I had to dive to find food, I could meet monsters that would simply oneshoot me on a very frequent basis.Ĭan't say I share your experiences with that. Appreciate everyone's input! (And sorry for hijacking the bug topic.Comparing ToME to crawl is IMO very funny because last time I played it (long time ago I admit) it felt much much worse than T4. But DFU is still young - there's time for mods post-1.0 that might do something here. Encumbrance and other survival mechanics, depending on the game, may in some cases at least not detract from game aspects that are actually fun/challenging as opposed to tedious/busywork, but even when I played classic Daggerfall way back in the day, the gold/letter of credit micromanagement just became an annoyance. two critical components that make a CRPG fun in the first place - and should be killed universally with fire. Level scaling in my opinion almost always destroys both immersion and the sense of player progression - i.e. In Oblivion, Skyrim, Fallout 3, it's terrible and the games benefit a lot from removing it.Ĭouldn't possibly agree more on both counts. One of the few games that get it right in my view is, again, ADOM. if you need to automate a part of a game so that the player doesn't spend so much time in it, maybe that mechanic shouldn't be there in the first place?įortunately, Daggerfall is far from being one of the worst offenders in this.īy the way, another feature that I feel is detrimental in most games is level scaling. Some roguelikes like Dungeon Crawl Stone Soup have taken the step to semi-automate stash management (with commands to take you to one of your stashes, and things like that), which I think is absolutely crazy. Ultima Underworld was an almost perfect game, but its worst part (by a mile) was that you could take very few items so a large part of game time was spent micromanaging inventory, stashes and keeping track of stash location, which is like the opposite of fun. Especially in games that have really strict limits. On the other hand, I agree with you about encumbrance, it's mostly a busywork feature that makes the player spend time micromanaging without really making the game more difficult, just more tedious. I think it can still be nice, to keep a sense of wonder about an item and delay the moment you find out what it does, but it's not really such a great feature. ![]() However, in most RPGs (as opposed to roguelikes) identification doesn't work too well, as without permadeath you don't have that kind of epic moments, and you can just try the wand and reload. The identification feature is also really nice, leading to epic situations like being on the verge of death, and as a last resort drinking a random potion or zapping an unidentified wand at a monster without knowing what it is (maybe it will teleport the enemy away, or kill it with a fire bolt, but it can also make it stronger!). Hunger management is very fun in the early game, especially because many monster corpses have properties, beneficial or not, and you can do stuff like cook corpses with a fire bolt. For example, I recommend ADOM for both features. Like Diablo.Īs another veteran RPG player, I agree this kind of features shouldn't be abused in game design as they often do more harm than good, but there are some games that do hunger and identify right. But when it's super cheap to identify, then you're always going to do it and it just becomes busywork. It's always been some stupid D&D thing where you're gambling a hefty sum to know. Would you really enjoy the game less if you knew an item's magical properties the moment you picked it up? Of course not. ![]() Ever played Ultima 7? Your party members are constantly complaining about needing fed, interrupting the things that are actually fun like dialog, fighting, and exploration.Īnother dubious mechanic is "identify". Games that have hunger meters do similar things. And if he could, it would slow him down gradually with each piece. ![]() Realistically, your character wouldn't be able to carry 20 armor pieces, bags of gold, etc. Realism is never the goal with encumbrance mechanics, it's just some pen and paper carryover that doesn't really translate in modern games. ![]() Having played lots of RPGs over the years, I agree with you. Maybe that's mod territory, but just curious. I know this goes beyond the scope of the bug report, but has anyone ever considered a game option to make gold weightless? Of course it wouldn't be realistic, but I personally always found gold having weight to be more of a hassle than anything after a while.
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