Originally Posted by Torque
Originally Posted by Eguzky
Originally Posted by Exclusif
You can make an argument for infinite ammo, but I really don’t like it. It’s one of one those small things that add up to making the game more arcady and less immersive.

Hard disapprove.

If 'immersive' is the argument for it, I could argue that we should have hunger and thirst bars. And we should have to find places for our characters to defecate when adventuring. And we should have to buy soap and bathe, or suffer penalties to CHA after a few days. And there should be a mini-game for sharpening our weapons after a fight, or adjusting the straps on our plate armor. And bones should be breakable and take in-game months to heal.
And the main quest to get rid of the tadpole should have a timer ticking down every second after you start playing; take too long and you just game over. This includes when doing inventory management, cinematics, and talking to people, because time passes regardless of what you're doing.

Sometimes you have to suspend realism/immersion for player convenience and a more streamlined user experience.
I know I did not play Amazons in Diablo 2 because I got insanely bored of spending my money on arrows while my friends were buying magic weapons and armor and rings. Or going back to town every time I ran out.


Its clearly about striking a balance, not actually roleplaying you having to take a huge dump after a especially spicy meal. But also, some things are within the rules of the game. One thing I found jarring when moving from a swedish RPG to D&D was that there was no pain mechanic. Like, you get no negative effects to your psyche by taking a sword to your gut? But its a fantasy game and the rule is, there are no rules that deal with pain. With the same token you could easily argue the same about having unlimited supplies of arrows (mundane or otherwise). Most games have moved past this out of, what I can only imagine, pure convenience. Too many players complain about lack of quality of life mechanics. Personally, I wouldnt be that fuzzed about regular misslies being unlimited but I do think its good for immersion to actually have to bother with such things.

I wouldnt mind if there was a hunger mechanic in the game aswell, it adds to the experience of being out adventuring in a hostile enviroment (as long as there are ways to scavange for food in the wild so you dont constantly have to resupply at the town vendor).But the younger generation disagrees, having to manage things like food supplies gets in the way of getting frags so there would be countless of posts about it on the forums, probably more posts complaining about it than the RTwP-TB debate. So while Baldurs Gate didnt have it, there were contemporary RPGs that did.

I would 100% pass on a hunger or thirst mechanic.
Part of the problem is that your characters have a wasting disease. You eat, then have to eat again 30 minutes later. It's a non-stop brake-pumping to make/eat food. No game, not even survival games, have done it very well. Eat, scaven-eatmore! Eat, try to buil-eatmore!
It just brings the game to a screeching halt every time.

Plus, BG is not a survival game. I honestly woudl be disappointed if I saw hunger/thirst as a mechanic in it, unless I could turn it off with 0 punishment for doing so.