Getting Drunk

Post » Sun Jun 20, 2010 9:19 am

Getting drunk was fun in Red Dead Redemption. It should be something similar to that. But longer lasting depending on what and how much you have drunk.

I think you should be able to pop down the bar/tavern and have a cheeky pint with your companion.
Or get a member of the guard really drunk, so they let you out of prison.
Or get important information off someone who is really hard to persuade by getting them drunk.
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J.P loves
 
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Post » Sun Jun 20, 2010 3:31 pm

I hope it's in. Simply because a staggering, big wall of meat, swinging a gigantic 2 handed axe in a drunken rage is much more intimidating than an amiable looking Nord (Amiable? Nord? OXYMORON!) hiccuping a couple times in conversation and then fighting with perfect grace.
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Alexandra Ryan
 
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Post » Sun Jun 20, 2010 4:15 pm

Getting drunk was good for a quick laugh in games like RDR. It could add a lot to the atmosphere of the game if there were drunk NPC's stumbling around.
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Brandi Norton
 
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Post » Sun Jun 20, 2010 3:07 pm

My character is a Nord. Thats the reason my guy doesn't get drunk =D
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marie breen
 
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Post » Sun Jun 20, 2010 7:26 am

They did not have an interactive attribute system like TES, nor was what they had as developed as TES.

exactly - TES should be able to pull it off like nothing
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willow
 
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Post » Sun Jun 20, 2010 1:31 pm

I fully intend to roleplay a (partial) alcoholic. It's the natural progression from spending so much time and effort stocking my wine cellar in OB, and playing 80% of New Vegas with Cass, as I thought the Whiskey rose Perk was really cool. Really hope we have NV bark scorpion poison, or Bioshock style, screen blurring. The Drunken Master is dead, long live the Drunken Altmer Enchantress, accidentalfireballs and alll.
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Ice Fire
 
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Post » Sun Jun 20, 2010 12:02 pm

I fully intend to roleplay a (partial) alcoholic. It's the natural progression from spending so much time and effort stocking my wine cellar in OB, and playing 80% of New Vegas with Cass, as I thought the Whiskey rose Perk was really cool. Really hope we have NV bark scorpion poison, or Bioshock style, screen blurring. The Drunken Master is dead, long live the Drunken Altmer Enchantress, accidentalfireballs and alll.

i too stocked my oblivion houses with the finest of alcoholic beverages...and was disappointed that i couldnt get drunk and oaf around said houses because it was just normal walking :sadvaultboy:
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Annick Charron
 
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Post » Sun Jun 20, 2010 11:16 pm

Inebriation effects have to be included so console players without mods can...enjoy them too. :D And there should be drunk NPCs too.
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Louise Lowe
 
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Post » Sun Jun 20, 2010 9:12 am

It would be fun if you were already drunk in real life :lol:

Other than that not sure if it would be much use. Unless NPCs recognized when you were inebriated. Then it would be hilarious! Go on a rampage while drunk and then people call you a drunken murderer.

Just my thoughts.

reminds me of the witcher
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Juliet
 
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Post » Sun Jun 20, 2010 11:29 pm

I fully intend to roleplay a (partial) alcoholic. It's the natural progression from spending so much time and effort stocking my wine cellar in OB, and playing 80% of New Vegas with Cass, as I thought the Whiskey rose Perk was really cool. Really hope we have NV bark scorpion poison, or Bioshock style, screen blurring. The Drunken Master is dead, long live the Drunken Altmer Enchantress, accidentalfireballs and alll.


Same here- I usually play as skooma addict (every day started with bottle of skooma)
Sometimes ate raw moon sugar (in TES3)
In desperate times (skooma is hard to get) my character (combat alchemist, btw) brews potions that mimics skooma effects
Tasted nothing like skooma, but did a trick
:unsure: ahh, days filled with misery and shame, with desperation and guilt, but each bottle of skooma made me forget about it for a while
Is it strange, that I look for this to return in Skyrim :wink: ?

Anyway alcohol should have some effect, more than stat changing, it should slightly blur vision and even add unique dialogues when drunk?
(just imagined how my dragonborn is hitting on old lady from screenshot :lmao: )
Also some quest could be started only if you drunk enough, passed out and ended up in middle of nowhere, naked, and without inventory and gold (on the other hand with this lame fast travel system, getting to nearest city takes just few clicks :sad: )
Alcohol should be reworked in Skyrim, for sure
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phil walsh
 
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Post » Sun Jun 20, 2010 11:28 am

I think you should actually be able to get drunk when you consume wine and stuff in skyrim. I used to get a house and put different types of liquor in it, but even the stronger varieties of alcohol did nothing noticeable to my character when i drank it. I hope to get drunk in skyrim :)


in OB after drinking there was a icon on the top of the screen that showed that your fatigue/ intellegence or what ever was being drained. that is the TES equivilant of being drunk. how ever, if you the screen to get blurry and that kind of stuff why don't you go play fable.
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ImmaTakeYour
 
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Post » Sun Jun 20, 2010 10:03 am

why don't you go play fable.


Interesting logic. So if we want to get drunk we should play Fable. If we wanted to use crossbows we should also play Fable?
What about romance? Also Fable? Buy houses? Fable? Craft items? Again Fable?
It seems you haven't played other games, besides Fable. Like Buldurs Gate, Arcanum, Neverwinter Nights, Dragon Age, Witcher, etc.
There is a lot of good games out there you know, and in most cases we take ideas from them.
And Fable is not THAT bad. It is even occasionally fun.
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Ysabelle
 
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Post » Sun Jun 20, 2010 2:38 pm

yes because the only game that alcohol should actually affect people is GTA -.- If they put alcohol in a game and give you the option to drink it, you should get drunk. Otherwise why do they put it in at all? Npcs should get drunk to. If gta could do it in 2008, surely betheda can figure it out in 2011. The future is now.


I like the idea of being able to get drunk in the game, The Witcher did a great job on that one. You're in a tavern and order some ale you should experience the results. The more you drink the harder it gets to control where you're walking and what you're seeing.

But I really like your comment about NPC's getting drunk too and I'm not talking an NPC that is always staggering around and is never sober, It should be real easy to turn any sober NPC into stages of drunken animation. Then this could be incoporated into another alternate quest solution.

Say, you're trying to get inside a building, do you bribe the guard, spank him, or get him so drunk he staggers off or passes out ? YESSS.

This might be nice as a way to try and get information from someone instead of bribing them, maybe for some NPC's bribing gets better info or getting them drunk does.
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Alyesha Neufeld
 
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Post » Sun Jun 20, 2010 12:07 pm

in OB after drinking there was a icon on the top of the screen that showed that your fatigue/ intellegence or what ever was being drained. that is the TES equivilant of being drunk. how ever, if you the screen to get blurry and that kind of stuff why don't you go play fable.

TES equivalent? I don't think it's some kind of standard. I think it would be for the game's best to add a more noticeable effect. Anyway if the developers for some reason decide not to add the effects I'm not going to go play something like Fable, I'm just getting a mod for the PC version to fix it. :)
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StunnaLiike FiiFii
 
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Post » Sun Jun 20, 2010 2:32 pm

the point is that full on drunken disorientation has been done in other games and they did not contribute very much than a couple of moments of amusemant... or not. imo it would be stupid for the devs to waste their time on adding old features from old games. not a critisizm on fable, just recomending it if thats what makes or breaks your enjoyment of an rpg.

EDIT: a mod is probably the best way to go. like I said, i think its in the game's best interest if they added game features that gave far more gamplay than occasionally having blurred vision.
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adam holden
 
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Post » Sun Jun 20, 2010 8:51 am

I think you should actually be able to get drunk when you consume wine and stuff in skyrim. I used to get a house and put different types of liquor in it, but even the stronger varieties of alcohol did nothing noticeable to my character when i drank it. I hope to get drunk in skyrim :)

Well I really like TES alchemy its one of most awesome alchemy systems in RPG, there is great number of alchemy effects and awesome apparatus to change properties of potion, morrowind alchemy was best just need some improvement over it like thats what was introduced in Oblivion.
in Oblivion was introduced limit to number of active potion effects (four) thats was really good addition since limit potion drink spam fest from previous games as well fixing chained alchemy exploit, just need some improvement over it like increasing limit of quaffed potions in dependency to endurance attribute equation based on character fatigue and health maximum + alchemy skill level, so quaffed potions number can be increased by this parameters,
about potion overdose powerful potions in TES have negative side effects not only positive ones using alembic apparatus will reduce them but not remove, as well self made potions does not have instant effect all of them have duration.

If need to add potion overdose it can use improved mechanic from potion limit for example having alchemy skills will allow quaff additional potion over certain intervals in skill level, as well equation based on sum of health and fatigue maximums minus current level of fatigue and health versus potion cost (thats one way to detect magnitude of potion since cost of potion depend on ingredients and alchemy skills) will allow quaff it over limit but with additional side effect can be added as consequences it can be chance based also so really powerful individual can drink beverage for long time and resist most of side effects.
For example such side effects can be added:
Intoxication thats drain parameters overtime
http://www.tesnexus.com/downloads/images/24478-3-1242468829.jpg thats not only make visuals but also drain marksman skill
Faint and fall to ground for for time
Be slowed down and have penalty to skill thats involve fast movement and coordination
Be dumbed and have penalty to skills thats involve mind usage
Become addict to potions so receive penalties if potion not quaffed or receive reduced duration for potions effects.
Bad side effects from potion will have higher magnitude


Interesting. With a fully developed attributes system one could simulate drunkenness. I wonder if these SR health meters can do that?

Well attributes are fundamental and can be used for such things too bad thats affect only other games and modded TES games, in vanilla attributes lose ties with other parameters and skills, since devs decide to remove attributes and merge their effects with parameters thats will be interesting to see how it was done, but certain no need stop in past need move furtherer and adapt to new system, who know maybe thats really will be evolution instead of degradation, we will know answer only after play game.
I hope there will be starting traits thats represent natural abilities of character, and there is still be hidden variables thats previously was used in attributes mechanic and they can be manipulated in game and with scripts, I believe they not remove mechanic just hide it and merge it so fundamentals still here even if they are invisible ghosts.
What is drunkenness supposed to do to attributes in your opinion? Decrease intelligence? And thus reducing mana pool? Does that make sense?

Well attributes system is good system if implemented well seems you don't see ties between attributes and skills because of flawed implementation of such ties in last games, for example if ties was good reducing an attribute will decrease all skills thats depend on such attribute at once so drunkenness will reduce ability to think well, reduce coordination (skills thats depend on speed and agility will suffer from penalty to speed and agility) as well increase aggression thats fortify Strength and can work as painkiller so fortify Health, certain intoxication level will also bring negative post effects like hangover after drunkenness effect wear off.

With certain work such drunkenness can be implemented in Skyrim if mechanic still in game just merged and hidden.
You need understood thats not Attributes system was bad, implementation of system was bad, its the same as say thats leveling was bad and don't understood thats leveling was flawed in implementation but not bad as feature, reducing features instead of fixing them is really problem, sometimes better improve feature then axe it completely from game.
Problem in removing of attributes in
- Reduced RPG and gameplay mechanic of game
- Easy manageable mediator between many different individual effects
- Reduced variability of possibilities for modders since attributes was fundamental feature
- Increased genericness of characters thats have almost no individual traits.

If new system will have has a solution for this question have equal to attributes parameters thats will be really good and I'm OK with thats, most of us debate not because of removed attribute statistic screen with points, but because of horrible consequences for mechanic of game if attributes was removed completely and nothing was equal was not created, since thats not just numbers they are fundamental details in model.
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..xX Vin Xx..
 
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Post » Sun Jun 20, 2010 11:50 pm

It would be funny if beyond a certain point all drunken attacks become power attacks :ahhh:
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JeSsy ArEllano
 
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Post » Sun Jun 20, 2010 12:52 pm

in OB after drinking there was a icon on the top of the screen that showed that your fatigue/ intellegence or what ever was being drained. that is the TES equivilant of being drunk. how ever, if you the screen to get blurry and that kind of stuff why don't you go play fable.

yeah your right...they shouldnt put dragons in either...thats for dragon age. They should stick to choppy unrealistic movements to because thats how the tes way is in previous games...in fact why make a game at all? why would anyone want improvements? They should leave out cooking and the more realistic npcs....i mean getting realistic must be the complete opposite of bethesdas goal....Seriously dude you should get some brain cells...because apparently you drink too much in reality :down:
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Julie Ann
 
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Post » Sun Jun 20, 2010 9:24 pm

Isn't there a potion limit? So you can't quaff too many meads in one go anyway
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kasia
 
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Post » Sun Jun 20, 2010 7:45 pm

Yes, I will be getting drunk while playing this game. Of course, you should be of age...
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sw1ss
 
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Post » Sun Jun 20, 2010 7:53 pm

Yes, I will be getting drunk while playing this game. Of course, you should be of age...


Haha, nice kidding.

Yeah, you should be able to drink like, a lot of mead in Skyrim! And then similar effects to what we have seen in Bulletstorm.
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Kelvin Diaz
 
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Post » Mon Jun 21, 2010 1:26 am

Isn't there a potion limit? So you can't quaff too many meads in one go anyway

Actually drunkenness is mean thats you quaff potions over your limit, what describe such limit? What create such limit and what govern it?
I think adding alchemy based safe limit for intoxication thats mean your character train self for resist intoxication by drinking potions and take small doses of poisons from raw ingredients during wortcraft as part of alchemy skill will increase such safe limit thats not add overdose side effects, but if you are strong enough (depend on sum of maximum fatigue + maximum health minus current health and fatigue versus cost of potion as or another parameters to decide magnitude of potion)
your body by self can resist parts of sided effects another part will have reduced duration of overdose or withstand effects because of high health and fatigue just like Nord warriors on drinking contest in tavern :wink_smile:
So we come to this
Leveling of alchemy skill can increase number of safely quaffed potions without overdose directly from skill level or from perks and by default it equal one potion all over this first potion will add overdose effect thats can be resisted by strong body or trained body so all rogues, warriors and mages have own ways deal with potions.

I believe such system much more logical then unlimited quaffing from Morrowind and limited and not described how and why Oblivion quaffing, does not?
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Nitol Ahmed
 
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Post » Sun Jun 20, 2010 3:05 pm

I think you should actually be able to get drunk when you consume wine and stuff in skyrim. I used to get a house and put different types of liquor in it, but even the stronger varieties of alcohol did nothing noticeable to my character when i drank it. I hope to get drunk in skyrim :)


it should be made that depending on your level of drunkenness (is that a word??) you should start to lose control or your actions. depending on your karma, the AI will carry out things on your person (like forcing them to fight or having barmaid's give you that wink)
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Red Bevinz
 
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Post » Sun Jun 20, 2010 9:09 am

I'm hoping there's some way of poisoning/spiking someone's drink to make them act intoxicated. This would be even better if the guards then escorted that person to a prison cell!!
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DAVId MArtInez
 
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Post » Sun Jun 20, 2010 7:34 pm

I liked what GTA games made with alcool and drug intoxication. There were funny sounds and wierd screen effects and your character wouldn't always move straight. This was a lot funny!
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Queen
 
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