It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
skeletonbow: Yup, gotta break up long posts into multiple posts unfortunately. I try to trim out excess quoting too, or leave the quote there for the reference URL to be clickable but remove the text, saves space.
I eventually got the hang of the (re)quoting system, but I *think* it was kinda glitchy for a while, in that it was missing off end quote tags and messing things up. Looking back though, some of the problems may well have been due to my replies to people being too long, but it's good to know that the current problems aren't just me. Well, leaving aside for the moment the issue of my replies being too long :o)

avatar
skeletonbow: Yeah that happens in most games including The Witcher 3. The NPCs engage in dialogue, but then repeat it over and over without enough time lag in between. In some games they say the exact same thing over and over too. Even if they vary it, they're still repeating things to you over and over that they already said a million times. It can get a little annoying.
It's one of the things that I find so odd about it. It's so common and so many people talk about it with so many games and even without people talking about it, I cannot see how something like that wouldn't be caught at the time of creation, let alone testing. There must be a timer, with or without a degree of randomisation, so... do the people creating such systems not realise that the character will say the same line many times a minute, or do they think it will be fine and not in the least bit annoying/ridiculous or...? That's rhetorical :o), but it's odd, as I have no idea. It's farcical though when two characters start repeatedly overlapping their one line they each have.

avatar
skeletonbow: Yeah, I wish the state machines in the games had more states to consider and based the selection upon more criteria, it'd make for a much richer game experience.
I mentioned Rainbow Six as there was a cheat that indicated the state of the terrorists. Whether they were passive, alerted, maybe actively looking I think. There were several states and it was interesting to see in game and in real time, how their states changed based on my actions. It was a bit wonky though :o) in that footsteps could cause alert and yet breaking glass in some places wouldn't, but in others would. Also, bullet hits on walls could cause varying levels of change. That's not a criticism, as the game(s) were doing something so new for me, that it was still fantastic and more of an exercise to try and figure out some of the wrinkles. The point though, is that this was many years ago and I'm wondering if modern games have managed to even get that far, let alone improve things. I don't think a great deal of effort is being put into such systems.

Admittedly Rainbow six was very much geared towards such mechanics, but I feel as though modern RPGs are looking to do similar things with their combat and even more so with stealth, yet failing so badly with the sorts of things you outline below. And seem to be a long, long way away from actually improving on the likes of Rainbow Six. But then, I'm sure there are games that I've not even heard of, that do such things well. I just wish it was more common.

avatar
skeletonbow: Never played the original Rainbow 6 and I can't get it to install+run on Windows 7 (I own the DVD). I played Rogue Spear on XP years ago and that was pretty wicked, but those are the only two in the series I've played although I own a bunch of them. I own all the Ghost Recon and Splinter Cell games also up to 2007.
That's a shame about Rainbow Six not running, but you've played Rogue Spear! :o) That's very much one of the games that are part of the original Rainbow Six series I was talking about, before the reboot in Lockdown (but you probably knew that). And a nod must go to the early Ghost Recons :o) Curiously, I've never played a Splinter Cell game.

avatar
skeletonbow: [...] What's funny is that there are other situations where you can walk right up to some enemies and they're staring away at you like a robot in standby mode not doing anything at all, just staring at a wall or other uninteresting direction.

[...] So basically "I see my dead colleague here, but because I looked around the cave for 5 seconds and didn't see any threats I will conclude that my friend isn't dead and I'm not actually tripping over his body. So unrealistic it isn't funny.
Yes. For me Rainbow Six was glitchy, but managed to get a *lot* right, but many RPGs are such that one can end up in situations where one is playing a different game: see how dumb the AI is. And that's not a good thing to be doing in a Role Playing Game. If games can have characters mutter ridiculous things to themselves along the lines of "Hmmm... must be nothing." whilst stood next to a dead body (buddy), then I want the option for my character to be able to yell out "Are you %*£^ing kidding me?". Or better yet, not have such things happen.

avatar
skeletonbow: Here's what's even funnier.... how some morons out there say video games cause violence and they're training grounds for people to kill people. If that were true, they'd be easy to catch because they'd shoot real people then stand there figuring the cops will look at the dead body, do one scan of the horizon and say "must be my imagination" then go back on patrol. :)
:o) "I don't know how I was caught. Having ransacked the place, I just waited in the corner for a bit, but then for some reason the police showed up and found me. I have no idea how. It's all so very confusing." :oD
avatar
Avalan: I actually haven't checked recently for any word on 1.07, so I should probably do that. I'm very interested to see what CDPR will come up with, since the hugeness of 1.07 may have a degree of rumour about it, but still hopeful.
avatar
skeletonbow: They just posted some info about the upcoming patch on Facebook:

https://www.facebook.com/thewitcher/photos/a.165254449330.117240.9659019330/10153120773094331/?type=1
What? Hold on, hold on, I'm still trying to reply to your other replies :o)

Ok, that link didn't work, but I put that down to Facebook and all the evils that it stands for :o) so I looked around and found this:

http://forums.cdprojektred.com/threads/52056-Patch-1-07-coming-soon-to-all-platforms

I also found the 'link' button on the left of the posting area here, so hopefully the above will actually appear as a link :o)

As for the page I linked to... some good stuff in there :o)
Post edited July 06, 2015 by Avalan
avatar
skeletonbow: Exactly, and some games do implement that. Games that spring to mind as giving a shit about finding a dead body and also letting you do something about it such as grabbing and dragging or carrying the body include:

- Splinter Cell series
- NOLF series
- Skyrim ( to a lesser extent of importance, but it does work)
- Far Cry

Of the above, Far Cry was quite interesting because not only did they care if they found a dead body, but they would communicate with each other and put together a squad and the whole place would come alive including soldiers at a distance, then they'd do a sweep to find you. It felt so much more like what real humans would do. I really liked that.
That Far Cry example sounds fantastic. I should point out that my experience of games goes back a while, but is still somewhat limited. For one thing, I've not played a console game since Super Mario World and even then I've never actually owned a console in my life. But I'm sure that there are a fair number of games that do such things well, or even very well. Obviously many games (likes the ones you listed) came/come out of PC, but it was just a detail that I don't know console games at all. I've come so close to playing a Splinter Cell game though, but it's never happened. Might look into Far Cry though.

I love the idea of a group finding a body, or even someone knocked out (that was a Witcher 2 thing) and raising the alarm; doubling the guard; organising a search party(ies) and the like. I'd love an RPG where that happened and I kept paying (i.e. no reload) and had to figure out some other way into the place. Probably some days later. That, to me, would *be* the game.

avatar
skeletonbow: Hahahaha, I'm replying while reading so I said things you already did without realizing it. :) I'll read the rest first now before replying more... <grin>
< laugh > I'm doing the same. Sometimes I read a whole post, but other times I go through section by section. Yeah, I should probably always read the whole thing first. Now though, we seem to have many different posts going, so... some sort of Project Management Software required I think ;oP

avatar
skeletonbow: Absolutely! I love better graphics too, but lately I've been thinking about various things that would be cool for games to take into account and there are zillions of ideas. They'd all burn up small amounts of CPU/RAM though [...] Imagine the complex simulation mechanics and other things that could be possible!
Just came back to change this after reading the rest of your post :o) but economies! Can take a bit of CPU resources as you say, but yes, I would love to see more effort there as well as other systems. More on that later, but yes, I'd like a shift towards such things. Even dynamic physics, where the physics of objects are more figuring things out. Where the option is there to use physics more often. I don't know, but I often feel as though physics engines aren't used nearly as much as they could be in the actual game to *do* things.

avatar
skeletonbow: Maybe the ground is comprised of certain soil ingredients and the plants in the game grow procedurally based on the soil content, how often it rains, etc. and then they bud and more plants grow. Bees pollinate flowers which spread, etc. Instead of just having statically placed or randomly placed stuff. They could start out with some static things but it could grow like a living world. That would be kind of cool as the world would change more dynamically while you play. Certain plants would favour certain soil conditions, weather, etc. Likewise for wild animals, where they are a life cycle, there are varying ages/sizes of them in packs, they hunt the have their "home" which might be a cave or whatever and when they die they're dead - no traditional respawn. New animals are born and the animals roam and find new territory randomly etc. Same thing with humans and families too [...]
Kinda weird, but I too have been thinking about soil composition... you know... like ya do :o) But I've wanted for a while for things that grow to need conditions. To only grow in certain areas. The basic one is stuff that grows in caves, but I actually love that. It's simple, but to me that's great. It means that if I want the item, them I have to find the sorts of area that it will grow in. With the possible bonus of finding the odd item under a bridge, but if I really want to have a decent supply of the stuff, then I know where to find it and I can work towards getting it. Annnnd if the cave happens to have a bear in it, then all the better :o) What I like about such things is that it gives me the sense that I can learn things about the world and decide for myself if I want to go on a self imposed 'quest' to get a valuable ingredient. More so, I like the idea that the ingredient isn't one of 'there are only 6 of them in the world/game', but that the ingredient can be found, it's just that it's not *everywhere*, scattered in all locations. The idea is that it's valuable, because caves are freaking dangerous :o)

Aside from that, seriously agree to the things you said. I added earlier details (then removed them as you just said them) about other systems like the economy, as I would love to see such things. Even when the 'economy varies' and the whole 'supply and demand' concept, it still seems to me to be within certain boundaries. When food is scarce, then no-one should be selling me any food. I should be able to supply food for money, or for much praise and reputation. It should be a huge deal. But yes, I could reiterate all you said, but I would happily let graphics sit on hold for five years (even more) to move more towards tracking items and actually have merchants move the actual goods and the like. Then, if bandits hit a merchant, those goods go to the bandits and the merchant's destination may suffer. Enter... The Player Character! :o) [who had nothing to do with the bandits... nono... honest :o) ] Or I could find the bandits and get the items back.

avatar
skeletonbow: That would be rather interesting to see, and the more elements that are simulated the cooler it'd be IMHO. I'd give up some cool graphics to have a more dynamic living world personally. Also, I'd rather see the animals, plants and other aspects more procedurally done rather than scripted. Scripted sequences work for some situations, but I'd rather others be dynamic and procedural. As a case in point, the dragons in Skyrim are always a different encounter when you cross paths. There are similarities but the whole experience is a different battle each time for the most part, the AI of where they will fly, land, attack, etc. makes every fight quite different. [...]
Again, very much agreed. A lot of the things, with regard to getting to a place where plants and animals work procedurally, might take some time for developers to build up the systems and mechanics, but I think it would be worth it. The sort of things you've said are just the sort of things that seem to be missing to me. I've thought many times, that I would love to have more of a wolf effect in an area/forest, as in it would behave like the apex predator it is. I do love it when a predator will kill prey for itself. I would be fine to have a wolf fight be one of singling out a wolf and battling for a while and then have that one kill have many items/ingredients. Lots of meat, a pelt, some pelt scraps, but as the game goes on, have the player be able to learn how to get more things from it. Maybe I'm alone in such thinking, but to me, I want a wolf kill to be a big deal. For it to be heavy to carry back. And if I kill too many, then there aren't going to more around for quite some time. I think it could take a little bit of a break from true reality, as land areas would be many, many times higher in real life, so wolf number might increase quicker over time in game, but still, I'd much prefer that to The Witcher 3's (and other games) tendency to, as you say, just respawn. And if the wolves are gone from an area, then they are gone for the rest of the game. A wolf pelt should fetch a lot of money, but that's because the world should limit their numbers... unless one wants a short term gain.
avatar
skeletonbow: Hahahaha, I'm replying while reading so I said things you already did without realizing it. :) I'll read the rest first now before replying more... <grin>
avatar
Avalan: < laugh > I'm doing the same. Sometimes I read a whole post, but other times I go through section by section. Yeah, I should probably always read the whole thing first. Now though, we seem to have many different posts going, so... some sort of Project Management Software required I think ;oP
LOL, yeah it might come down to that eh? :oP

avatar
skeletonbow: Absolutely! I love better graphics too, but lately I've been thinking about various things that would be cool for games to take into account and there are zillions of ideas. They'd all burn up small amounts of CPU/RAM though [...] Imagine the complex simulation mechanics and other things that could be possible!
avatar
Avalan: Just came back to change this after reading the rest of your post :o) but economies! Can take a bit of CPU resources as you say, but yes, I would love to see more effort there as well as other systems. More on that later, but yes, I'd like a shift towards such things. Even dynamic physics, where the physics of objects are more figuring things out. Where the option is there to use physics more often. I don't know, but I often feel as though physics engines aren't used nearly as much as they could be in the actual game to *do* things.
Yeah, the physics engines are still primitive to a large degree, as are things like pathfinding and 3D collision detection. I'd really like to see much more accurate collision detection that is so good that you can't notice it is actually there. It's one of those "video gamey" things that can be so obvious it is annoying sometimes. At the same time, as a software engineer who has dabbled in video game development myself I understand the complexities of collision detection in general and that it's a much more complex problem to resolve in 3D with infinite numbers of convex and concave objects in a game world, and that compromises have to be made to do it "just good enough" to make the game work well without using any more CPU or other resources than necessary - leaving them for more important parts of the game engine. It'd just be nice to see these aspects of game realism scale up over time also and not just constantly give all spare CPU/GPU cycles and RAM all to better graphics all of the time.


avatar
skeletonbow: Maybe the ground is comprised of certain soil ingredients and the plants in the game grow procedurally based on the soil content, how often it rains, etc. and then they bud and more plants grow. Bees pollinate flowers which spread, etc. Instead of just having statically placed or randomly placed stuff. They could start out with some static things but it could ...
avatar
Avalan: Kinda weird, but I too have been thinking about soil composition... you know... like ya do :o) But I've wanted for a while for things that grow to need conditions. To only grow in certain areas. The basic one is stuff that grows in caves, but I actually ...
Some games such as Skyrim have a really primitive implementation of this in that certain plants only grow in certain areas or under certain conditions in the game lore. For example, IIRC Nirnroot only grows in humid conditions such as on the shore of a pond or similar, and Crimson Nirnroot only grows in similar conditions in the dark with particular soil conditions IIRC. But I say this is "primitive" in Skyrim because it is just manual placement of items by a game level designer coupled with lore of the plants in question. The game engine itself just does primitive plant respawning like NPC respawning, there's no plant growth simulation backing it where the plants could for example spread over time creating a dynamically changing landscape.

avatar
Avalan: Aside from that, seriously agree to the things you said. I added earlier details (then removed them as you just said them) about other systems like the economy, as I would love to see such things.
...
Yeah, The WItcher 3 has 3 currencies (orens, florens, crowns) but ultimately the first two just sit in your inventory until you're able to convert them into the latter at the bank in Novigrad. It'd be a little more immersive if different regions or even individual shops decided which currencies they accept and it had a bit of dynamic to the exchange rate however such gameplay may likely not be the type of gameplay they'd want for the target audience of the game. So I'm just using the game as an example here rather than suggested changes to it specifically. But a game designed with these ideas in it would definitely add more depth to the immersivity of the world. Whether it would be enjoyed by most players of a given game or not is another question entirely though. Mind you, I think it is worth experimenting with such ideas.
avatar
skeletonbow:
avatar
Avalan: Again, very much agreed. A lot of the things, with regard to getting to a place where plants and animals work procedurally, might take some time for developers to build up the systems and mechanics, but I think it would be worth it. The sort of things you've said are just the sort of things that seem to be missing to me.
It just dawned on me that there is a game that uses some of these concepts - Spore. The creature you play the game as, you create yourself and evolve it very dynamically. It's all procedurally driven and the game adapts. This overall approach to game design extended to other areas would make for some really interesting games I think. Even though I was rather pumped about it, I never did play Spore sadly though as the draconian DRM it shipped with made it a complete non-starter for me.

avatar
Avalan: I've thought many times, that I would love to have more of a wolf effect in an area/forest, as in it would behave like the apex predator it is. I do love it when a predator will kill prey for itself. I would be fine to have a wolf fight be one of singling
Yeah, both Skyrim and The Witcher 3 wild predators will kill their prey in-game. They pretty much just kill it and leave it there dead like it was for sport though with the exception of game bosses like the griffins for example.

avatar
Avalan: out a wolf and battling for a while and then have that one kill have many items/ingredients. Lots of meat, a pelt, some pelt scraps, but as the game goes on, have the player be able to learn how to get more things from it. Maybe I'm alone in such thinking, but to me, I want a wolf kill to be a big deal. For it to be heavy to carry back. And if I kill too many, then there aren't going to more around for quite some time. I think it could take a little bit of a break from true reality, as land areas would be many, many times higher in real life, so wolf number might increase quicker over time in game, but still, I'd much prefer that to The Witcher 3's (and other games) tendency to, as you say, just respawn. And if the wolves are gone from an area, then they are gone for the rest of the game. A wolf pelt should fetch a lot of money, but that's because the world should limit their numbers... unless one wants a short term gain.
Some problems with some of our suggestions/ideas and those I'm sure others might have too that need to be considered are:

- Does the particular feature affect gameplay in any notable way or does it just add immersion, and if it does affect gameplay notably such as requiring a user to do things - are they things users will enjoy and find entertaining or is it just boring routine stuff like brushing your teeth or something that doesn't add value to the game and would be annoying if you were forced to have to do it. I think if they can add such ideas to a game in a fun way, or an optional/aesthetic way is probably for the best.

- Some players try to exploit different aspects of a game, and one would have to implement the features in a way that is immune to people trying to "break" the game or use a feature for cheating or something. As an example, in Witcher 3 you could kill cows and make money selling their meat and get experience, then just keep doing it as they insta-respawn. There were no consequences. In Skyrim if you kill a chicken, that's like the worst cardinal sin in the game and any living person in the game will attack you to the death for it. In The Witcher 3, attacking cows now unleashes the bovine defense squad - a high level monster spawn-in that kills you. What would be better would be a balanced and measured natural response such as being arrested if you're seen and taken to jail. The game could even force this even if you're technically more powerful than those arresting you. Encourages users to not do things they shouldn't but in a way that hopefully doesn't break immersion and might even add fun or depth to the game. :)
Okay, I read ahead this time... both posts :o) I think you edited them down a fair bit, which was a good move on your part, so I'm going to try and do the same :o)

avatar
skeletonbow: Yeah, the physics engines are still primitive to a large degree, as are things like pathfinding and 3D collision detection. I'd really like to see much more accurate collision detection that is so good that you can't notice it is actually there. It's one of those "video gamey" things that can be so obvious it is annoying sometimes. At the same time, as a software engineer who has dabbled in video game development myself I understand the complexities of collision detection in general and that it's a much more complex problem to resolve in 3D with infinite numbers of convex and concave objects in a game world, and that compromises have to be made to do it "just good enough" to make the game work well without using any more CPU or other resources than necessary - leaving them for more important parts of the game engine. It'd just be nice to see these aspects of game realism scale up over time also and not just constantly give all spare CPU/GPU cycles and RAM all to better graphics all of the time.
I think that's one of the disappointing things, is that path finding is still very much a problem in games. But yes to collision detection, as well. I think that comes back to resources also going towards development for the next engine (whether in house or licensed) and *all* the work that is required there. I feel that the wheel has to be semi reinvented everytime. But more resources go to the visuals, rather than such things as path finding and collision detection, where the new (or improved) engine has all new wrinkles/foibles/quirks. I can only begin to image the complexities and tradeoffs required for hit detection in 3D, but yes, when one can be stood at the corner of a wall with some form of projectile weapon and hit that wall which is not in the player's line of sight to the enemy, then things can get rather silly. Shuffling out bit by bit and *still* end up hitting the wall only to then hear "There he is!" gets frustrating (albeit an more extreme example). One of the further problems I think, is that as further engines allow more and more complexity in objects (side of wall --> small fence post --> individual fence cross planks --> complicated tree branches) the problem seems to focus more on getting the branches looking better and better, rather than being able to shoot around/through them from cover.

And 'cover' in another thing that I would like to see get more attention :o)

Yeah, I may well be labouring the point, but I really do wish these sorts of things would get the attention. I agree that collision detection requires a trade off. It would be nice if engines were semi-fixed in place for a while, so next version(s) of the engine focused on such improvements. I can dream :o)

avatar
skeletonbow: Some games such as Skyrim have a really primitive implementation of this in that certain plants only grow in certain areas or under certain conditions in the game lore. For example, IIRC Nirnroot only grows in humid conditions such as on the shore of a pond or similar, and Crimson Nirnroot only grows in similar conditions in the dark with particular soil conditions IIRC. But I say this is "primitive" in Skyrim because it is just manual placement of items by a game level designer coupled with lore of the plants in question. The game engine itself just does primitive plant respawning like NPC respawning, there's no plant growth simulation backing it where the plants could for example spread over time creating a dynamically changing landscape.
Quite right. I didn't make it clear that the cave example I gave was from existing games and already implemented. The thing I said about 'only six in the game'? I think it was an Elder Scrolls game that only had fourteen of a plant in the whole game. They were used for very specific potions and the like and the player had to choose which ones to make. I really can't remember, but the item I was thinking of was also very much hand placed, next to water. And I think there was a King-version as well, that only had three in the game. I may be misremembering this :o) but my thinking was that ingredients that only grow in caves was a really good start and I'd like to see such systems very much expand in complexity. But also dynamically, as you say, so that such ingredients can be found due to knowledge and progress within the game, rather than finding the randomly placed objects.

avatar
skeletonbow: Yeah, The WItcher 3 has 3 currencies (orens, florens, crowns) but ultimately the first two just sit in your inventory until you're able to convert them into the latter at the bank in Novigrad. It'd be a little more immersive if different regions or even individual shops decided which currencies they accept and it had a bit of dynamic to the exchange rate however such gameplay may likely not be the type of gameplay they'd want for the target audience of the game. So I'm just using the game as an example here rather than suggested changes to it specifically. But a game designed with these ideas in it would definitely add more depth to the immersivity of the world. Whether it would be enjoyed by most players of a given game or not is another question entirely though. Mind you, I think it is worth experimenting with such ideas.
Yes, that was a little odd for me. It really wasn't a huge deal, but as soon as I noticed another currency I really did think, "That is sooo cool.", but my thinking was very much a long the lines of there being different currencies used in different regions. And... that would have been so good. I was (and still am for that matter) a *little* perplexed that it ended up just being a resource to exchange. Kinda anticlimactic. In a way it was nice to add it, but it really did highlight that there are different currencies in the world (actual coins), but... the different regions/peoples all use the same currency? Why would they carry the coins? [rhetorical :o) ]

Having said that, I agree that based on the game as a whole, it wasn't *really* for The Witcher 3. Kind of a shame though. I wish it had been. It became a throw away detail, that offered the potential for so much more. Maybe not for everyone, but for me it seemed to hold a huge amount of promise. For The Witcher 3 there's very much a case of personal preference (present anyway, or course) and the aims/goals of CDPR vs. general RPG possibilities. For other games, which would probably need support from visuals distinguishing different regions, different culture, rivalries, even conflict and the like, to give things for the player to *do*, it could allow the currencies to add a greater sense of separation, further distinguishing the differences. Plus, changes in the world, could change the exchange rate, giving a further sense of the changes. Weird things is, The Witcher 3 had all of that in abundance, and more, and yet cut things short at just handing in the other currencies to exchange. Would have been extra work though. But, that brings me back to rather having things like that and the other things you said, as opposed to more graphics.

I think experimentation would be key in general. It would take some time, with different developers doing different things, to figure stuff out and find out what works and what doesn't, but I'd like to see it happen. A sweeping statement, but experimentation doesn't seem to be the focus these days. Maybe that's just me.
I remember following Spore, but also never bought it (DRM being the same non-starter). General feeling I recall from comment(ator)s was that each of the five game types were poorer versions of games that separately did each thing much better, but it was very interesting and had great promise. So very easy to say, but I often feel that the merging/balance of procedural and fixed content is a key.

avatar
skeletonbow: Yeah, both Skyrim and The Witcher 3 wild predators will kill their prey in-game. They pretty much just kill it and leave it there dead like it was for sport though with the exception of game bosses like the griffins for example.
I like to think (hope) that such things are the start of more to come. I think the geese worrying simulator aspect of The Witcher 3 is sorted :o) and I would always like to see such things in other games, but the concept of apex predator has so much potential. I should add, that I use the term apex predator, but I don't really know anything more than the basic principle. I like killed wolves not just respawning based on a timer, but I also like the possibility of killed wolves leading to an increase in deer numbers (for example). As I alluded to before, I think it would have to be compressed in terms of time, since realistically larger animal numbers take years to increase in number and similarly take years for an apex predator to affect prey numbers, but still... I find it very appealing for a game. Could give the player angency, but dynamically. In theory :o)

As you say, the current situation is *very* simple. I'm surprised at how much of a difference it makes though, but then I loved that Doom enemies would fight if they could be goaded to shoot at the player character with a different enemy type in the way :o)

avatar
skeletonbow: Some problems with some of our suggestions/ideas and those I'm sure others might have too that need to be considered are:
What? Nononono. Our musings are beyond question and require no pause for reflection or attention to realities, practicalities or other peopl... < sigh > Fine, go on then... :oD

avatar
skeletonbow: - Does the particular feature affect gameplay in any notable way or does it just add immersion, and if it does affect gameplay notably such as requiring a user to do things - are they things users will enjoy and find entertaining or is it just boring routine stuff like brushing your teeth or something that doesn't add value to the game and would be annoying if you were forced to have to do it. I think if they can add such ideas to a game in a fun way, or an optional/aesthetic way is probably for the best.
I think... that's actually one of the biggest issues in general. Immersion does need other things to go with it :o) I'm going to make some (more) sweeping statements, but for me, I'm generally not really that enamoured with crafting, for example. I *really* like it, but only in concept, not nearly so much in actual implementation. I often feel a fair amount (even a *lot*) of work goes into such things, but I find that it's often just kind of... there. I dabble with a few things, but organising the ingredients, working out which ingredients are important/actually useful, finding something to actually make from them all and for that item to end up being *useful* (let alone something that I really want), I often find to be frustrating in use and disappointing in result.

As something more specific: cooking. It's often there, but what does it really *do*? I'll spare you loads of ideas on how I think cooking should work :o)

Contentious, maybe, but I find The Witcher 3 system of *all* the ingredients and items, and yet the potions, bombs, oils etc auto refill, to be very bad. The reasons behind this and the validity of such reasons is a conversation in itself, but not the point I would try to make. For me, any such system that you, I or anyone could come up with is kinda the easy part :o) The difficult part is making it work. Making it contribute. Whether it be fun, challenge, world building, immersion etc.

I think the sort of things we've been talking about could very much work, but it would take a fair amount of iteration as well as a lot of resources. As for whether they *would* work and be appreciated by many, I have no idea. One of many reasons why I'm not *actually* making games :o)

Note: I added "etc" above to make it look like I have more examples, when that was pretty much all I thought of :o) It's a physics-exam-whilst-at-school sort of thing, that in retrospect didn't fool anyone back then either :o)

avatar
skeletonbow: - Some players try to exploit different aspects of a game, and one would have to implement the features in a way that is immune to people trying to "break" the game or use a feature for cheating or something. As an example, in Witcher 3 you could kill cows and make money selling their meat and get experience, then just keep doing it as they insta-respawn. There were no consequences. In Skyrim if you kill a chicken, that's like the worst cardinal sin in the game and any living person in the game will attack you to the death for it. In The Witcher 3, attacking cows now unleashes the bovine defense squad - a high level monster spawn-in that kills you. What would be better would be a balanced and measured natural response such as being arrested if you're seen and taken to jail. The game could even force this even if you're technically more powerful than those arresting you. Encourages users to not do things they shouldn't but in a way that hopefully doesn't break immersion and might even add fun or depth to the game. :)
I think the cow killing is a good example of some things. For me, I would say that it's a simple, easily recognised issue (although it's easy for me to say that), but also one that is something that has existed for a while. As you say, villagers became very upset at killing their chickens in Skyrim. I would say that it's right for villagers to be upset, but not that much. The Wticher 3 plays it pretty loose, in my opinion, with what can be stolen/killed and what the penalty is/isn't and that's seems predictably problematic. Again, easy for me to say, but such fundamentals seem to be just that: fundamental. Kinda circular that :o) but I do think that such things have been around for long enough to be able to be decide on paper early on. What are the rules we want to implement for ownership? How are items/property going to be determined/work? Are plants fair game? What about plants in a fenced off area? Does that make a difference? To me, a village that has livestock, but no actual *owner*, is just asking for problems.

I didn't know about the bovine defense squad < laugh > Do they have badges? :o) But that seems like a poor solution. As you say, I would much prefer to have such things balanced, but using different means. Either through limited growth/births, ownership with penalties for stealing, or difficulty with obtaining. But maybe with the possibility of sneaking the odd steal.

Always easy for me to suggest such things, but... well... really I feel that RPGs suffer a major issue in something you mentioned, which is balancing. Too many ingredients. Too much money. Too powerful, too soon. But I think balancing is *really* hard.

But going back to earlier, making such things worth while, is also huge and difficult. So often I find that games let themselves down on many things. But then, making games is difficult.

Last sweeping statement would be that I tend to think players exploiting something is often down to players, *providing* that the obvious things are thought of and eliminated during design and implementation. Even with the cow, don't players have to meditate for the cow(s) to respawn? So, I think that if players are going to do that, then there's a element of players breaking their own immersion, but I would still want such things thought of anyway. Again, I think there's a sort of balance there.
avatar
skeletonbow:
avatar
Avalan: I think that's one of the disappointing things, is that path finding is still very much a problem in games. But yes to collision detection, as well. I think that comes back to resources also going towards development for the next engine (whether in house or licensed) and *all* the work that is required there. I feel that the wheel has to be semi reinvented everytime. But more resources go to the visuals, rather than such things as path finding and collision detection, where the new (or improved) engine has all new wrinkles/foibles/quirks. I can only begin to image the complexities and tradeoffs required for hit detection in 3D, but yes, when one can be stood at the corner of a wall with some form of projectile weapon and hit that wall which is not in the player's line of sight to the enemy, then things can get rather silly. Shuffling out bit by bit and *still* end up hitting the wall only to then hear "There he is!" gets frustrating (albeit an more extreme example). One of the further problems I think, is that as further engines allow more and more complexity in objects (side of wall --> small fence post --> individual fence cross planks --> complicated tree branches) the problem seems to focus more on getting the branches looking better and better, rather than being able to shoot around/through them from cover.
Just wait until consumer/enthusiast CPUs and GPUs have built in FPGAs, that could be a big game changer.
avatar
Avalan: I remember following Spore, but also never bought it (DRM being the same non-starter). General feeling I recall from comment(ator)s was that each of the five game types were poorer versions of games that separately did each thing much better, but it was very interesting and had great promise. So very easy to say, but I often feel that the merging/balance of procedural and fixed content is a key.
Yep, I must have known 20 people that saw the Spore demo videos, presentation from Will Wright etc. and were determined to buy it when it came out. Due to the DRM the game had however, exactly zero of us bought it. I know one single friend that pirated it and tried it for a few hours and never played it again.

avatar
Avalan: As something more specific: cooking. It's often there, but what does it really *do*? I'll spare you loads of ideas on how I think cooking should work :o)
Yeah, I thought cooking was pretty cool in Skyrim until I realized that 99% of all of the food you can cook is more or less just a potion in disguise and a very crappy and heavy potion at that. I ended up never finding any good reason to make food nor consume it in Skyrim. It was like they were trying to add a cool new thing, but it failed to be useful in any practical way. I mean if you HAD to eat food every so often it would make more sense, like in a traditional D&D game for example where you must have rations.

avatar
Avalan: Contentious, maybe, but I find The Witcher 3 system of *all* the ingredients and items, and yet the potions, bombs, oils etc auto refill, to be very bad. The reasons behind this and the validity of such reasons is a conversation in itself, but not the point I would try to make. For me, any such system that you, I or anyone could come up with is kinda the easy part :o) The difficult part is making it work. Making it contribute. Whether it be fun, challenge, world building, immersion etc.
At first I found it odd, but as I played the game I ended up liking it as I felt that once I discover a recipe and know it, then I go through the motions to make it once, I've already done that and having to do that repeatedly for dozens of bombs/oils/potions etc. is going to get rather tedious as was alchemy in Skyrim. I did a lot of alchemy in Skyrim but for the most part barely used any of the potions that I found or created in the game, they were just not necessary for me. Hell, the entire game I don't think I ever used any Stamina potions ever for anything, nor Magica potions. In the end, I liked Witcher 3's auto-refill potions on meditation if you have the right ingredient present. I found it allowed me to focus on the game itself more.

avatar
skeletonbow:
avatar
Avalan: The Wticher 3 plays it pretty loose, in my opinion, with what can be stolen/killed and what the penalty is/isn't and that's seems predictably problematic.
Yeah, you can literally steal/loot anything near anyone, even in their own house and they will stand there with a dumb look on their face and never say anything at all ever. Do it near a guard, even if he's not actually guarding anything or it is none of his business or he couldn't know if you were looting it or picking up your own belongings, he'll attack you. Part of me wishes every game object in games were interactive and potentially takeable, but that everyone around you acted appropriately if you did so which could mean saying something or not, attacking or not, judging or forming opinions about you and other factors.


One thing I really liked about Skyrim that is not nearly as present in The Witcher 3, is when you're out wandering around and encounter NPCs, by default you don't likely know who they are, what they are up to, what their purpose is, or whether they are hostile or not unless you've encountered them before and can directly identify them by their clothing or other factors from a distance. You have to approach and take a chance or avoid them. If you do approach they could be friendly or hostile and not just based on their type (bandit, Forsworn, assassin, others etc.) but based on the location/situation. You might run into one hunter for example that is neutral towards you and another that is hostile, they both look the same from a distance.

Also even if you approach someone and they're friendly, the dialogue can turn around and they attack you.
Post edited July 10, 2015 by skeletonbow
avatar
skeletonbow: Yeah, I thought cooking was pretty cool in Skyrim until I realized that 99% of all of the food you can cook is more or less just a potion in disguise and a very crappy and heavy potion at that. I ended up never finding any good reason to make food nor consume it in Skyrim. It was like they were trying to add a cool new thing, but it failed to be useful in any practical way. I mean if you HAD to eat food every so often it would make more sense, like in a traditional D&D game for example where you must have rations.
For me it's often one or the other: either create a proper system or don't :o) Obviously 'proper' is up for huge debate, but it's the token systems that all to often seems to be prevalent. Maybe combined in this case with my general dislike for food as an in combat health increase. So yes, if one is going to have food then I'd prefer the starting point to one of eating every now and again. With the possibilities of links to a stamina system and/or better bonuses for better food. Eating 14 chickens during a single fight would seem to me to be more of a hindrance that anything else :o)

avatar
Avalan: Contentious, maybe, but I find The Witcher 3 system of *all* the ingredients and items, and yet the potions, bombs, oils etc auto refill, to be very bad. The reasons behind this and the validity of such reasons is a conversation in itself, but not the point I would try to make. For me, any such system that you, I or anyone could come up with is kinda the easy part :o) The difficult part is making it work. Making it contribute. Whether it be fun, challenge, world building, immersion etc.
avatar
skeletonbow: At first I found it odd, but as I played the game I ended up liking it as I felt that once I discover a recipe and know it, then I go through the motions to make it once, I've already done that and having to do that repeatedly for dozens of bombs/oils/potions etc. is going to get rather tedious as was alchemy in Skyrim. I did a lot of alchemy in Skyrim but for the most part barely used any of the potions that I found or created in the game, they were just not necessary for me. Hell, the entire game I don't think I ever used any Stamina potions ever for anything, nor Magica potions. In the end, I liked Witcher 3's auto-refill potions on meditation if you have the right ingredient present. I found it allowed me to focus on the game itself more.
On that, I didn't like the generic improved/superior upgrade system. It seemed to me that instead of having some more focused potions and crafting them when needed, leaving it up to the player to manage them and the ingredients, there were just a *huge* number of recipes, but one only had to make each one once. Then the interface just listed every... single... one of them. And all in all, well... I hate it. I said in another thread, I *really* liked the system in The Witcher 1, but many things changed. Generally seems to have been very well received, but it should be noted I turned against The Witcher 3 in many ways. Not that you're wrong :o) just different. For me, potions/oils/food should be *part* of the game.

avatar
skeletonbow: Yeah, you can literally steal/loot anything near anyone, even in their own house and they will stand there with a dumb look on their face and never say anything at all ever. Do it near a guard, even if he's not actually guarding anything or it is none of his business or he couldn't know if you were looting it or picking up your own belongings, he'll attack you. Part of me wishes every game object in games were interactive and potentially takeable, but that everyone around you acted appropriately if you did so which could mean saying something or not, attacking or not, judging or forming opinions about you and other factors.
It did seem a little token to me. Or maybe skewed is a better word. It's the "I've just helped you, but now I'm going to take *everything*. Problem? Nope? Excellent." issue. But to add the guard exception struck me as odd. I'm not even sure how it was supposed to work. The owner doesn't care, but a random guard does? [Rhetorical]

avatar
skeletonbow: One thing I really liked about Skyrim that is not nearly as present in The Witcher 3, is when you're out wandering around and encounter NPCs, by default you don't likely know who they are, what they are up to, what their purpose is, or whether they are hostile or not unless you've encountered them before and can directly identify them by their clothing or other factors from a distance. You have to approach and take a chance or avoid them. If you do approach they could be friendly or hostile and not just based on their type (bandit, Forsworn, assassin, others etc.) but based on the location/situation. You might run into one hunter for example that is neutral towards you and another that is hostile, they both look the same from a distance.

Also even if you approach someone and they're friendly, the dialogue can turn around and they attack you.
It's been a while since I played Skyrim, so I'd forgotten such things, but I do very much prefer such systems. The Witcher 3 seems more rigid to me. Variations/fluctuations, or more of a scale, can make all the difference. But then, I'd like a game to *not* have the issue of picking up one feather and being unable to run anymore. Surely, after a threshold, it should be a scale.
On topic:

So this much needed feature didn't make it into 1.07 right? I've been kind of out of the loop and only got to read a partial changelog a few days ago and to my understanding this doesn't contain ALL of the upcoming changes.
This only annoys me on the horse. I was fighting this strong monster in the woods and riding as fast as possible to deal high damage and give it little chance to fight back.

But making the turn just a little too far away caused Geralt to put his sword away constantly. So it happened that I was riding towards the monster, with the sword still holstered...
Post edited July 14, 2015 by Daisetsu
avatar
Avalan: It's been a while since I played Skyrim, so I'd forgotten such things, but I do very much prefer such systems. The Witcher 3 seems more rigid to me. Variations/fluctuations, or more of a scale, can make all the difference. But then, I'd like a game to *not* have the issue of picking up one feather and being unable to run anymore. Surely, after a threshold, it should be a scale.
Hey, that is a great idea. Have a maximum amount of weight you can carry and have it scale with character strength and stamina (whether the given game shows these things it will have a concept of them internally likely), then have the game decrease your top speed in a curve as you weight yourself down more and more. That would be much more realistic and could continue until you can't even move anymore.

It'd be somewhat unrealistic to expect this in a game patch update as it is kind of a core game mechanic that would need to be designed into the game from the start, but it'd be interesting to see games do that in the future.

What I find funny in Skyrim for example, is my character can carry 490 encumbrance max right now but if I am carrying 100 or 490 exactly my character can walk/run/sprint at the exact same speed. Add one Nirnroot to the pile and now I am instantly unable to run or sprint or fast travel because I am overburdened. Why? Because they have to make a consequence for carrying too much so it is "realistic", except their mechanic for doing this is totally completely unrealistic. :) I can carry 20000 encumbrance which would probably weigh the weight of a vehicle on my back but I can't fast travel, but... if I mount my horse (like that would be possible in reality), then I can fast travel. Also my horse has unlimited carrying capacity because realism.

Yeah. Uh-huh.

avatar
XmarkstheX: On topic:

So this much needed feature didn't make it into 1.07 right? I've been kind of out of the loop and only got to read a partial changelog a few days ago and to my understanding this doesn't contain ALL of the upcoming changes.
I read the entire 1.07 changelog and saw nothing concerning sword sheathing so I am guessing there is no option and they did not address this.

avatar
Daisetsu: This only annoys me on the horse. I was fighting this strong monster in the woods and riding as fast as possible to deal high damage and give it little chance to fight back.

But making the turn just a little too far away caused Geralt to put his sword away constantly. So it happened that I was riding towards the monster, with the sword still holstered...
Yep, it's friggen terrible. Total immersion breaking because you have to constantly fight the game's stupid AI auto-sheath crap instead of focusing on playing the actual game.
Post edited July 14, 2015 by skeletonbow
avatar
skeletonbow: Hey, that is a great idea. Have a maximum amount of weight you can carry and have it scale with character strength and stamina (whether the given game shows these things it will have a concept of them internally likely), then have the game decrease your top speed in a curve as you weight yourself down more and more. That would be much more realistic and could continue until you can't even move anymore.

It'd be somewhat unrealistic to expect this in a game patch update as it is kind of a core game mechanic that would need to be designed into the game from the start, but it'd be interesting to see games do that in the future.

What I find funny in Skyrim for example, is my character can carry 490 encumbrance max right now but if I am carrying 100 or 490 exactly my character can walk/run/sprint at the exact same speed. Add one Nirnroot to the pile and now I am instantly unable to run or sprint or fast travel because I am overburdened. Why? Because they have to make a consequence for carrying too much so it is "realistic", except their mechanic for doing this is totally completely unrealistic. :) I can carry 20000 encumbrance which would probably weigh the weight of a vehicle on my back but I can't fast travel, but... if I mount my horse (like that would be possible in reality), then I can fast travel. Also my horse has unlimited carrying capacity because realism.

Yeah. Uh-huh.
Yes, exactly all of that :o)

*Personally* I'd like to see such things linked to stamina and food. If I've been off adventuring and am loaded up with loot, then I'd like a system that would allow me to use my stamina to get back reasonably quickly. Not at a sprint, but making reasonable time at the expense of stamina. The simple idea being, that I've been off adventuring and when I get back, I pretty tired, so I would need to eat and rest. I like a wolf/deer kill being a big deal, but whilst carrying it, I'd still like to be able to jog over decent terrain. It would be tiring, or course, but still doable.

But yes, the sudden "You are encumbered" *always* seemed ridiculous to me, so I'd like to see even a simple threshold then scale system much more often. I tend to think that Inventories and their general management seem to be added in towards the end and rarely seem to make much sense. The Witcher 3's weight system isn't at all good in my opinion.
avatar
XmarkstheX: On topic:

So this much needed feature didn't make it into 1.07 right? I've been kind of out of the loop and only got to read a partial changelog a few days ago and to my understanding this doesn't contain ALL of the upcoming changes.
Sorry.. thought it was just skeletonbow and me in here :o)

As skeletonbow said, nothing in the 1.07 changelog about sheathing, but yes, they did also say that the list wasn't complete, so... I really hope it's included. We'll just have to see. The auto(un)sheathing just doesn't work properly, in my opinion. That and 'in combat' affecting the ability to deflect bolts.
Post edited July 16, 2015 by Avalan
avatar
Daisetsu: This only annoys me on the horse. I was fighting this strong monster in the woods and riding as fast as possible to deal high damage and give it little chance to fight back.

But making the turn just a little too far away caused Geralt to put his sword away constantly. So it happened that I was riding towards the monster, with the sword still holstered...
Also, the distance from the enemy can be very small, in my experience, possibly dependent on the enemies' combat area. It does occur to me, what the details are with regard to 'weapon drawn' and 'in combat', as they really don't appear to be the same thing at all.
avatar
Avalan: But yes, the sudden "You are encumbered" *always* seemed ridiculous to me, so I'd like to see even a simple threshold then scale system much more often. I tend to think that Inventories and their general management seem to be added in towards the end and rarely seem to make much sense. The Witcher 3's weight system isn't at all good in my opinion.
Overall I don't mind The Witcher 3's weight system too much, I found it much better than Skyrim. I ended up overburdened through 3/4 of Skyrim crawling at a snail's pace mostly because shopkeepers don't have much money to buy all your crap. Yes, there are tech tree upgrades that improve the amount of money the shopkeepers have and who will trade with you etc. but those are locked until you level up high enough and by then you have like 30000 things to sell and can't dump them all. Tonila at the Thieves Guild was one of the best to dump stuff on as she had a lot more money than average and would accept stolen goods without question.

In The Witcher 3 there were only a couple of shorter periods of time where I was overencumbered, but it was easy to fast travel to several cities/locations and dump the crap off then go back to where I was. The problem I have with that in any game though is that it forces you to do something unnatural to get what you want. It's really saying "we dont want you accumulating too much stuff and trying to sell it because you'll get too much money and throw the game balance off". But then they dangle loot at you like a carrot on a stick at every turn as your encouragement to play and explore. You can't have it both ways though. Don't dangle loot at me at every turn and then punish me for hoarding it all and trying to sell it!

How useful is it to spend 2 days questing for loot, the loot turns out to be not so great anyway, then you try to sell it and nobody wants it or they don't have enough money to buy it? That's rather shitty. It incentivizes you to not bother looting stuff you know is low value and which you wont be able to sell anyway. Kind of like the 500 smugglers caches in Skellige's ocean. :)

avatar
XmarkstheX:
avatar
Avalan: Sorry.. thought it was just skeletonbow and me in here :o)

As skeletonbow said, nothing in the 1.07 changelog about sheathing, but yes, they did also say that the list wasn't complete, so... I really hope it's included. We'll just have to see. The auto(un)sheathing just doesn't work properly, in my opinion. That and 'in combat' affecting the ability to deflect bolts.
If they don't add options to disable auto-sheath and also for auto-draw in 1.07 then there is an army of people out there in various forums that we can all unite into one unified area and give 'em the boots I'm sure. ;oP They've added various other features based on user feedback that seemed unlikely to many people I think, so I have to think that they'd consider an option to disable auto-sheathe and auto-draw. Personally I'd like separate options for each rather than having them doubled up on one option. So if not in 1.07, then perhaps in 1.08 if we're lucky.

I may start up a new game for 1.07 just to try it out but I don't think I'll do a full playthrough until a few more patches are out and some time has passed just so I don't over-saturate myself with the game.