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Pexei

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Everything posted by Pexei

  1. What you said about abstract passage of time is exactly what I was thinking as well and perfectly fits with the concept of stamina, health and resting. However, the example Abel mentioned about his NWN2 persistant RP play reminded me of a certain game I used to play that made me think that maybe that type of game is where his and others feeling about stamina regen and what it implies stems from. Long ago I use to play MMO`s quite a bit, and the one I thought of was FFXI. At the time I played, it was one of the most hardcore MMO`s in the scene due not only to the insane time sink it required, but the actual difficulty of getting pretty much anything done in any sort of efficient way. Starting from scratch and getting to the level cap (75 at the time) literally took months of hardcore play, and if you didn't manage to get a static party of have a decent linkshell it could and did take over a year... of playing pretty much every day. Anyways the point was I played that game for years and was so invested in it that after I quit, every other MMO just wasn't "hard" enough and just didn't give me the same sense of accomplishment as the time and work I put in FFXI. But the 2 times i went back to playing it, I realized that the very mechanics I felt endeared to in regards to "difficulty" were actually extremely annoying and just added an extra layer of unneeded complexity that made everything take longer and feel frustrating at times. The accomplishment is still there, but I just don't feel like certain mechanics that seem to make the game harder by adding more realism/complexity actually make it funner, just more time consuming. Abel, I might be completely wrong in my analysis here but if I'm not, I know that feel. ButI would rather give it up to have a more fun game and efficient use of my time. But then again they could potentially add that in a higher difficulty or someone can mod that in, so this entire discussion here is more conceptual than anything
  2. I'm quite confused as well in regards to this aversion to stamina regeneration and it most definitely feels like its due to one of two reasons: 1) Not understanding the concept behind stamina/health, (which has been extensively explained in this thread and in various others) and assuming its exists to be "easy mode" 2) Not being "realistic" or "immerse"... In regards to the first point, like I said the mechanics have already been covered so no need to keep beating that dead horse. My opinion however is similar to a couple of other people and also has to do with the fact that games are suppose to be fun to play, not obnoxiously frustrating or tedious. Non regenerating stamina and extremely limited resting (as the only means to regen that stamina, and yes that includes healing by priests as that is limited as well and would only be available again by resting) is honestly a very cheap way of making a game more challenging, and in fact only makes it take longer to do things (you either reach a point where you can no longer fight and cant rest anymore, and are forced to reload an earlier save, or you constantly back track in order to regen, or the worst of all which someone mentioned above... forced to carry a ton of healers in the party) and can eventually force you to always play or use the same "best" tactic which makes combat repetitive, dull and doesn't leave room for creativity. In regards to the second point... where is this notion of "this RPG, which is set in a fantasy world with soul magic, dragons, god like races, fish people etc has to be super realistic" coming from? Sorry but it does not, and I would imagine most people who backed it don't expect it to be a realist medieval combat simulator. Sawyer has repeatedly mentioned how the crux of challenge in combat is tactical not strategic. That doesn't mean you should never think of long term consequences, that's the point of health, but it means the challenge has much more to do with each encounter than with having to worry about how every single one of your combat choices is going to direly impact your next 5 encounters. Also, being forced to carry a bunch of healers, or having to stop after only a few fights and go back to rest somewhere, or always using the same strategy to never take damage and only ever rest because your party is tired after staying up to long or running too much (thats what fatigue was for in BG) is the complete opposite of immersion. There are some great ideas in regards to low stamina affecting cooldowns, ability efficacy etc and in the system we know of right now, all that would have an affect during combat, but I fail to see why punishing the player to that extent after combat is fun or immersive. This is not a competitive multiplayer game, its not about you being more skillful than other people at combat, it's not about bragging rights because you want or can play on a harder difficulty than other people.
  3. I am having the same problem with the character sheet. I'm able to select the race (which i chose godlike) but a drop down menu doesn't even show up for the god like base race, which leaves all the other drop down menus with no options to select. Anyone contacted support and gotten an answer?
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