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Should character weight be a thing in AoC?

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Comments

  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    Taroze wrote: »
    Kneczhevo wrote: »
    I swore I posted here...

    Personally, I like weight mechanics, down to the last copper.

    Unfortunately, these mechanics are not popular. So, few games bother. "Hey, Rockey. Watch me pull my mount outta my hat.".

    Realism versus gameplay? Well, we know the answer there.

    Weight mechanics can REALLY drag a game down into a menu sorting-fest. That's the problem with weight/inventory issues...you spend more time fukin with your bags then anything else. Its bad enough in WoW and WoW gives you a ton of slots w/no weight restrictions.

    Weight mechanics worked very well in DnD...
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    Aardvark wrote: »
    Taroze wrote: »
    Kneczhevo wrote: »
    I swore I posted here...

    Personally, I like weight mechanics, down to the last copper.

    Unfortunately, these mechanics are not popular. So, few games bother. "Hey, Rockey. Watch me pull my mount outta my hat.".

    Realism versus gameplay? Well, we know the answer there.

    Weight mechanics can REALLY drag a game down into a menu sorting-fest. That's the problem with weight/inventory issues...you spend more time fukin with your bags then anything else. Its bad enough in WoW and WoW gives you a ton of slots w/no weight restrictions.

    Weight mechanics worked very well in DnD...

    DnD is a tabletop RP, not a programmed mechanics-based game
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    Dreoh wrote: »
    Aardvark wrote: »
    Taroze wrote: »
    Kneczhevo wrote: »
    I swore I posted here...

    Personally, I like weight mechanics, down to the last copper.

    Unfortunately, these mechanics are not popular. So, few games bother. "Hey, Rockey. Watch me pull my mount outta my hat.".

    Realism versus gameplay? Well, we know the answer there.

    Weight mechanics can REALLY drag a game down into a menu sorting-fest. That's the problem with weight/inventory issues...you spend more time fukin with your bags then anything else. Its bad enough in WoW and WoW gives you a ton of slots w/no weight restrictions.

    Weight mechanics worked very well in DnD...

    DnD is a tabletop RP, not a programmed mechanics-based game

    They said they want realism ... 200 tower shields in the bag on your belt that you are taking to the vendor is not very realistic
  • DreohDreoh Member, Alpha Two, Early Alpha Two
    edited September 2020
    Aardvark wrote: »
    Dreoh wrote: »
    Aardvark wrote: »
    Taroze wrote: »
    Kneczhevo wrote: »
    I swore I posted here...

    Personally, I like weight mechanics, down to the last copper.

    Unfortunately, these mechanics are not popular. So, few games bother. "Hey, Rockey. Watch me pull my mount outta my hat.".

    Realism versus gameplay? Well, we know the answer there.

    Weight mechanics can REALLY drag a game down into a menu sorting-fest. That's the problem with weight/inventory issues...you spend more time fukin with your bags then anything else. Its bad enough in WoW and WoW gives you a ton of slots w/no weight restrictions.

    Weight mechanics worked very well in DnD...

    DnD is a tabletop RP, not a programmed mechanics-based game

    They said they want realism ... 200 tower shields in the bag on your belt that you are taking to the vendor is not very realistic

    Yes, but it's absolutely not a valid comparison. DnD is an entirely roleplay game with set rules yes, but rules that are bendable to suit the people participating.

    Video games have hardcoded rules that are not bendable.

    On top of that, @Taroze was talking about how gameplay-wise a realistic inventory is more trouble than it's worth. In DnD, you don't have to click around and stuff, you just say, "I put my sword into my bag." or "I pull out my scroll from my backpack" and it's that easy.

    We're talking about programmed video games, not imagination-based roleplaying games.
  • CaptnChuckCaptnChuck Member
    edited September 2020
    @Aardvark
    @Dreoh

    Can you guys stop deviating from my post?

    The problems that come with introducing a realistic inventory is far greater than the problems that come with introducing slight weight based mechanics to a jump or a roll. Its NOT the same thing.
  • I saw your thread and it kinda falls in line with my question? The last MMO I played was Dark Ages..I just built a new system and back into gaming last month..I was wondering if any MMOs had did a life span type deal? Not sure if that's the right word for it..You know your born you live, you grow old, pay taxes, and you die, hope fully of natural causes..I guess it would really suck if you been working on you character for like 2 years and one day your out killing weak monsters with your friends and bam your character dies for good cause of death a heart attack or something..
  • CROW3CROW3 Member, Alpha Two
    Outward implemented this well. It leads to tactical decision making that made that game have a heightened sense of risk (which I like).

    This might be more frustrating / less acceptable in an mmo context especially with raid / boss mechanics, pvp, etc. Certainly there are some weight mechanics that would be interesting to experiment with such as:
    - inventory capacity
    - Stealth capability
    - Mount speed / effectiveness
    - Cast timers

    Of course, you could also implement mitigating factors with skill point allocation, training, etc. This could be handled similar to DnD non-weapon proficiencies (2ndE) or armor feats (3rdE+).
    AoC+Dwarf+750v3.png
  • RedFloRedFlo Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    For me it doesn't break immersion. We are in a fantasy world, with extraordinary creatures, so a turtle jumping that high might just be explained in some way or form.

    Just my opinion, but I know that there are people who value realism very highly.
  • In my experience, weight has no upside in such a game.
    I see it as a source of frustration and disappointment.
  • CaptnChuckCaptnChuck Member
    edited September 2020
    RedFlo wrote: »
    For me it doesn't break immersion. We are in a fantasy world, with extraordinary creatures, so a turtle jumping that high might just be explained in some way or form.

    Just my opinion, but I know that there are people who value realism very highly.

    Its more so about feel than its about reality. When you see a giant ass turtle, you want it to feel like a giant ass turtle. You don't want it to feel like some anime turtle that can jump 5 feet into the air.
  • With their proposed combat system, weight wouldn't work at all. If they were to do action combat, however, weight could be an incredibly interesting thing to add. Look at Dragons Dogma as an example of how weight can alter combat.
  • Merek wrote: »
    With their proposed combat system, weight wouldn't work at all. If they were to do action combat, however, weight could be an incredibly interesting thing to add. Look at Dragons Dogma as an example of how weight can alter combat.

    I think that's going a bit too far. Having weight affect a lot of things is just going to be a nuisance and it won't really add much to immersion. But having it affect jump/roll speed, can provide a fair bit of immersion without causing player nuisance.
  • MakinojiMakinoji Member, Warrior of Old, Kickstarter, Alpha Two, Early Alpha Two
    Magic
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    CaptnChuck wrote: »
    RedFlo wrote: »
    For me it doesn't break immersion. We are in a fantasy world, with extraordinary creatures, so a turtle jumping that high might just be explained in some way or form.

    Just my opinion, but I know that there are people who value realism very highly.

    Its more so about feel than its about reality. When you see a giant ass turtle, you want it to feel like a giant ass turtle. You don't want it to feel like some anime turtle that can jump 5 feet into the air.

    Actually I much prefer it to feel like an anime turtle that can jump 5 ft into the air
  • HiddenDaggerInnHiddenDaggerInn Member, Alpha One, Alpha Two, Early Alpha Two
    Realism went out the window, when we ported thru a divine gate :) I agree it's a game, have fun with it. If they do chose to make turtles not jump, then I don't wanna see people casting while bunny hopping.
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    Sandman wrote: »
    Realism went out the window, when we ported thru a divine gate :) I agree it's a game, have fun with it. If they do chose to make turtles not jump, then I don't wanna see people casting while bunny hopping.
    Why if you can swing while moving you should be able to say words and move hands while moving
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