skill check is shown (easy/medium/hard/etc.) - HOWEVER, that difficulty is NOT relative to the player, but absolute/fixed
2) Percentage chance is NOT shown
3) Color-coding is NOT shown
4) Using skills takes time (same as current)
5) The game only tells you when skill use success is IMPOSSIBLE
The reason for this is to add back in that feeling off randomness without frustration. By intentionally obfuscating the operation of the mechanics and chance of success (especially for, say, Lockpicking and Safecracking, where a loot reward is involved), you create an element of uncertainty.
This uncertainty:
1) Justifies increasing skills further, solidifying build choices and not letting the player coast by with minimum requirements.
2) Adds to the "player fantasy" of being "the tech support girl" etc., improving role-playing by increasing skills beyond what is absolutely required.
3) Justifies the time cost for skill use by specifically NOT telling the player if success is possible (unless it is completely hopeless), therefore removing the carrot incentive to keep trying over and over even with very low odds.
4) Summarily from 3, increases incentive to pass by "too hard" skill use objects (like containers and computers), and to return at a later date when the skill has been developed more. This positively increases the feeling of consequence to player choices and makes character-building feel more rewarding.
I realize there is some value to always showing the numbers; personally however, I feel the benefits of obfuscating them does more good for MOST players than harm. The players who want to delve deep into the mechanics and figure how everything works themselves will also benefit from a little mechanical mystery to puzzle over.
EDIT: More, thanks felipepe.
Improving loot system said:Right now the loot system in Wasteland 2 is very rudimentary, with only a very small number of hand-placed items to find (usually quest-related), and probably about 99% of the loot comes from random loot tables which are used regardless of the container type. This generally poor loot system leaves itemization feeling underwhelming.
I propose the following changes:
1) Add more types of containers and loot lists to the world. For example, a Gun Locker would always contain firearms or ammo, a Medical Station would always contain healing items, a Demolitions Crate would always contain explosives, etc. This "trains" the player to look for SPECIFIC types of resources in the environment and makes the act of searching for supplies more compelling as a gameplay activity, and more rewarding.
2) Add more hand-placed loot around levels to make looting feel more rewarding, interesting and exciting; this includes unique variants of weapons and even consumables (even some unique gags, like "Expired Blood Packs" that make you sick). This also helps with replayability, if the player knows where to get the perfect weapon for a certain character build right off the bat (I'm not saying "rush to the Power Armor" exactly, but knowing where you can 100% find some cool gear is really fun for planning replays once you have mastered the game).
3) Overall reduction in number of lootable containers in certain locations, such as Ag Center, but increase in quantity of loot from each one, especially locked containers. This improves the sense of reward for investing in the required skill, while reducing busywork in looting, say, 5 generic locked containers which all contain nothing much of interest.
4) Even with 3, I think quantity of loot should be reduced slightly to make individual items feel more valuable.
5) Generally, increase the amount of scrap received from selling items. Combined with 4, this puts more emphasis on bartering as a way of regulating player equipment and the world economy, and makes the find/sell/buy gameplay loop more important.
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