I Hope Skyrim Uses Something Similar To The Witchers Potion

Post » Tue Jan 25, 2011 6:03 pm

This is one of the most ignorant things I've ever read. Are you insisting all games are the same?
In oblivion, The combat is generally about hitting your opponent until they die, and having more health than them. There are some variables, like blocking and ranged, etc. But you can't exactly roll circles around people and avoid damage like in the witcher. Damage is pretty much immanent in this kind of game.
Different games require different mechanics to blend well with other mechanics. In my opinion, being unable to use a potion during battle would be frustrating, for that matter, stopping and being unable to move during a potion animation would be annoying as well, unless it was incredibly fast. maybe not being able to attack for a bit and having your vision obscured would be alright as long as you could still move around, even if it's at a decreased speed.

There are obviously a ton of solutions to this, some are broken, some are overly simplified and some are overly frustrating. Just saying "Well it works in the witcher, so it will work in Skyrim!" shows a lack of knowledge of game design over all.

I have to agree completely not every game should have the same mechanics. The Dialog wheel might be cool in Mass Effect but it would svck in Skyrim.

I want this to be TES not The Witcher.

Things like this honestly annoy me. It's like how in the past in FPS games you could have a large arsenal of weapons. Now for "realism" you can only hold two. In the past you had health bars. Now it's the tired "BLOODY SCREEN!! SO REAL!!!" health system in most FPS games.

This system reminds me of those things: In my opinion devolution in gaming design meant to make the games "more real." No thanks.


I have to agree it's a video game not a real life simulator. You want those go play the sims. Health bars aren't a bad thing I mean you need to know when your low in health.

So many people talking past tense - did you guys seriously already finish the game?!?

Anyway, yes, I agree with others. The Witcher's potion system is junk. I don't like how it was done at all, and as a consequence, have chosen to play without using them. Since I'm not playing on a game level that requires them, it isn't a bother.


Perfect word for a crappy system that wouldn't work in Skyrim. I don't see anything wrong with Spaming Health Potions, it's a video game not real life.
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Emma Pennington
 
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Post » Wed Jan 26, 2011 4:01 am

Witcher 2 svcked. I hope Skyrim will be nothing like it.

Boom. Roasted.
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lisa nuttall
 
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Post » Wed Jan 26, 2011 5:13 am

I never used potions in TES. Well, apart of some dabbling, some Morrowind Fortify Intelligence fun for kicks. But never used them as most people do. Because I do not understand how is that makes sense that your character needs to:

1. Find a potion in his inventory — okay, it is strapped to his belt and kinda easy accessable, but that reasoning does not work for several potions in a row.
2. Open it, removing a cork.
3. Drink it. Mind that potions in TES looks pretty large. I would be generous and say they are only 0,33 liters, although they are actually seem closer to 1 liter in volume.
4. Optional: wait while potion content will be absorbed by your digestive system. Okay, this is optional, because "it's magic lol", but still.

And... all this happens instantly.

Since Diablo, which is somewhat "arcade-RPG", potions became standard mean of "instant healing" in most RPG. And it svcks.

It would be way better if potions were slower to chug, but they were more powerful, providing good continuous healing effect. Drink it BEFORE you go into battle. Instant heals should either go away completely, because they cheapen combat tactics, or they could go into some... say, tokens. Way more expensive than potions. Probably made by Enchant, not by Alchemy. Some sort of small, easily breakable item, enchanted by souls of variable power. Character breaks it with his fingers, and releases the soul, which instantly heals him. And yeah, it is harder than mixing some mushrooms, and it should be.
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Becky Palmer
 
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Post » Tue Jan 25, 2011 11:14 pm

"The potions are practically poison. They would kill him if he drank too much. The "meditation" state is probably what allows him to drink more than one potion."


Okay, what you said was that drinkign too much causes death, meditation allows him to drink more. The natural assumption is that you mean "drink more without being killed by them". Anyway, it still doesn't make sense that you have to kneel down to drink several potions, or any for that matter.


The natural assumption is that you misread it because that's not what I said. And how does it not make any sense? What part of meditation do you not understand? Who meditates standing up? Of course he's going to kneel down.

Well then instead of having some stupid and nonsensical system, maybe they should try and fix their current one in a more logical way, such as not freezing time while looting bodies, not being able to loot bodies during battle, not having a huge excess of potion and general loot availability and not being able to drink 4 at a time instantly, but having to take a few seconds to drink it and not be able to attack in that time like I previously suggested. Strategy doesn't have to be only in battle. Every decision you make in the game is part of strategy, and preparing yourself for battle beforehand should be a big element of this in an RPG (as opposed to a beatemup). I already mentioned the strategic elements that are removed if you can't drink potions during battle and how it unbalances the system.


It's only nonsensical to people who are in no position to argue about the topic. You don't even know the lore of the game you're dismissing and you're acting like you have the right to call it a bad system.
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Sarah MacLeod
 
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Post » Tue Jan 25, 2011 7:57 pm

I like the oblivion system... It could be tweaked but should not be completely changed.
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Alada Vaginah
 
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Post » Tue Jan 25, 2011 8:56 pm

I haven't played witcher 2, but I have watched lets plays on youtube. and my response is hell no! whats the point of using an item that heals you if you can't use it when you actually need it and have to wait after or before the battle ends/begins. that defeats the whole point of needing to heal for nothing more than realism.


A bit this...I liked OBs system jsut fien if I'm honest :shrug:
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SaVino GοΜ
 
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Post » Tue Jan 25, 2011 7:25 pm

Well Oblivion limit on quaffed potions in one time is one of best examples of fixed feature from Morrowind (horrible devs don't find similar way for enchanting) it has some questions but they aren't so important and can be done with mods.

But Witchers have interesting feature of overdose intoxication from potions or drunkenness what looks interesting
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
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?

About Drinking animation well its good feature and easy to implement I dont think it cannot be hard to be done this just special idle animation for action,
console players can be fast enough to use it for example Demon's Souls have such feature and really action packed game what even features multiplayer.
Such things add more tactic to game since we actually will see thats actor prepare to quaff potion so can be vulnerable in such time.
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A Dardzz
 
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Post » Wed Jan 26, 2011 9:37 am

This is a game and I see no issues with players being able to use items. I certainly don't want this to become some super-"balanced" MMORPG where everything is controlled and toned down to the point where no ability or item is special anymore.
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Judy Lynch
 
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Post » Tue Jan 25, 2011 11:26 pm

I actually think I would like a potion drinking animation... something somewhat realistic and force the player to prepare and plan taking a potion.

Maybe our character can even flex his muscles after taking it, like in Monster Hunter. :sarcasm :P
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kirsty joanne hines
 
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Post » Tue Jan 25, 2011 11:46 pm

Witcher Linear?

[censored] THAT GAME then
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naome duncan
 
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Post » Wed Jan 26, 2011 3:50 am

I just hope that healing potions the player creates don't do one health per second for a whole hour. The effects of health potions should be almost instantaneous.
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Auguste Bartholdi
 
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Post » Tue Jan 25, 2011 8:33 pm

Witcher 2 was awesome.... best game I have played in a long time by far, also a difficult game and it was made to be so. TES games are less combat challenging by their nature, there may be some difficult fights, but that is not what the games are made around. Witcher 2 was challenging combat, challenging moral/story choices/ and a really strong storyline. All of those are wonderful qualities but they are in a different direction then TES so the two games don't compare well even though they can appear outwardly similar at first
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Sabrina Schwarz
 
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Post » Wed Jan 26, 2011 4:28 am

There were a couple of features of TW1 alchemy system that I loved. Unfortunately it seems that a few of these are not in TW2

  • toxicity factors that prevent you from using several powerful potions at once, or allow you to use them with huge penalties
  • using alcoholic spirits as base for potions
  • alchemical ingredients contain one of six basic substances: aether, hydragenum, quebrith, rebis, vermilion and vitriol, but there are also three alchemical qualities that all ingredients possess: albedo, nigredo and rubedo.
  • lots of fun to improvise new recipes
  • a few really powerful potions with extremely rare ingredients (mutagens) - grant new perks

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matt
 
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