Other > Suggestions
Skill changes
Johnnybravo:
--- Quote from: scypior on September 08, 2011, 04:44:59 PM ---But on the other hand, it's easily exploitable in SP (save&load), which is not the case in MP.
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Depends on player. Some keep dying in 'rogue' games (those are one of the best examples of using randomness in SP) even though they keep backup of their save (in rogue games if you die, you have to start over). Other's complete them without problem.
Reason to reduce randomness in MP games is the fact there are players interacting with each others. That makes sure nothing repeats over and over because of human factor. And thus randomness build in everything feels way too artificial.
--- Quote ---Atcually randomness is something that must be in every game
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Not true, but in case of Fallout, having chance to do something is not bad. But then again, currently can do only extremely limited amount of things (like movement, that's not random), and everything else is just taking a chance.
--- Quote ---problem come when being unlucky or lucky change so much that in one case you will do 20 damage in 3 shots and in the other 450 damge.
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Very much so. But the real problem is everything is like that.
The problem is how to preserve the uncertain feeling we all love and how to increase depth of game which right now works much like casino.
Bartosz:
--- Quote from: Johnnybravo on September 08, 2011, 08:37:34 PM ---Reason to reduce randomness in MP games is the fact there are players interacting with each others. That makes sure nothing repeats over and over because of human factor.
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This sounds like there is randomness in SP games only because of the fact there is no other human factor besides player. What about the PnP roots?
Lexx:
In fact, randomness is much better to use in an MMO RPG than in a SP RPG, exactly because you can't save&reload. The randomness level should remain fair, though.
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