hardcoe Mode and Oblivion for V

Post » Sat Feb 19, 2011 9:23 am

I'm in on some quests should have a urgency behind them, not all but some. The "Someone lies ill and is in danger of dieing" variety should have a timer to them and encourage you to do those quickly. But the "Find me this artifact" variety usually don't need a timer. Just the ones that would feel odd if you could hang around forever.

Also for the main quest there should be alternate paths at least, like if an important person in the quest line dies it tries to continue another way. If that person only assigned you missions they could still be given to you by someone else, if the person was essential the path could change entirely. Like that you don't need an alternative path for every single person in the main quest line that could potentially die but only for the ones really essential to it.
In Oblivion for example, if Jauffre would die early on his position could simply go to a successor who acts on instructions left behind OR you directly act on said instructions. If Martin however died it would require a new quest lines but there could still be potential to finishing the main quest an alternate way.

Seems to me that if you want to add urgency to a quest then give it a due date.

I liked having invincible NPC's, to me it gave things a sense of realism at times (considering that most of the people who were npc's wouldn't commit suicide) and it never really took anything away. In Fact, Hanging out with the Germaine brothers was pretty awesome because I didn't have to constantly worry if they were going to die during some pissant fight.

I like the idea of having to sleep, eat and drink.

I really like the idea of diseases progressing in effect. Some diseases can really knock you on your ass for a while and it'd be nice to see that in game.

No fast travel other than in-game solutions like boats and some form of taxi's (ie:morrowinds stilt striders) would add to the realism.

No quest marker in the hud makes sense but sometimes marking your menu map would be more realistic than no markings at all so I'm going with no hud marker as the answer.

Limb crippling and even bleeding wounds would be realistic but obviously I don't think that a VATS system should be implimented.

It doesn't make much sense to carry more than a couple thousand gold pieces without it starting to get heavy so a bank feature would be cool. For big purchases you'd want to clear a little room in the pack.

I don't know if this would make sense to be a part of a "hardcoe mode" feature but it sure would be more realistic if you had to have certain skill requirements to rank up for most of the guilds. especially considering you could become the arch mage with very little real magic ability. In addition, it would be more realistic if you actually had MORE responsibilities rather than say...none, once you got to a top position in any guild or faction.

Oh, and in a hardcoe mode I think it would be better to have days that are twice the length as normal mode to make up for the amount of things that need to be done and in addition to that, when you go to the menu screen it slows time down by a lot rather than pausing the game. This way it'll give you a sense of urgency while switching weapons or find that perfect spell or potion to use. Plus, that makes it so you have to find a nice safe place to read the books rather than reading an entire book in between strikes of your blade while fighting a skeleton in a dungeon with no lighting but the torch you brought but aren't using. That would also make time pass, slowly, while you create potions and repair your items so you can't make a thousand potions in one day.

Maybe clothes could wear down over a long time too giving an incentive to buy different outfits, in fact that might give an opportunity to add a new "realism" bar called "cold". Skyrim has many mountains and it could be interesting to have to dress the part a little. If your clothes are worn down and if you are in snowy environments long enough your COLD meter goes up eventually compromising your agility, endurance, willpower and intelligence or something until you find some shelter or new/thicker clothes or maybe even until you sit by a campfire or use a fire spell.
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Tammie Flint
 
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Post » Sat Feb 19, 2011 12:28 pm

There is already a hardcoe thread on here with 8 pages vs What 3 or 4? Sorry cant remeber and I am posting.
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Vera Maslar
 
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Post » Sat Feb 19, 2011 7:12 am

I'm in on some quests should have a urgency behind them, not all but some. The "Someone lies ill and is in danger of dieing" variety should have a timer to them and encourage you to do those quickly. But the "Find me this artifact" variety usually don't need a timer. Just the ones that would feel odd if you could hang around forever.

Also for the main quest there should be alternate paths at least, like if an important person in the quest line dies it tries to continue another way. If that person only assigned you missions they could still be given to you by someone else, if the person was essential the path could change entirely. Like that you don't need an alternative path for every single person in the main quest line that could potentially die but only for the ones really essential to it.
In Oblivion for example, if Jauffre would die early on his position could simply go to a successor who acts on instructions left behind OR you directly act on said instructions. If Martin however died it would require a new quest lines but there could still be potential to finishing the main quest an alternate way.


Most people wont wait forever though, but it's doesn't need to be a timer that tries to get you to do things, some things obviously needs timers like you've stated, because it makes sense that if you don't get the medicine on time, it's not gonna matter. However, those "collect X item" or "Kill X of Y" doesn't necessarily need a timer, although it would nice if there was some recognition that the employer doesn't exactly appreciate you taking your sweet time.

My 2 Suggestions:

  • How about that for quests of nature "collect X item" or "Kill X of Y" and similar. You simply get a reminder, the employer wanting to know your status, like a letter asking you about the quest, if you've found the item, if X is dead, that sort of thing.

  • What if there was negative consequences to taking your sweet time with a particular quest, although it doesn't have the same kind of urgency that a "I'm dying" quest would have.

    Ex: Your supposed to deal with a gang of thugs which have plagued a town, now you take your time with the quest (not as in you don't hurry up, more like, you abandon it, in favor of doing a lot of other stuff) and suddenly you get a letter from the employer saying that they've just been hit again by the thugs with either:

    • Dire consequences for the town (loss of a loved one/loss of vital supplies) and which will reflect negatively back on you in form of rep/pay/both.

    • Favorable odds for the thugs in form of fresh supplies from the town (let's say they raided the towns weapon supplies).

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TWITTER.COM
 
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Post » Sat Feb 19, 2011 1:22 am

There's a few points here that everybody seems to be able to agree on, so here's a cry from Arena/Daggerfall that I want back:

Repairing items takes time. Several days, usually - depending on the condition of the item when you hand it in. If you're in a rush, you could offer to pay extra gold to the weaponsmith to have the job done faster, or you could let them take longer for a lower price. I understand that without the endless random quests of TES 1/2, waiting around for your stuff to get repaired could be a lot more tedious. Still, I'd really like to see it back as an added level of depth to the world - I can't stand how, in Morrowind and Oblivion, NPCs may act "busy" but then are almost always available to service you. Town life in general has to feel less like it's always open to the player.

I don't know how this mechanic would work with players using the Armorer skill to restore their own equipment, though.
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darnell waddington
 
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Post » Sat Feb 19, 2011 11:08 am

Some quests, if you don't start them quickly enough, might get done by someone else. This would make sense in for example situations where a person wants someone rescued, killed, wants a letter delivered, etc.... they wouldn't simply wait around till you saw it fit to get done --- they'd hire someone else, and you wouldn't get the nice reward.
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Siobhan Thompson
 
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Post » Sat Feb 19, 2011 10:57 am

There is already a hardcoe thread on here with 8 pages vs What 3 or 4? Sorry cant remeber and I am posting.

I realize that we're creatures with an almost panicked need to catagorize and lump things together. I also realize that there is another hardcoe thread.

This thread is less general and more focused. However, tangents are welcome and so are the hopes and dreams for the next game because I think that makes life more fun but really this is about how to impliment a hardcoe mode into Oblivion or an older TES game in the best way possible and how that would effect the game, whether that would make it better or worse. How YOU would impliment it.

This isn't a suggestion page because, quite frankly, we have no idea how the next game's system would be changed by a hardcoe mode since we have NO IDEA how the next game will work. The next game may not NEED a hardcoe mode.

I agree with many of you who've said that "hardcoe mode" is a bad name for it. Many have suggested "Realism mode" but I'd like to see it called "Roleplay Mode" because that's what it is to me. Someone in a different thread suggested that they make the entire next game as though it's already in "Roleplay Mode" and you'd have the choice at the beginning to play it on "Weenie mode" (I think that's what he called it) where things would be a lot less realistic and it would be more for the less hardcoe RPGers. He said it'd be easier to design with that in mind.

That said, if anyone has any suggestions for "Weenie mode" (maybe someone can come up with a better name) I think that'd be cool too. So this thread can be about how you would dumb down a TES game for the average gamer who doesn't want to take time forcing his character to eat a sandwich and sleep let alone giving arrows weight or even having diseases to catch. Basically, how would you turn oblivion into more of an action game for the brain dead, the unimaginative, those too busy to play, or the sad fools who have real lives :)

If you've got any good ideas then lets hear 'em.
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lisa nuttall
 
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Post » Sat Feb 19, 2011 12:21 am

Im all for a "Roleplay/Realism/hardcoe" mode, I am personally a consol gamer but I do find myself eating/sleeping regulary just for that Rp feel.Im also waiting for my Morrowind GOTY pc disk to come in, soo much nostalgia from the original xbox :celebration:
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Jaylene Brower
 
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