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tzntch 03.09.19 03:36 am

Your thoughts on the limitation on the number of companions in RPGs

I never liked that in RPG with satellites cannot carry with them all together at the same time (you have 9 teammates and you can only take three)

When I go through some role play, I make such choices, which correspond to my beliefs. I have no desire to replay the game to make a different choice just to see other scenarios or to play the character with another character. But as I wonder how will act each satellite in certain situations, it pushes me to periplocoideae.
However, to replay the entire game again, making the same choices, only changing partners, not interested.

However, I want to look at the situation from different points of view.

The first thoughts that come to mind in defense of the existing system, the following:

1. Balance — If you take all at once, there will be no balance, and there will be chaos
In Mass Effect you can take with you at the same time only two partners.
However, the example of games like Baldur's Gate, Planescape Torment, Pillars of Eternity, you can see that it is possible to create such a game, in which you can take with you five, and the battle is not getting chaotic, it still has a balance.
1.1 In Baldur's gate and other games partners much more than 5, respectively, this is achieved by a variety of tactics, as different partners have different specializations. And if you take constantly all at once, the battles will always be monotonous
I think it is possible to achieve a variety of tactics, due to the flexible pumping system and a large skill tree. The character will not be able to pump all but will be able to pump a couple of areas of several, and use different skills from different directions in different situations.

While it's all contrarguments what I found.
Bring your for and against
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r
requiemmm 03.09.19

This game is rather tricky, firstly you need to register the interaction of the whole pack of NPCs between them, this may be one book with dialogues, and the writer of modern games...let's say, even before the series fell short. To register for the four characters, the conflicts and dialogues in order-the other is easier than to twenty. That means we need a good expert who wants good money. Need dynamic complexity. Where you are, with a herd of 20 freaks-blacks-gay men with hard life will carry all one spit, I with two companions, from among the least weird, I pass in principle. This is also a problem, or have a buff for HP\damage to hang, depending on how many there are on my team, or mobs less to put it all on the fly. Need big maps. On the maps of modern games, one that is often crowded, but get there 20 dug NPCs, and even enemies no less...again, this may not be the idol of Rome, or the M&B, they have to draw carefully, each to the player not to confuse your feeble with the alchemist. And how much it eats resources and what requires specialists to implement under Windows clumsy or feeble console? One female ass AAA project eats more resources than the average game of the century:) it is expensive, slow hell, baguet on every quest, but sold poorly because the target audience as a whole is too stupid, she would have easier, action out there in the arena or the movie hallway. Too many Chet, difficult to take up and finally I paigrat came and you min dumate zastavlyaya!

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Nameless 77 03.09.19

too hard to create a lively and interesting interaction of the crowd of NPCs, and companions will look like the minions from the overlord)

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Sanchez Ramirez 03.09.19

To the above written, I can add that an RPG is an RPG. If, for example, to manage a team of 20 people, then it is a tactical simulator, or even strategy happens.

And don't forget about the gaming conventions. Enough to take any military shooter, and in it the war is won by the team of 4 people: one of them is directly the player, the other three Immortals. If appears on the scene someone else, then it is either soon dies or goes into the background.

By the way, if to take for example so all the beloved Skyrim, it will be found that with a partner is not enough that there is no interaction, so they are still all as one faceless. And while you can take just one satellite. Although, if you think about it, and the main character character is completely absent, because in half of the dialogues can only be answered Yes and I'll think (and say"Yes" later).

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MunchkiN 616 03.09.19

first you need to register the interaction of the whole pack of NPCs between them, this may be one book with dialogues
if you look at the anatomy of games biovar there pravelo have a couple of pairs of characters mutual antagonists or even 1 pair, which does not converge in some issues. as there is a moving dialogue between the members in which HS does not participate and most of these monologues where the character is as it speaks about the actions and decisions of the player. it is worth noting that except for rare tasks such dialogues written for all possible combinations of characters (even get where the meeting or finding characters in impossible game but sounded Mologa may be present) therefore, from the point of view of script and text if you give take say 5-7 all characters place 2-3 any would not materially affect the workload.

and in some of peck's childhood me is I wanted to znachitsya such Arpege that means the hero was the navel of the earth but he could almost not there to form a small army with indirect control, capture castles and lands, ships, hitting dragons and then act in secret, alone or in the unit of a small team. but such a direction Arpege unfortunately or fortunately not realized

and another is when I was a kid, I realized that it is optimal to take in the sweep of the dungeons of the towers, any of the crypts, and racing along the roofs of the garages a couple of friends, because more of them is exceeded by a poorly managed squad easily destabilisierung, behaving in a noisy and unreasonably dangerous manner, attracting the attention of wysolone mobs and Gopnik and swearing violently hegemonic. extremely large units tended razvalivaetsya and separate themselves from me because they were hanging the possibility of skills of leadership.

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tzntch 03.09.19

That is: it will be difficult, it will be voluminous, it will require you to think and ponder a lot of different things, and that's why we have creative thinking to create new concepts. For this I created this topic.
Games should be developed.
Will have to rethink the level design - if the current levels of the games just to shove 2 times more teammates need to be 2 times more enemies and the whole lot of current in a small corridor just will not fit.

About crowds:
I was considering maximal number of partners, and while stopped on the figure of ~7 people. That is, their total will be ~7 people, and all of them can take.
Maybe less than in other games, but they will parabotany.

I'm thinking of a word requiemmm about dynamic complexity, and here what thoughts came to mind:
Change of the characteristics/number of enemies
For example Divinity Original Sin got talent Lone wolf which prohibits, in principle, to take a buddy, but which improves the characteristics of the player, so that he could stand alone against the enemies.
On the one hand, it gives more freedom to those people who want to play without companions.
On the other hand, it looks rough and ugly. Why should man alone, should be stronger characteristics, or where should disappear the enemies? How can this behavior of the game world to explain? You cannot jump over your head, and if the main character is trying to do more than maybe the game should tell him:
No, you can't do it alone: it's a fucking army of orcs, and you're not Superman, and you need the help of your team. You tried to take on more than he could draw, now clean up
You can, of course, the complexity lower.
There is the complexity of the Story (Someone using it?), which is even easier than Easy. For those who don't like to fight, and wants to know the end of the story.

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requiemmm 03.09.19

If the crowd attacks alone, it interferes with itself. Maximum four people can attack simultaneously without interfering with each other. Moreover, there are cases when one person held the crowd for about an hour or two...but we do not consider the situation type of the end of the film the Hero:)
Hence, we can safely reduce the damage from enemies, from the third row to zero, except mages, archers and spearmen.
Then, the single has a bonus to stealth. To perceive any movement or crunch - definitely the enemy. At the same time, minus treatment, it is difficult to stitch the wound back to the document weight, to charisma, since it looks like bearded guerrillas.
You can also add alternative versions of passage for small groups and solo. For example, not climb in a head, and to poison the wells on the route of the army of orcs and dump away, then to find out from a passerby that the Royal army lost half dead orcs by herself and even without big losses.