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File: 253539d85cfd427⋯.jpg (34.41 KB, 480x480, 1:1, 1460979451656.jpg)

6ab0e0  No.16022784

Let's discuss ideas for small design choices that would improve games, remove annoyances, or at least replace QTE's and button mashings with something resembling actual gameplay.

For starters, getting caught stealing in any Bethesda game means you'll most likely just quickload the game because dealing with it ingame is such a tedious hassle. I think this would work better if alerting NPCs would start an evasion timer like in Metal Gear games, and you could avoid arrest by hiding until the NPCs forget you exist. Not realistic, sure, but less immersion breaking than savescumming and it would give you experience.

Speaking of pickpocketing, I have always hated percentage systems for success. A simple improvement over this would be to have pickpocket skill determine the weight limit of how much you can steal from an NPC, but even better would be to make it into a minigame similar to lockpicking. At simplest, something like holding the cursor within a shrinking target area as it moves around would convey the feeling of trying to reach into someone's pocket without them noticing. Another possibility would be making it a very short and quick maze game, but I think that would detract from the feeling of a quick hand trick too far.

A common problem with any game with level-up system tends to be that as you get more powerful the game gets easier, and making sidequests makes you even stronger even faster. For this the roguelite mechanics of Rogue Legacy were an absolutely perfect solution, letting you level up only after dying. What that means is a basic player would end up leveling up until they were strong enough to beat the game, while a Korean supergamer could fight through the game without leveling once, both being constantly challenged to the limits of their skill.

Speaking of leveling up, I would never use level-ups like "+10% damage with swords" in my games, because in addition to making the game flat-out easier, it would also limit the options of the player in the future. If a character has all his bonuses in one weapon, he will be deterred from ever using anything else than the weapon he's good with and the game would encourage a simple and repetitive playstyle. Borderlands gives you badass points for kills with different weapons, which means you'll actually benefit from melee and grenade kills even if your character was mainly focused on rifles or pistols. I also like it when new abilities are not only more powerful than basic ones but more situational, meaning you'll end up using more varied strategy rather than less as your character developed.

What kind of ideas would you like to see in games?

94ac91  No.16026158

When you clear a dungeon the busywork of hauling all the vendor trash out should be delegated to your hirelings.


a8b415  No.16026173

>bosses

You know bosses in non shmup games could learn a thing from great bosses in shmups.

>rpg/tabletop gay shit in general

remove them from your game, i came to play a real game


816841  No.16026282

Pickpocketing in Kingdom Come was pretty good if not the perfect way to handle pickpocketing.

>rpg/tabletop gay shit in general

>remove them from your game, i came to play a real game

I second this


632984  No.16026570

>>16022784

I liked the endless pouch in Stonekeep. Basically anything that could fit into a pouch ignored your encumbrance limit.

>Speaking of pickpocketing, I have always hated percentage systems for success.

You're on to one of the biggest problems with CRPGs, repeat rolls through save scumming. In theory you could avoid it by implementing WoD style fixed checks where your character would automatically succeed or fail depending on how the total of relevant skills and attributes matched the checked value. But it would be a pain in the ass to balance and it would probably lead to players autopiloting with minmaxed builds. Another option could be a fate point style system where you spend a limited resource to guarantee a high roll.

>but even better would be to make it into a minigame similar to lockpicking

Adding minigames is an admission of defeat, it shows your system can't carry your game.


5ef86d  No.16026592

>>16022784

>getting caught stealing,quickload.

What if quick loading after being caught removed the item unless it's a quest item? Like, you imagined yourself stealing a necklace but it turns out that woman didn't have a necklace on her to begin with.


5ef86d  No.16026594

>>16026592

Or /replace the item with a shitter quality one.


632984  No.16026618

>>16026592

It'd turn thief into a shit tier class and possibly break the game economy, but the general idea is cool. ADOM had something like that, if you reloaded the game would give you a cursed status and force you to play carefully until you get rid of it. If you reloaded in certain places you'd be absolutely fucked with no way out.


5ef86d  No.16026654

>>16026618

Adom's curse effect does sound neat enough, the only problem I see to it is that it affects luck mainly and it can also come from multiple sources. (Items, conditions, pools, etc.).

Well, in any case, you’re right; having all the items drop in quality is too much of a punishment.

So, what if the thief class gets access to a whole new category of items/ weapons he can only get from pick pocketing and they’re the only ones that drop in quality/ get harder to steal after each reload?


632984  No.16026935

>>16026654

Sounds cool to me. It would open up a new layer of the game that came with its own rewards and punishments. If this new range of items could only be sold on the black market or generate heat when worn, it would be fun to play an illegal run, especially if there were quests exclusive to thieves.

I think the core problem is that working from failure is not interesting enough in most vidya. I mean… Let's say you're playing a P&P game and you fail a pickpocket roll on a merchant. The GM lets you repeat the roll and you fail again. The GM then adjusts the story to turn the merchant into a royal agent. The guy offers you a pardon if you cause a scene with an enemy spy and lead to his arrest. So now you're in touch with a new faction because it's more interesting than getting bum rushed by guards. Obviously CRPGs don't have dynamic GM systems, but reloading should be a boring option you'd use as a last resort, because it robs you of interesting setups.


632984  No.16026966

>>16026935

*core problem with reloading, sorry.


677a59  No.16029995

File: 11a953cbbc78bda⋯.jpg (86.26 KB, 800x518, 400:259, Fallout loot or drink.jpg)

>>16026570

>Adding minigames is an admission of defeat, it shows your system can't carry your game.

I understand what you mean, but I find minigames strangely appealing. Picking locks and hacking terminals use entirely different skills from hacking and slashing, so taking a pause to fiddle with lockpicks or puzzle over passwords really needs to be different from the main game.

Also, in the Skyrim/Fallout example, the stealing minigame could be overlayed on top of an NPC in game, with you having to keep your cursor on a target area that itself hovers on the pickpocketed person, shrinking into his pocket for the final yoink.


a8b415  No.16030040

>>16026570

>>16029995

If you ever played assassin creeds for the DS, it has a pickpocketing minigame that was a lot better than the original game.


632984  No.16032784

>>16029995

>I understand what you mean, but I find minigames strangely appealing. Picking locks and hacking terminals use entirely different skills from hacking and slashing, so taking a pause to fiddle with lockpicks or puzzle over passwords really needs to be different from the main game.

Have you played Covert Action? Sid Meier made it after Pirates. Every interaction that doesn't involve a menu or moving your character on a grid opens up a minigame. I think it shows both the good and bad sides of this approach in that it's very fun but easy to break down and master.


efdd95  No.16032803

For some reason, people hate it when you replace monotonous tasks with interesting and fun little minigames with their own distinct mechanics. See: World of Warcraft: Catacylsm. They updated the games quests by adding a whole slough of minigames, such as tower defence sections, jousting matches, turret sections and so on. World of Warcraft players hated it and to this day prefer spending all day collecting 20 bear asses.


edd7a5  No.16032868

>>16026570

lockpicking, safe cracking, theft

The whole idea originally with dice rolls was "yeah you have a 2% chance of stealing the magic ring from this noble" in table top games but in reality that "never" happened. Devs took this idea in CRPGs and should not have (because of the natural save-scum efforts some people will use).

A real thief isn't usually stupid enough to attempt a theft that only has a 2% chance of not going to jail. So game mechanics should properly enforce the sanity of the actor.


a245da  No.16032902

File: 5d4fca34beae8e1⋯.webm (818.34 KB, 480x242, 240:121, Hog Squeeze.webm)

>+10% damage added to x weapon/element

That's the worst fucking thing in any game. To me, that shows that the developers were too stupid to come up with an interesting stat mechanic or there is level scaling out the ass. Bethesda after Morrowind is the worst when it comes to this, and even then, Oblivion didn't have this as damage output directly correlated to weapon skill and stat levels.

>shit, the enemies are outpacing player DPS! What do we do!?

>quick, add in 20 perks to increase sword damage by 20% each rank!

>but sir, armor has become useless past level 45, what now!?

>throw in 20 perks to increase armor rating by 20% each rank!

>why 20 all the time?

>it just works

That shit is what happens when you strip all RPG mechanics out of an already barebones RPG and add in a shitty "perk" system. You end up with less variety and feel railroaded into certain meta builds (stealth archer) or else you hit a brick wall and won't be able to move forward because enemies take 500 hits to kill while they can knock you flat on your ass in 2.


48d62b  No.16032924

File: b73d3ad5965e546⋯.jpg (20.04 KB, 427x475, 427:475, themeat.JPG)

>>16032902

Ah,i see you're a man of taste.


a245da  No.16032942

>>16032924

I watch Vinny off and on if he's playing something I'm interested in such as his Dead Space series, which is one of his worst in my opinion, and Eternal Darkness, one of his best, or if it's plug and plague. Polite sage for e-celeb nonsense.


d8aa77  No.16033014

I want knowledge-based improvements in games with RPG elements (experience, crafting, quests, monsters). For instance, having skills that let you study creatures passively, and with enough skill, actively dissect them to learn about them. Study books, study under teachers, learn even more, and gain myriad benefits.

>Due to your understanding of quadruped physiology, you can now obtain higher quality cuts of meat, pelts, organs, bones, and fluids from your kills.

>Due to your innate understanding of humanoid physiology and anatomy, you are more easily able to kill with stealth, striking opponents in such a way that they are rendered unconscious or killed quickly and silently.

>Due to your journeyman understanding of insects and arachnids, and your understanding of compounding, poisons, and medicines, you can now craft arrowheads that will puncture exoskeletons and introduce paralytic compounds into the circulatory systems of spider, ant, scorpion, and other arthropodal creatures.

>Due to your understanding of poisons, medicines, anatomy, and butchery, you may now perform surgery on humanoid beings, and compound antivenoms and antitoxins.

Stuff like that. Gain skill in various fields of knowledge that may or may not overlap, to improve your ability to heal or harm things. It's just more tables of numbers for stats, nothing super complicated, but easily exploitable. Master anatomy and hand to hand combat, and start one-inch-punching enemies in the chest to insta-kill them due to heart trauma.


e71d37  No.16033018

>>16032942

We aren't allowed to follow him guys, /v/ told me his content was literally Reddit


48d62b  No.16033031

>>16033018

imagine taking anybodies opinion here instead of experiencing yourself


a245da  No.16033073

>>16033014

What I want to see is a twist on skill checks. I want the ability to get a better outcome because I have low skills or a worse outcome because of high skills. Throw a wrench into min-max builds to encourage diversified stat allotment. New Vegas kind of does this at some points, usually ending involving a humorous outcome such as the "ICE CREAM!" Int check at REPcon HQ or telling Vulpus you had no idea what you were doing when you removed Caesar's tumor if you have low medicine but high luck. Stuff like that shakes things up and shows a modicum of passion from the developers to think of a situation in which those certain requirements are made. Fallout 1 and 2 show a commitment to people who run low Int builds by making your character a gibbering retard the entire game and locking you out of a boat load of quests because, surprise surprise, no one wants to talk to a person who licks windows.


d8aa77  No.16033164

>>16033073

I genuinely miss that kind of love of the arts. Fucking bastards that write games now don't know shit about life, and aren't intelligent to imagine the minds of others. On a tangential note:

I hate how many scifi/fantasy games have ALL of the signage in games using the same damn font for everything. I want games where you can learn or upgrade your autotranslator to do better jobs of determining the meaning of foreign/alien languages. Kind of how NuMale's Soy did it, only less Mad-Libs. For instance…

>15% fluency in Da'etelian language: Task of flesh of big talk light area

>60% fluency: Big Mouth of Meat Work shine place

>~100% fluency: Jabber Jaw's Skin Works holographic tattoo parlor

Low understanding might be a literal translation word for word, but greater understanding would derive more context clues and understand the meaning behind phrases. Full mastery would let you understand, and even make new jokes in the language.

The problem is, I imagine that it takes quite a bit of intelligence to plan out such stuff, and a lot of work would go under-appreciated. Imagine the different experiences that could be had if misunderstanding a signboard, or a mission log led players to different outcomes? Not necessarily a win/lose divide, but varying successful outcomes.


06d0fb  No.16033587

On the subject of Borderlands, I'm playing it at the moment and one thing I'd love and something they probably did do in later games, is money is automatically picked up.


d8aa77  No.16033788

File: 4d9ccd08e92b53b⋯.jpg (106.6 KB, 600x800, 3:4, Pansy Bitchfraud.jpg)

>>16033587

They did that in 2 and the DLC-quel. Ammo, too, and in multiplayer, it's shared with all other players, excepting grenades and maybe rockets. You can also run diagonally, which is tremendously helpful. All of that Sega money sure made a solid engine as far as player control goes. Pansy Bitchfraud still needs to dance on the end of a rope, though.


a245da  No.16033840

>>16033164

I like how in many Star Wars games, the lettering on buildings and billboards are in legible Aurebesh. Unless you knew aurebesh, you wouldn't know that the lettering above a med bay says "Clinic" or the sign on a space port says "Coruscant."


d8aa77  No.16033978

>>16033840

Adhering to a language is one thing, but look at your typical Japanese storefront streets. Same language, three kinds of characters, a bazillion different fonts. Play most modern games? Everything is written in the same font, no matter which part of the map you're in.


a245da  No.16034007

>>16033978

I see what you mean, but I think that something like that would end taking more time than it's worth. There's a reason why so many settings involve some sort of common language that coincidentally sounds like *insert country of origin* and the other languages are always half-baked or we're only given a snippet of. It would be interesting, but in the end, almost worthless compared to the development time of creating different languages and dialects for each language.


5f7ca2  No.16039327

>>16034007

No Man's Sky and Out There did a simple language thing by having all words garbled before you learned them one by one. Not the most elegant solution, but I liked it.


fa15e0  No.16041807

>>16026570

>Adding minigames is an admission of defeat, it shows your system can't carry your game.

Minigames are meant to be a compromise to the RNG in skill checks. At least in Fallout: New Vegas, it is supplements with a typical (pass/fail) skill check. However, it is more impactful if these actions don't pause the game. Even a simple progress bar is better than a minigame popping up and stopping time.




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