Jump to content

Tanos

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Tanos

  1. Thanks for saying that. Because it ties in perfectly to this very legitimate comment... Meaning that your system of rest anywhere but risk a random encounter will always fail over all. Why? Because... #1: The encounter rate is so high it is basically going to happen so no one bothers trying and loses time as I already said.... Or #2: The encounter rate is so low it may as well not even be there and getting ambushed is a fluke flash in the pan.... Or #3: The encounter rate is perfect but some (if not most) players still save scum it (especially considering the potential no exp for combat kills) on the off chance they do get ambushed Simply put, designing hand placed and pre planned "safe spots" to rest is a better option. It gives the player a goal to push for if they know one is near. Gives them a good idea of where they should probably stop to take stock and consider heading back to town instead of moving on. It also creates a clear sign post for how much progress you have made in an area. Lastly it does what Dream said good game design should do (and he is right) eliminate a possible cause of save scumming by removing your reason for doing it. It is safe to rest so there is no fear of ambush so no need to try to game the system. Getting there might be tough though and you had to work your way to it. Another alternative with many of the same perks but being slightly more free form would be to allow for full healing no matter what. In other words you "might" get ambushed, but even if you are your rest still took effect and you start that ambush at full health. People might still save scum this but most players would probably take it in stride now since they got the benefit of resting regardless of the ambush. After all the game should not require a rest after every fight by design so even though I may take some damage in the ambush it should still be perfectly manageable. Although your points are perfectly valid and informative as to why you dont like chance encounters, your entire argument are based on the assumption that everyone enjoy games the way you do. Different people may enjoy the very same things for different reasons, hence why there are modes in games such as ironman or expertmode. I personally enjoy and consider resting a strategic element when there are risk of ambush and playing on ironman modes in games (wether the game has ironman mode or i "create" it myself by simply not returning to an old save if i die). Should i press on, risk sleeping(with risk of numerus ambushes) or try to make it for a village or city? I also consider your idea of "safe spots" to be very immersion breaking. If i rest in an area with frequent bandit activity, should there not be a risk of detection? is it reasonable that every dungeon filled with monsters have safespots with no chance of encountering them while being in the same spot for 8 hours? I can see you point from a strict gameplaying perspective for those that enjoy frequent combat and a very high pacing when playing games. Yet from a roleplaying perspective i consider you suggestion to be an abomination:-P I dont mind if there is a toggle that grants safespots for those that enjoy playing the way you do however. My thoughts. Edit: Spelling
  2. In regards to the logic of an artisan/craftsman being superior due to pratice and skill. How about adding in a time component for reagents, or the created item? Some poisons for instance wont last forever, a poison may last for a day or maybe a few hours. Since traveling is a time consuming occupation, chances are you wont be able to use the poison bought in a store should the traveling distance be far enough. Whether the craftsmanship of a fulltime craftsman is superior, a poor quality poison would still be superior to none at all. The time component could also be applied when crafting weapons and armor. What if a master blacksmith wants to craft a powerful blade with special properties yet it requires demon blood. Since demonblood goes bad after an hour or so, aswell as demons making poor company, would it not make more sense for the blacksmith to make the blade "base" and give instructions to the adventurer on how to apply the demonblood to the sword to gain the desired effect? Also i´d like to see usable items such as wands, potions that on impact creates slippery grease on the ground and/or applies status effects on enemies etc, whether bought in store or crafted by oneself. Oh and hi )
×
×
  • Create New...