Poll: An RPG equipment concept

Recommended Videos

The Abhorrent

New member
May 7, 2011
321
0
0
Chronologist said:
This idea would completely remove looting and consumable item management from the game, instead focusing on the tactical nature of combat, and encouraging research and preparation in order to best combat your enemies - exploiting their weaknesses while protecting yourself against their more deadly attacks.

What do you think? Please comment and give reasoning for your opinion.
Actually... this sounds a lot like Dark Souls (and by extension, Demon's Souls), though with a few provisions. Looting and attributes are still very present in the game, but at the same time their influence is down-played in favour of mastery over the combat and how to approach the enemies; the statistical difference between starting weapons and the ones you finish with are tangible, but not outrageous (nor do they ever overshadow the need to play well). Preparation is handled predominantly at the bonfires even, with you being able to repair and upgrade yourself only there; the game's inability to pause just reinforces this as well. Item management is similarly downplayed, though still present; you can only carry up as many Estus Flasks as your bonfire may provide (5-20, depending on how much they're kindled), and can only be refilled at the bonfire as well.

But to the point, the suggesion here isn't a bad one... but the extreme restrictions on the equipment you can acquire means that much of the innate appeal those provide is lost, and many RPGs are quite dependent on it as well. Nevertheless, it's been shown to work out very well already. Still, one has to wonder how well it would do without the Souls series renowned difficulty.
 

Latinidiot

New member
Feb 19, 2009
2,215
0
0
I think it could be lots of fun. And, if you factor in the breakability of items, you could make the choice before you leave for the dungeon even harder. If every weapon is reparable/replacable, what would be better? A really effective weapon that might break during the bossbattle, or a less suited weapon that probably won't.

I like the idea man, I really do. I think that if the art style is made more, well, stylized, instead of the photorealism that consumes so much time and money to make, the dev might have enough money and time to craft every area and dungeon i to a place you want to explore because you want to, and not just because you might find a steel plate of Hot Bitches +5

Man, now i really want to play this game.

What kind of gameplay are you thinking? I myself was imagining it a third person thing, with the camera not too far away, like in Demon's Souls. But not too close as in Kingdoms Of Amalur. Seriously, the camera in KOA is way too close when exploring, it barely gives you space to admire the scenery. That is why I chose to stare at a lady's bottom.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
8,665
0
0
Chronologist said:
Blades are balanced to the individual. Ask anyone who practices Kendo if every bamboo sword is balanced the exact same way. I think you'll be pleasantly surprised. Also, consider whether a single rapier is an effective weapon for both a 120-pound man AND a 300-pound man.
Weapons were mass produced back in the day. Sure, you can have a custom made sword, but very unlikely you would make custom swords for the entire army. Seriously, think about it - 100 000 people would probably need at least 150 000 weapons at any one time - do you think the smiths had a huge list with soldier measurements? And if a war breaks out, then what? Do the smiths get constant influx of messages "Scratch Willhelm of Blahdiblah off your least please" and "Balduin of Whatever needs 1 sword, Alexis needs a spear and a bow, general Dalus needs a butter knife" instead of just making swords? Explain to me how this works.
 

Chronologist

New member
Feb 28, 2010
206
0
0
Oplinger, I don't think we're going to agree on this matter. I could continue arguing with you, but I see the futility in that. I understand that you have a different opinion, and that's fine. Maybe you're right, I don't honestly know. If I knew the answer, I wouldn't have started this thread.

ManInRed, I agree. The game's hook for adventuring is story - learning more about the world, doing jobs for information and favors, or simply doing it because you want to. For example, imagine that your character finds out from a friend that several children have gone missing in the last few weeks, all in the same part of town. Your quest would be to investigate what's going on, and eventually slay the spider-monster that's been luring them with candy and eating them. Is there a +3 sword of giant slaying at the end? No, but you can be sure that you did the right thing, saved a few lives, and gained the gratitude of everyone in that part of the city. Maybe they'll be more likely to help you out on your next quest in that area, maybe their shops will give discounts to you, or maybe killing the spider-monster puts you on the trail to find out more about your main quest objective. Rewards don't have to be numbers, they can be so much more, and I'd love to explore that in an RPG.

Xdeser, think of it more like Mass Effect 1, with the complex level-up system and variety of side quests, only instead of having levels for your guns, every model of gun has different pros and cons. Maybe a serrice council pistol has great accuracy, but not a lot of stopping power, while a hane-kadar weapon has great damage, but overheats quickly. You still have ranked weapon upgrades, which you can swap on the Normandy, but you don't have to pick up and compare every gun you ever find with what you're using at the moment. You still get credits for hacking things that give you information or open doors, but lootable objects are removed.

The Abhorrent, yes, it would be a lot like Dark Souls, only with a lot less grinding. You'd have to learn the patterns, strengths, and weaknesses of your enemies if you want to defeat them. There would also be a lot more story presented to the player through gameplay, not just through obscure cutscenes. Not to knock on Dark Souls or anything, mind you, that game is very good at what it does. The combat would generally be a bit faster though, with more of a focus on combining your melee attacks with your special attacks gained from leveling.

Latinidiot, durability is an interesting point. I hadn't considered it before, mostly because of the overwhelming number of people who dislike durability systems in their RPGs. Personally I prefer Skyrim's smithing system to Oblivion's repair system, but maybe that's just me. I was thinking more that certain enhancements to your weapon might not be effective against every type of enemy, and certain enemies are stronger or weaker against certain weapon types. A stone golem might laugh away sword strikes like they're nothing, but a hammer to the chest would leave a serious impact. On the other hand, a fast and agile enemy might close the distance before your hammer swing resolves, but a sword would be able to counter and riposte in time to match his speed. This combos well off of certain special attacks; you could freeze a fast enemy to hit it with your hammer, or pierce a golem so your sword starts leaving an impact. The art style is partially stylized, but the environments will be massive and hand-crafted. It is indeed designed for 3rd person gameplay, medium distance.

DoPo, I already covered this with Oplinger. I will ask this: what is superior, a mass-produced weapon for an army, or a weapon that was crafted specifically to match the combat style and physical requirements of the user? I'd prefer the latter, and if I was in a dungeon, I wouldn't stow my weapon to wield one I've never tested and had no experience fighting with.
 

evilneko

Fall in line!
Jun 16, 2011
2,218
49
53
I think it would be immersion-breaking to not be able to strip the bodies of fools who dare oppose me. I don't have to use it, I don't even have to sell it. I could use it to decorate my house if I wanted to (and have done so before). The point is, I can.

What? Oh, nevermind that it's heavy. I've got this Bag of Holding here. No problem.
 

Squilookle

New member
Nov 6, 2008
3,584
0
0
Here's a revolutionary concept for an RPG:

Get rid of magic. completely.

It's been done to death, and just shows a complete lack of confidence in being able to craft an interesting story without it. Nothing would help make your game stand out from the glut of others better. It's like Douglas Adams once said: "Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too?"

We need more RPGs that take the medieval weaponry and architecture and make a... y'know... medieval game out of it, without the same old spell casting garbage in there at every single turn just because everyone else throws it in there. Magic is to RPGs what the chest high wall is to 3rd person shooters.
 

SFMB

New member
May 13, 2009
218
0
0
The concept sounds a lot like ME2 and ME3 management systems... So, too "streamlined" (read: booooooring!) for a good game. The customization options should be phenomenal in complexity to beat the basic rock-paper-scissors-nonsense of shotgun-for-close-range-sniper-for-long.
 

SonOfVoorhees

New member
Aug 3, 2011
3,509
0
0
Want a new idea.....make you the evil guy destroying your way across the rpg map. lol. Would be fun, probably been done, most ideas have. :)

OT: looting is fun, gives you reason and reward for killing and exploring. Otherwise why bother exploring?
 

sunsetspawn

New member
Jul 25, 2009
210
0
0
oplinger said:
I like the idea, but..I don't see it being a very good system for an open world RPG. It seems like it discourages exploring, because there's not going to be anything really useful out there.
Kind of like Oblivion, but at least the level scaling in Oblivion was trying to lie about it. Hey look, I just crossed the entire map at level one only to find a dungeon with goblins, rusty swords, and potato sacks. Hurray! I don't know if Skyrim was the same way because I'm not going to be robbed twice.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
15,489
0
0
I'm sorry, but the simple matter of fact is that people like robbing corpses.
 

sleekie

New member
Aug 14, 2008
95
0
0
I like this. It's an aspect of gameplay that I've been a lot more aware of ever since I started playing Dungeon Crawl: Stone Soup. You basically only need to take what you want from any loot you see in DCSS, because shops don't buy items. It's much better than the dungeon-hoovering that a lot of games expect you to do. It removes all the annoyance of a cluttered, constantly-full inventory and just gives you gold to spend instead of forcing you to collect junk to turn into gold to spend. Bliss.

I have the same problem with crafting. I don't like crafting. It's another way of cluttering my inventory with things that are basically another form of currency. In particular, there's the annoyance of 'you have everything you need except the extremely rare Diamond'. It's always that one rare thing, isn't it? And when you find it, you can make your sword. Why not just put the sword where the diamond was and cut out all the faffing about? Now, okay, I'm glossing over some aspects here. Perhaps the player has a choice of two items to craft using the diamond. The thing is, its become a trope to include crafting, random generic loot. People expect it, and they remember all the times they found that awesome stuff. Bit easy to forget all the thousands of useless things, though.

My advice would be: just do it. Do not ask. Give. Make it work and nobody will complain.