I wish they gave more reason to wear regular clothes so it actually makes a difference that you took the time. You run around fully decked in armor but doesn't matter.
Like town rules that restrict armor and weapons. Crafting gear be clothing and look the role. Just some the small virtual world things lost single player gaming.
I'd like to see armour have an actual effect on your mobility, so running places in full plate would take a lot longer than if you were unarmoured. I'd also like it if wearing a helmet reduced your visibility, but that might not be received too well.
I wish they gave more reason to wear regular clothes so it actually makes a difference that you took the time. You run around fully decked in armor but doesn't matter.
Like town rules that restrict armor and weapons. Crafting gear be clothing and look the role. Just some the small virtual world things lost single player gaming.
I'd like to see armour have an actual effect on your mobility, so running places in full plate would take a lot longer than if you were unarmoured. I'd also like it if wearing a helmet reduced your visibility, but that might not be received too well.
The weight thing could work, not sure the visibility would work out too well. For weight I see it kind of how Eve handles ships. The big heavy ships have good defense but are slower and more cumbersome. Could add a lot to the right game, of course I imagine this in twitch combat game over tab target
I wish they gave more reason to wear regular clothes so it actually makes a difference that you took the time. You run around fully decked in armor but doesn't matter.
Like town rules that restrict armor and weapons. Crafting gear be clothing and look the role. Just some the small virtual world things lost single player gaming.
I'd like to see armour have an actual effect on your mobility, so running places in full plate would take a lot longer than if you were unarmoured. I'd also like it if wearing a helmet reduced your visibility, but that might not be received too well.
These are interesting ideas that I like to think about. But then my head turns to "gameplay vs immersion." It would be fun for the first bit, but would get annoying after a bit more, for me. Donning armor and weapons all the time would have me searching "the net" for a possible macro, especially when getting jumped on in the wilds. Move slower or be protected. Not much of a decision for me
These aren't bad ideas. I like them. I just wonder how long I would enjoy them
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
I'm kind of "middle of the road" with my characters. I look at the options and try to get an avatar that is pleasing for me to look at. I won't spend hours doing it, though. I want to get into the game.
I also want to be able to relate to my character, so I rarely play beast or monster races. I have tried a lot of them out (EQ, WoW), but I find myself not making a connection with them, especially when most are portrayed as "evil."
If that says anything about my personality, I'm interested in hearing about it
Can you do absolutely vile things in games(like SWTOR / Mass Effect and the like) or are you repulsed by just the very notion of them? If so, why?
I do not find any fun whatsoever in "being a dick", which is how most "evil characters" are portrayed. It's not "fun" for me to kick puppies, slap babies, steal from the poor, torture and all other assorted "evil activities" that games give a player. It's just not fun at all for me. Since I play games for fun, this kind of play is kind of counterproductive
I did, in SW:KotOR make Zaalbar kill Mission (in the area just before the Star Forge) just to see what the "Evil Robes" were like. Once I had my info, I quit the game, deleted the save files, and took a long hot shower. That's the first and last "evil" action I've done willingly
And there you have it. The same reason why you don't pick ugly, evil races. Because the very notion of being evil, even in a meaningless game, disgusts you. Yes?
Pretty much, yes.
I did chuckle when I read WoW's lore on The Horde's races. Every last one of them had some kind of mitigating circumstance that seemed to justify their choices
EQ had their beast races worship evil Deities (or atheists as any race could be).
Now, in Morrowind (my first TES game), I chose a Khajiit right off of the bat. I still have yet to play an Argonian, though
That's why Ivm against factions. While they do have some logic(...and I like to belong? /shrug), it's much better if it's freeform.
You do have some Beast races in EQ2 that aren't evil(I take it you're talking about Trolls and such). Cute frog people and pixies(faeries). Ratonga are like Ferengi, not completely evil and they are ratmen.
And I take it you don't like Game of Thrones. It's literally 50 shades of evil lol. I should give GoT a shot, but it's so depressing, so aggressive. ?
I admit that I'm more for restrictions than freedom. I know that sounds strange, but restrictions give depth and meaning to me. With classes (a basic restriction), I know what other players can possibly do. With factions, it gives the world depth with lore instead of anyone being anything, and worst of all, everything.
Just my opinion
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Kingdom Come does reduce your visibility in armor I believe. I think full sets of armor have their place. Just not practical to wear them all the time. Especially as an adventure or around town.
@ChildoftheShadows: Yeah, the visibility would be harder. Honestly I mainly envisioned it in a first person game where you have a button to quickly equip/unequip your helmet or put up and down your visor.
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
@ChildoftheShadows: Yeah, the visibility would be harder. Honestly I mainly envisioned it in a first person game where you have a button to quickly equip/unequip your helmet or put up and down your visor.
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
For speed separate combat and travel. In combat stance the heavy gear is slower out of it it's the same. The speed would play a big role in combat that's how you differentiate and balance the heavy style vs light style.
@ChildoftheShadows: Yeah, the visibility would be harder. Honestly I mainly envisioned it in a first person game where you have a button to quickly equip/unequip your helmet or put up and down your visor.
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
For speed separate combat and travel. In combat stance the heavy gear is slower out of it it's the same. The speed would play a big role in combat that's how you differentiate and balance the heavy style vs light style.
In my opinion of course.
Or slower attack speed. I know Salt and Sanctuary you move slower, roll slower and attack slower if you don't have the right skills/stats/weight.
@ChildoftheShadows: Yeah, the visibility would be harder. Honestly I mainly envisioned it in a first person game where you have a button to quickly equip/unequip your helmet or put up and down your visor.
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
Indeed, but we must also consider gameplay. Though I don't think that slower stamina regen would affect gameplay that much. I like separating combat and exploration like Dragon's Dogma(a fantastic, if thoroughly unfinished game). Sounds like a good idea.
I think instead of (or perhaps in addition to) slower stamina regen, a higher rate of stamina consumption could be more impactful, so if an unarmoured dodge consumes 1 unit of stamina, and leather consumes 2, plate might consume 3 or 4.
@ChildoftheShadows: Yeah, the visibility would be harder. Honestly I mainly envisioned it in a first person game where you have a button to quickly equip/unequip your helmet or put up and down your visor.
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
Indeed, but we must also consider gameplay. Though I don't think that slower stamina regen would affect gameplay that much. I like separating combat and exploration like Dragon's Dogma(a fantastic, if thoroughly unfinished game). Sounds like a good idea.
I think instead of (or perhaps in addition to) slower stamina regen, a higher rate of stamina consumption could be more impactful, so if an unarmoured dodge consumes 1 unit of stamina, and leather consumes 2, plate might consume 3 or 4.
It is a hard balance. Make unarmored too strong and people won't use armor.
Heavy armor was more used for combat. I doubt many people just walked around all the time in armor.
Comments
These aren't bad ideas. I like them. I just wonder how long I would enjoy them
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Just my opinion
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
@Gorwe: Actually now that I think about it, a higher rate of stamina drain for heavier armour would be better from a gameplay perspective as well - that way you don't have each member of a party running at a different speed making every group event feel like a badly designed escort quest.
@AlBQuirky: I guess that would depend on where you come down on the gameplay vs. simulation argument - personally, I've always been a fan of simulation. Although, as for your specific example of a macro to quick-equip armour, I'd expect a game that's implemented this to also implement loading bars for equipping items, like LiF (with the possible exception of helmets, for reasons I touched on in my reply to ChildoftheShadows above).
In my opinion of course.
Heavy armor was more used for combat. I doubt many people just walked around all the time in armor.