Mallard Posted October 4, 2018 Posted October 4, 2018 I previously made a thread thanking Obsidian for the absence of random *combat* triggers on the world map: https://forums.obsidian.net/topic/100032-a-huge-thank-you-for-not-having-random-combat-triggers-on-the-world-map/ While a number of people seemed to agree, almost everyone seemed to be in support of the random text adventures you encounter -- e.g. the skuldr attacking the huana girl when transitioning between districts in Neketaka. Text adventures don't involve loading screens, and those were one of the main things I feared for random combat triggers. Here are some ideas: - have at least a few text encounters unique to each island; this would help make each island more distinct - implement a fatigue mechanic; if you travel too many days without resting, your party members interrupt via a text interaction (for example, a character is so tired that they trip on a root and incur a penalty until rest, as described in a text adventure) - implement fog-of-war while travelling by ship (don't show storms on world map, instead depict rain, wind, thunder etc. as player gets closer to the invisible trigger) (the "lantern" upgrade and using a spyglass could expand the radius of sight) - have the player randomly encounter ships that don't appear on the world map (ensure that they have the option to avoid combat somehow, such as through paying a hefty toll) Another advantage of text encounters is that they don't involve voice acting, so I wouldn't think they'd be as expensive to produce as DLC. (But I'll be the first to say that I have no experience working on games, and don't mean to downplay the amount of work that might be involved!)
Mallard Posted October 4, 2018 Author Posted October 4, 2018 One problem is that there's only a finite number of text adventures that can be written; eventually the player will exhaust them. I had an idea for *repeatable* encounters to make the world feel more inhabited: Set up random encounters with enemies, but the "combat" would be handled via checks and dice rolls *within* the text adventure. In other words, the player wouldn't be forced into a loading screen and then in-engine combat with Smokey the Xaurip; the text adventure would describe how the xaurip wounded Eder's foot and made off with some of the party's gold and (replaceable) supplies. 1
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