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#74912 29/07/03 11:21 PM
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I don't like the idea of multiple coins either. It's too fiddly.

I forgot about the pyramids. Although, by that, why does anything bother to have weight if it inevitable doesn't effect the game?

#74913 30/07/03 10:20 AM
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HandEFood, not everything can be instantly stashed or equipped. No, let's put it in a different way - it makes no sense. Stashing loot is quite common whilst I haven't heard of a player who doesn't at all times carry potions, two weapons (one standard and one spare), full armor on him and other things like a bit of food, lockpicks etc. So weight does affect the player (being weak You are unable to wear a heavy armor or wield a heavy shield. It does make sense to apply weight to weapons, pieces of armor or other commonly used items, doing the same with treasure is less useful.

#74914 28/08/03 04:40 PM
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i know that it was like 20 posts ago that someone mentioned this, but i still want to put my two cents in (sorry!). forcing characters to have to eat and sleep (i feel) is micromanaging, and too much of stuff like this makes things sometimes too complicated and/or overwhelming. somebody brought up the sims, and how they can sit on things--->different energy boosts and whatnot. ok for them, but did you notice that they NEVER get a day off from work (unless they don't show up and if that's a habit they get fired). i think <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> has a good combination of reality and fantasy now.
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#74915 29/08/03 03:10 AM
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Quote
but did you notice that they NEVER get a day off from work (unless they don't show up and if that's a habit they get fired).

It was acutally made that way so you could take a short weekend when ever you wanted. You just didn't get paid.

#74916 29/08/03 03:12 AM
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and 2 days or so in a row, get fired


Meet Death and let her claim you- some guy I met once
#74917 29/08/03 06:37 AM
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No long weekends alowed!

#74918 29/08/03 08:46 AM
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I haven't read the entire post.

But, I thing making character sleep and eat you guys forgot about the need to visit WC.
And modify the name of the game into Simsvinity. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


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#74919 24/09/03 07:28 PM
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since food is being mentioned, i personally love the side effects of eating certain foods... for instance meat gives a strength advantage in game and i can tell you as someone very in touch with his body who weightlifts daily that eating meat really does give me an odd extra boost that lasts for hours (as do certain other foods like garlic)... i just like this extra attention to detail even though i don't understand the rationale behind some food effects like +5 to int for pumpkins and salt (and pepper should have given a strength bonus imho :P )...

#74920 24/09/03 09:46 PM
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"yes, but in most inns u cant sleep,"

wtf? <img src="/ubbthreads/images/graemlins/suspicion.gif" alt="" />

"Have each bed provide a different quality of healing. Inn beds are the best, straw beds, the worst. You can only sleep at night and sleep until morning or until a monster wakes you. And not sleeping causes your stamina to recharge more slowly until it becomes negative (drains automatically). And while food heals you, the lack of food harms you. You get little messages like "I'm feeling hungry." "I'm starving."

best vs worst bed should depend on race actually (if the ability to select one's race appears in a future divdiv game)... for a human the worst bed should be sleeping on rocks or trees (divdiv2?) but for a different race that may be less true... as for restricting sleeping to nighttime, no offense but i find that ridiculous (and i bet many of the gamers here are nocturnal freaks :P )... :| most games take out "regular sleeping" because it slows the game down - that and in certain situations a person may become excited or "in the zone" during a quest so that they may not need sleep (for extended periods of time)( <img src="/ubbthreads/images/graemlins/offtopic.gif" alt="" /> my personal record for not sleeping is 9 days... i use those extra hours to weightlift and study :P however i must say that such a feat is not to be attempted by someone not in tune with his body and that i used absolutely no stimulants. "artificially" stimulating one's body to enhance one's abilities will ALWAYS carry adverse effects... i kept my metabolism active by keeping myself active, mentally and physically) i do like the food idea... it wouldn't be at all restricting to the gameplay as a starving character in the wild can feed himself without running back into town to purchase unperishables (which would heal less than non-dehydrated fresh food) by learning survival skills (lift boulders and search trees to find digestable grubs, hunt animals for meat)... such an idea would take existing gameplay elements in divdiv to the next level (eating different foods for their effects, foraging in the wild for herbs)...

since someone else mentioned homes and such, i think an awesome idea would be the ability to buy a home with a small plot of land for growing herbs and vegetables (u plant a few specimens and after a few weeks or months of game time new plants of the same type appear... the more that are planted the more new plants appear with each growing cycle - thus if one decides to plant one specimen of a rare plant, after a set growing cycle he might find 2 or 3 of that plant... if left alone for another cycle he will find himself with 4 or 9 respectively...)... one could thus grow and harvest specific plants for their benefits...

"either that, or "in my homble opinion"."

IMHO = in my honest opinion
IMO = in my opinion
LMAO = laughing my [nocando] off <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />

"In almost all cRPG games I am sooner or later irritated by the amount of money my "yet no so powerful" character carries in the inventory. Right now in DD I'm still no big hero and I have about 40 000 pieces of gold on me. Putting aside the fact that carrying that amount of gold should make one's back ache, it is kind of funny. Money was usually made of material that had some value (now we have money made of paper but that is a different story) and wasn't as easily obtainable as sand whilst whenever I think of the amount of money I'm carrying I start to ask myself whether rivers of gold flow through Rivelion. I understand that the value of money in the game is based on food (one piece of food costs one coin) so my proposal is - making rations come in packs of for instance fifteen. That could make the prices of all items decrease a bit: basic food for five days = one coin, good knife = five coins, and so on."

i completely agree with you here except for the idea of selling rations in packs... they should be purchased with the same buying system that already exists in divdiv - you select a kind of ration (hardtacks, jerky, dried fruit) and move a slider to choose an amount

"food into your character's mouth three times a day."

i guess there could be an option to turn autofeed on or off... autofeeding takes the micromanagement out of feeding but it also takes control away from the player by forcing the character to eat based on code... since different foods have different side effects i'd rather micromanage :P however, to keep the game FUN one should only have to feed one's character once each day - which is still quite realistic considering the world the game takes place in, the kind of characters being played and that in many parts of the world that are not poor many ppl eat just once each day (i myself have one real meal each day... coffee and protein bars (and in the gameworld, random eating of meat, bread, fish, fruits or chicken) are more akin to snacks than meals :P )...

something i gotta say thou, the effect of eating food should not be instantaneous... realistically one should eat something and one's health will gradually improve (within a few seconds of real world time) - thus health potions retain their worth and wonder...

"On the topic of coins, you could have many different types worth different ammounts. You could also add weight to them."

sorry but that idea just doesn't appeal to me... the different types of coins add unnecessary complexity and adding weight to money would influence how much swag my character can walk around with and would thus affect the fun factor... u gotta sacrifice a lot of realism for fun and divdiv already does a lot of that (how is it possible to carry multiple human-size vases on one's back or pack?)

"and too much of stuff like this makes things sometimes too complicated and/or overwhelming."

that's where playtesting comes in... rather than abstain from radical ideas which add complexity one should try incorporating them into a game intelligently in a manner which would not take away from it's funfactor or inherent gameplay... INNOVATE!

something else i have to add... i don't have a sleep condition and i did not purposely keep myself awake for those 9 days i went without sleep... rather i decided that if i was not tired i simply would not sleep... on the 9th day i had a heavy meal and felt like lying down... lo and behold i fell asleep and thus ended the 9 day nonsleeping period... i do not consider what i have described to be sleep fasting as i never for those 9 days craved sleep...

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