rogueknight333 wrote...
It was not the only example I was thinking of (or the most perfect, since resources are somewhat tighter than usual at certain points in that module), but with a few qualifications I think what I said would apply to it. One does get extra potions and such from loot on a fairly regular basis.
Speaking for myself, at least, I tried to avoid buying potions as much as I could in an effort to save money for gear - for example, near the ruins I had about 8000g (mentally I think +1 AC items = 1000g, +1 stat items = 2000g), meaning I was afraid to spend any of it on consumables because I didn't want to miss out on gear later, especially since I'm equipping two people. Buying two +1 stat items (one for each of us) and four +1 AC items (like two amulets and two rings) would have wiped out my bank account.
Of course, those weren't even available at the time, but I wanted to save the money in case I found a store later (and I sort of did with a rather clueless merchant, that's where I'm currently stopped, roughly, trying to avoid spoilders). I really wanted to avoid a situation where I said "Damnit, I need 7 more gold for this item...if only I hadn't bought that potion earlier!"
rogueknight333 wrote...
I am talking about consumables collected as loot, and only modestly supplemented by additional purchases (well except maybe for Heal potions and Greater Restoration scrolls, of which I would tend to lay in a good supply, and be willing to sacrifice some serious gold to do so), and thus what any player might reasonably be expected to possess. In fact I would think someone who does not follow my powergaming ways would have even more excess loot of this type, since I actively look for opportunities to use consumables (they are not increasing my power just sitting there), which I suspect many players do not. Many modules provide, and apparently many players expect to be provided with, a hundred consumables that seem to serve no purpose, even for non-powergamers, except to act as a security blanket. Is this really necessary?
Let me reduce this paragraph to the important part.
rogueknight333 wrote...
I am talking about consumables collected as loot,
rogueknight333 wrote...
collected as loot,
rogueknight333 wrote...
loot,
Oh, so we're talking about potions we pick up to sell in order to be able to afford items, right?
'>
In a finite resource environment, people will tend to try to sell anything they can to buy permanent items. Hard to break that habit unless you make the potions unvendorable or something. If you told a person that the module will take 4 hours to play through and gave them an option of either 5 potions that gave +8 of their best stat for an hour (and persisted through death and such) or a permanent item that gave +4 of their best stat...people will pick the second one. Because it's permanent (and especially in a module series, they expect to be able to keep using it in the next module).
rogueknight333 wrote...
Yes, that is what I was saying. How do you make things easier for a weaker build without making it easier still for a strong one, perhaps to the point where there is no noticeable advantage in even playing one?
(Effectively) unlimited healing helps - you have to heal far less or fights go by much more quickly with a stronger build while still being doable by a weaker build. The combat will feel easier for the stronger build even if the outcome is never really in doubt.
There are also some subtle tricks you can do - for example, the spider boss in Siege takes 3000 damage per round on her own. This means the player's damage on the boss matters less (something like 75 damage per round for a dex monk compared to over 400 for a 2H weapon master), but still gives a slight advantage - the main advantage for the 2H weapon master is being able to break the coccons faster and limiting boss healing.
I tried another method with the succubi - they take 150 damage when damaged, but this cannot happen more often than every 6 seconds. Which means the monk will do like 225 damage per round compared to 550 for the weapon master. The ratio is now more like 9:22 (41%ish) instead of 3:16 (19%ish).
Both of these are effectively normalizing mechanics.
rogueknight333 wrote...
Or die and recover from it through a method incorporated into the module's story and thus not a cheat?
True, but that requires the player to view that as valid (I expect most players would see dying multiple times during a tough fight and simply respawning to continue the fight as cheap - they heal, but their enemies don't).
rogueknight333 wrote...
I expect this is a sound enough analysis of the underlying psychology, though since in most modules (at least those that are long and geared towards higher level characters) resources tend to be provided on a rather extravagant scale, it seems a bit unreasonable to be so concerned about their loss.
MY STUFF! MINE! MY PRECIOUS RESOURCES!
Yes, it is unreasonable. Remember the story I told you about WoW and the rested "bonus" versus tired "penalty?" People are unreasonable and not logical in many things, especially when it comes to using up their (limited) resources.
But that's also assuming people have consumables to use - they'll often vendor the consumables for more gold because they don't view them as needed. Again, remember the story I mentioned about Aielund - the final boss fight I made was very different when you walked in with 100 potions of Heal versus 10. Even though Heal potions (which only healed 110 HP in that mod, by the way, but still...) were sometimes thrown at you and you could effectively buy an infinite amount, most people bought what they were "comfortable" with and got rid of any consumables beyond that.
rogueknight333 wrote...
A good point. Probably a good reason to have a respawn system where on dying the screen just fades to black (or something) and then the player wakes up in the respawn area without being expected to push any buttons.
Indeed. If upon death in Swordflight you were simply teleported to the Air Elemental and never given an option to reload or respawn, I'm confident fewer people would reload. Having the screen come up feels like you failed - "Haha, loser, you died - do you want to respawn (you wimp) or reload (maybe you won't suck this time)?" The very fact that it offers reloading as a choice makes people far more likely to do it and sticks out as a very meta-gaming thing. Makes it feel like death is a failure on the player's part that should have been avoided instead of something that's expected to happen (because again, in most modules/games you do reload on death, there is no "continue" option).
Modifié par MagicalMaster, 31 mars 2013 - 01:54 .