the player can activate his camping kit. The screen would fade to black and after it fades back in there would be a campfire and a set-up tent. The player has the option to rest there and with a small chance monsters might appear while he's asleep.
Since we will probably disable the option to rest or wait normally
Regarding my remarks about language, don't think too much about them. I was trying to make a point (I think) that immersion can be created by realistic elements (such as the subconscious mind hearing a foreign language in a foreign land) , and it can be created by the game play being so interesting, fun, challenging, etc. that one forgets he is playing a game. Any Austrians on your team? I'm beginning to think I need some Freudian help!
I agree with the opinion above about the Inns. In Skyrim, they were all cookie-cutter designs, and there was no reason to visit them unless some quest forced you to go to them. How about a dart board? Perhaps the physics in the game for arrows would be easy to adapt. (Hey, I've been spending too much time watching the olympics.)
Latiro wrote:Since we will probably disable the option to rest or wait normally...
How does that sound to you?
In my opinion It would tie even better with the gameplay if you would have sleep requirement in game, as you said no overkill, 6 hours a day should suffice
I just got an idea for maybe little more smooth implementation of basic needs such as hunger and thirst. The point would be in instant consumption of food picked up in the world. The "proper" stackable food would still be available in taverns or obtainable via cooking, but food in dungeons or world would be instantly "boosting" some abilities or statistics, never going directly into your inventory, creating a little more dynamic needs system...Food restoring some portion of health, water bottles stamina or mana, etc...
What do you think?
P.S: It would be cool if in this way you could buy a soup or meal in tavern, after a dialogue it would appear in front of you on the "bar", and you could eat right away without going into your inventory (maybe with a neat sitting animation, but thats just a pipe dream:). You could still buy some portable food, such as chicken mcnuggets or something:), but buying a soup and packing it in your backpack in a plate is not perhaps the brightest idea:) It would bring a "cantina" sort of experience into the game, and few more features for inns to cozy-up the atmosphere. And it would be necesary i suppose for these various levels of food to have distinctive qualities to incentivize the use of them, ranging from poor (dungeon found food) to excellent (tavern-cooked meal), and different taverns could offer different quality food, inn at the crossroads near some major city would have better meals than local tavern full of drunks in city which population is...5...
What do you think?
P.S: It would be cool if in this way you could buy a soup or meal in tavern, after a dialogue it would appear in front of you on the "bar", and you could eat right away without going into your inventory (maybe with a neat sitting animation, but thats just a pipe dream:). You could still buy some portable food, such as chicken mcnuggets or something:), but buying a soup and packing it in your backpack in a plate is not perhaps the brightest idea:) It would bring a "cantina" sort of experience into the game, and few more features for inns to cozy-up the atmosphere. And it would be necesary i suppose for these various levels of food to have distinctive qualities to incentivize the use of them, ranging from poor (dungeon found food) to excellent (tavern-cooked meal), and different taverns could offer different quality food, inn at the crossroads near some major city would have better meals than local tavern full of drunks in city which population is...5...
food in dungeons or world would be instantly "boosting" some abilities or statistics, never going directly into your inventory
And by the way, I've figured out that Nehrim is located somewhere in Ireland, as there are no snakes!
Going back to food and a possible "need" to eat, if all that happens when I eat something is that it heals a small number of health points or has a brief positive effect on some ability, why bother? Easy enough to heal up by resting or a potion. So to make eating an immersive experience, make it actually useful. For example, say I need to sleep to heal up after a battle. Let's say, no matter how long I sleep, I only heal 50%. However, if I eat a meal before sleeping, I heal 100%, and if I eat a really good meal (perhaps even some complex recipe I prepare myself) I heal 110% after sleeping. Also, health potions would have to be scarcer and harder to make to encourage the use of food and sleep.
Regarding "waiting" I think it is necessary as I might have to wait an hour for a shop to open, or a couple of hours for night to fall. But just eliminate healing when waiting, so I can't heal simply by waiting.
I agree with the part of more powerfull potions affecting over time. It would eliminate abuse of them as well as need to stack 100+ on each kind. As for the part about obsolete food, thats exactly the reason why i think it should have only menial effect if its found in dungeons and likewise. (At least in Skyrim) most dungeons are populated by humans with foodso its kinda self-explaining. Of course i have no idea whether Enderal will be like that so i wont draw any conclusions. My whole point is that the food obtained from taverns would be most valuable for satysfying hunger, and of course restoring part of the health was just an idea how to make dungeon food worth some (even if little) use. I would personally abolish all the healing (including sleeping) except spells an potions, and rather introduce a healer shrine (or something like that), or healers as an occupation for an npc in settlements.
i dont like to repeat myself, so i will just paste my opinion on this from answer which i gave to you in another topic
your objection that you need often to wait 1 hour or so is legit, but it only works because the whole system is setup the way it is, that you dont need to be aware of such issues as time, part of the day that you are currently in, etc.
If you for example would have to sleep in game, the game would get a new dimension, in which you would be sleeping at night and questing in a day, or vice versa for a thief, or any combination in between. I t would take actual planning and decision making, not just rushing from one dungeon to another, unloading stuff at the trader, rinse,repeat.
For example with day/night dynamics, you shouldnt have this need to wait one hour very often, because you would be required to sleep, and after arriving to town right after he shops are closing you could just go to bed and rest to the morning where they will be opened... with all the benefits that sleep brings (whatever they will be)
badgesareus wrote:Regarding "waiting" I think it is necessary as I might have to wait an hour for a shop to open, or a couple of hours for night to fall. But just eliminate healing when waiting, so I can't heal simply by waiting.
your objection that you need often to wait 1 hour or so is legit, but it only works because the whole system is setup the way it is, that you dont need to be aware of such issues as time, part of the day that you are currently in, etc.
If you for example would have to sleep in game, the game would get a new dimension, in which you would be sleeping at night and questing in a day, or vice versa for a thief, or any combination in between. I t would take actual planning and decision making, not just rushing from one dungeon to another, unloading stuff at the trader, rinse,repeat.
For example with day/night dynamics, you shouldnt have this need to wait one hour very often, because you would be required to sleep, and after arriving to town right after he shops are closing you could just go to bed and rest to the morning where they will be opened... with all the benefits that sleep brings (whatever they will be)
you could just go to bed and rest to the morning where they will be opened
badgesareus wrote: The Skyrim "hints" stated that shops were generally open from 8 AM to 8 PM. But they very often opened later than 8 AM, sometimes after 10 AM. So I might arrive at 8:30 AM , not open, wait 1 hour, still not open, wait another hour, finally open. .
Neverthless, the shops that were constantly on different schedule were so few and completely arbitrary in Skyrim that i see no issue and conflict with every regular shop opening in Enderal in an exact time. Sure if it fits the lore it can be adjusted,like a fence thats selling and buying stolen goods can be opened for bussiness during nightime, but that is to be expected of shady characters, and you wouldnt try to find him in the middle of the day.
Maybe shops should have different opening times that are displayed as a short text message in the upper left corner (like if you find a new location. just a subtle message, not a big message box popping up) when entering or activating the closed door.
Anyway, I think eating and sleeping shouldn't be too essential for the game. Let's say, if you don't sleep for 16 hours, the avatar will feel tired, moves a little slower and does less damage with weapons (not drastically). On the other hand, eating or sleeping will remove those negative effects and perhaps add some positive ones for a few hours.
Anyway, I think eating and sleeping shouldn't be too essential for the game. Let's say, if you don't sleep for 16 hours, the avatar will feel tired, moves a little slower and does less damage with weapons (not drastically). On the other hand, eating or sleeping will remove those negative effects and perhaps add some positive ones for a few hours.
Last edited by greenlight on 21.08.2012 21:32, edited 1 time in total.
Just a random idea that the original poster made me think of: how cool would it be to have a quest involving an avalanche?
Defianc4 wrote:Just a random idea that the original poster made me think of: how cool would it be to have a quest involving an avalanche?




