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Hypevosa

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Everything posted by Hypevosa

  1. but you're essentially saying the right tool for the job is always not a warrior? That's my problem. Saying that anyone with a sword/hammer/etc will destroy all the opponents armor so it's a worthless job means that I'm being punished for not having loads of sniping archers, rogues, and magic users who can leave the equipment intact. If I pierce chainmail with an arrow, it is not destroyed armor. Does it needs repair? yes, but it is largely, 95% perhaps, effective still. Plate armor, unless you dropped a boulder on them and the armor is crushed to oblivion, is still completely protective. Unless there's an obvious reason for it, randomly destroying armor is just a needless penalty. Disintegrate turns the items to ash, an earth elemental crushing them to death would leave platemail that can't be put on someone else (and usually has bits of its previous owner inside) etc. But a warrior with a longsword didn't kill that enemy by cutting the enemy armor to ribbons, they got that kill by putting one well placed hole in the armor at best, if not hitting somewhere the armor is not like the neck or the guts.
  2. Well, that is a good question: should spells of that power (mass save or die, enormous damage sink summons) be in the spellcaster's arsenal, period? I know some players do want "omnipotent" (to use one poster's words) wizards. Yes. This is a massive part of the appeal of having magical characters. It's satisfaction and flair. Warriors can get lucky and critical an enemy, causing them to explode and the screen to shake - that is incredibly satisfying and fun. Rogues can sneak up behind a powerful enemy and 1 hit them with a sneak attack. That is incredibly satisfying and fun. Mages can level entire parties, one hit powerful enemies, and cause all sorts of amazing and satisfying things to happen. Each has their moments where they shine, the difference is that Mages can largely choose those moments, X times a day, while the other classes usually have those moments occur randomly but more often.
  3. Hmmm, sending off individual party members to rest sounds really risky though - one good ambush and your mage would be dead, especially without spells... and it would be kinda boring if that could never happen.
  4. I solved this in my inventory thread by having you equip quivers that automatically fill their 3 20 arrow slots with picked up ammunition. This way there's not tons of micromanagement, but you can still run out of arrows, and still have multiple types of arrows in your quiver.
  5. The issue then becomes though, if I finish an encounter, and literally walk into another encounter, how did my caster regain that spell so quickly outside combat? Why not just spam all my encounter spells from the getgo? This is why I don't like encounter based spells at all - the limitation seems very, very arbitrary, and not really much of a balance.
  6. With spells it makes sense, but the whole point of armor is it's tough and protective. If you hit their armor you aren't destroying it, but your blow is deflected. If you bypass AC you're hitting a point of them that is not armored and doing damage, knocking them about or thrusting a sword through armor to do damage. If you try to cut through chainmail or platemail, it just doesn't work that way. Maybe with leather. You shouldn't always destroy armor, or even very regularly for that matter. Often a killing blow is someone taking a cut to the throat or having their guts exit out the wound left on their lower abdomen, not because you somehow completely ruined their armor. Having to repair armor to regain its full potential sometimes is something I could agree with, but that should also happen if a player character is downed.
  7. yes, limited ammo. When so many creatures, enemies, etc rely strictly on melee combat to do damage, and you can theoretically hand everyone in your party a bow, having limited ammo is what keeps you from always destroying opponents who can do nothing unless they're at close range.
  8. That's rather unforginging though. while I agree that using a spell like disintegrate should have a decent chance to destroy some armor and gear, excluding half the party from a fight so you can get that nice armor would just be cruel. The whole point of high AC is that you are hitting their armor, not destroying it - when you bypass someone's AC you've forced them to open themselves up to attack somehow and hit them in a soft spot.
  9. I prefer the healers need to use spells to get everyone back up to speed. It makes fighting more intense.
  10. Actually, I'd like to propose a dungeon. The dungeon detects the current number of consumable items on your characters, and does not allow you to rest. As you go down deeper and deeper and deeper, the spiders get bigger and bigger and bigger, and harder and harder and harder to beat, and this only stops once you've used up all the consumable items on your character, whereupon the final spider bursts into confetti and gives you a chest containing all the consumables you used and some extra treasure.
  11. I think that since there's a potion crafting system, you'll see potions used alot more. The problem with potions in the other games is you can only FIND them, they cannot be made, so they are a non-renewable resource. It's like being an environmentalist in a videogame, you must preserve the precious non-renewable resources.
  12. No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming. I know that problem, always ends up with TONS of healing potions. My favorite phrase for the problem is "giant spider syndrome" where you are constantly saving your best gear because, that is a really big spider you're fighting right now, but you may just need your big guns for that even gianter spider that is somewhere around the corner.
  13. Well, the idea that your adventurer never needs to rest at all and can just run around swinging swords and carrying 150lbs of gear all day long is kind of silly too. That and rest allows you to be vulnerable and in one spot for a long time, leading to fun ambushes and whatnot. Enemies fatiguing you so you need rest by draining your life energy too. there are reasons besides spells to have rest.
  14. But what if the world responded to the realism by not having every single tom **** and harry running around in full suits of armor? What if gold suddenly had enough value that having 5000 of it, while heavy, was still considered rich? It's not realism for realism's sake so much as I also want things carried that are valuable to really be valuable. Full plate armor should be REALLY expensive, and not everyone should have it, so it should be worth making the space to tote it back to the store, ya know? It makes things more special than when you find 40 of it and it's only worth like 20 gold.
  15. xD that picture is priceless. But that's essentially what the rogue's loot sack I proposed is. You can't use anything while carrying it around, but it allows you to carry it none the less. It's just an option for the high number of pack rats in the game. Having tensor's floating disk to carry items and the like would also help though.
  16. I'm trying to remember what game it was where the game could play itself in fast forward and already did essentially this. It's been done before, and isn't more complex than making the game refresh faster while storing the last safe resting coordinates and then telling the party characters to go there. It's simple in theory, and it has its advantages. In theory, yes. In practice, you may be asking the game developers to add support for speeding up and slowing down the game just to support this feature. And then there's the issue of pathfinding. Altering the game's timer is something that is very elementary, you can even do so in BG from it's configuration menu by going to gameplay/miscilaneous and increasing the AI frame rate - it's kind of funny trying to play that way. If we're going to have click to go here pathfinding already, that's not something we really need to worry about either since it'll have to work before the game is playable anyways. All the tools will already be there is what I'm saying. The only problem would be if someone's computer can't take the fast forward.
  17. But my warrior with 18 strength can easily carry four sets of full plate due to the weight, but he lacks a proper container.
  18. Well I agree that the tetris minigame is a bit silly. I think that's the only way to do a volume-based system though.Or rather, the only value in doing a volume based system. If you do it via numbers then it's not any different to weight. It's just instead of the amount you can carry being based on your strength, it's based on the amount of pack space you have. And if you combine it with weight... then it means you have to worry about two things (which are basically the same) instead of one. It doesn't seem interesting or fun It wouldn't be a big deal if you only had to worry about your own inventory, but you have to worry about the inventory for any companions you have as well. Or may not have. it sounds a little problematic at first, but think about it. How often are you going to have a pack full of lead vs having a pack full of hollow armor? I think volume is actually the more limiting factor to use, but ignoring that the mage with 6 strength likely cannot carry around a full plate in his backpack is also silly. With some backpacks volume will be your limiter, and with others it will be weight. I feel having to worry about both values at once would be a rarer circumstance.
  19. Do you think you should be able to get the full spread on not only the occupants of Dragon's Eye on each level but also their tactics and spell selection prior to entry? Even in tabletop games where my characters were loaded to the gills with divination magic I couldn't get that much detail. I.e. actual in-game metagaming could not fully prepare us for encounters. Unless we have a sort of spell that detects and allows you to read spell books on the local map... If casting has something to do with your soul, would seeing peoples' auras give you hints as to the type of spells they likely have prepared?
  20. I'm trying to remember what game it was where the game could play itself in fast forward and already did essentially this. It's been done before, and isn't more complex than making the game refresh faster while storing the last safe resting coordinates and then telling the party characters to go there. It's simple in theory, and it has its advantages. That too, added it in.
  21. That's also why I automated it. ;D I like the sense tetris can make, but I am not one for 15 minutes spent rearranging inventories.
  22. I propose the following system for the rest button: If you can rest where you are, you will rest there (simple enough). However, if you cannot, for whatever reason, the following occurs: 1. The game plays in fast forward, your party moving to the last safe resting area. 2. Upon reaching that safe resting area, it rests. 3. Upon waking, the game plays in fast forward until the party returns to the original positions you pressed the rest button in. If at any point the game encounters hostiles or a game pausing situation (like Elminster coming to talk to you), the game hands you control again. This way we have a rest button that does not waste player time unnecessarily with long walks, but also allows for random encounters to happen between getting to the rest area and returning to your current location. Resting is also limited to once every 8 hours minimum
  23. except this time its easier because part of the cave is already cleared. its not really a punishment. its just a waste of time. Learning experiences (what Jaesun is specifically describing) are never a waste of time. the walk back to town has nothing to do with the learning experience though. Sure it does. The learning is in the action -> consequence. Used up your arsenal too fast? Then you're going to have to take some time and walk back to camp. What is learned: Be more economical with your arsenal next time, or else you'll need to walk back...again. Or you learn that's acceptable behavior and just keep doing it since it's easy. The problem is there is no challenge here, so anyone can do it, it's JUST a waste of time. reward players for being good, they will strive to be better to get those rewards. "Punishing" bad players with tedium will just waste their time, they'll still be bad players.
  24. Then they should make something interesting happen when you're backtracking/after you've done so? You can improve concepts. I know it's hard to believe in this industry, in this day and age, but it can happen! Again, a proposal I made earlier: 1. Hit rest button 2. Game plays in fast forward, your party heading back to safe resting area. 3. Rests 4. Fast forwards as your party heads back to where it was. If at any point you run into resistance the game pauses and gives you control again. The point is don't waste tons of player time unnecessarily.
  25. It still fails to take into account things whose shape limits them from being in the pack, or being in the pack together. It's the reason I essentially have the volume system you proposed, but with bulky slots for when bags can't contain something like 2 full suits of plate mail armor, and strap slots for things like halberds.
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