dbgager wrote:Along with Hunger and Thirst maybe Fatigue should be added also. This would even increase the strategy if sleep was required. Possibly even to the point that as fatigue goes up past a certain point attributes start to be effected. Maybe they could add energy drinks ( potions ). that subtract from fatigue.
dbgager wrote:I like your 2nd option. Forced sleep. Because if you get to fatigued that is what happens. This however brings up other problems as in some areas you cannot camp. Such as when to close to a enemy or NPC. Maybe instead of forced sleep, just a lowering of attributes much like a curse until you actually do find somewhere to sleep.
vdweller wrote:I would go for one more side bar, maximum. There are lots of side-stats who would increase game strategy: Tireness, sanity, overall mood, days without taking a bath/backrub etc. But please do keep in mind that too many "crippling" bars in a game make it more look like a Sim game, not an RPG.
There's a difference between a game being realistic and a game being convincing. I'll go for the 2nd. Convincing doesn't have to compulsively try to recreate reality, but to give an overall feeling of atmosphere. Too many "realistic" factors in a game like Eschalon will cause the player to look more at the side of the screen where those bars are, rather than focusing on the world itself. And hell, who needs realism in a game where you move, then everything else moves, and in-between everyone is still, like in good old ADOM
It would certainly become more like a sim game. Keep in mind the opening post was talking about 'body management strategy', not game strategy. Not everyone is into 'body management strategy', it usually turns into doing set things at set moments. Eat 5 fruits a day, go to the gym 3 times a week, sleep at set times, do stretch exercizes at work... You can put it all in a game, but it are still chores.vdweller wrote:I would go for one more side bar, maximum. There are lots of side-stats who would increase game strategy: Tireness, sanity, overall mood, days without taking a bath/backrub etc. But please do keep in mind that too many "crippling" bars in a game make it more look like a Sim game, not an RPG.
KillingMoon wrote:Is that really what the suggestion here is about? A stamina bar that goes automatically down, simply because of being awake, and in order to get it up again you need to sleep, or perhaps buy a potion?
Sorry, I don't like being harsh, but the strategic depth I'm seeing here is zero.
Jedi_Learner wrote:IJBall wrote:Anyway, the one question here is - what happens when the Fatigue status bar hits zero?!
What about your character's ToHit ability and damage deceasing over time along with enemies being able to hit you easier? And what about feats recharging at a slower pace or not at all?
What definitely makes sense, in my opinion then, is to have no access to your special weapon feats when having any sort of impairment.IJBall wrote:I like it - it actually makes sense. OTOH, I don't want adding this making so much extra work for BW that it becomes not worth it to him to implement Fatigue as an option.Jedi_Learner wrote:What about your character's ToHit ability and damage deceasing over time along with enemies being able to hit you easier? And what about feats recharging at a slower pace or not at all?
KillingMoon wrote:There's consensus that the food and drink requirement hasn't made the game much more challenging.
I believe you can give more challenge just using the existing bars. Put perhaps monsters in the game that target you when you've got food on you, but leave you alone when you haven't.
You can make food less widely available, instead perhaps have it more as optional quest reward. I believe all rewards in the game are fixed, you could give the player an option between two different kind of rewards.
The current 'create food' and 'create water' spells are very questionable.
The food and drink bars go down over time gradually, giving you a problem when they're depleted. I see little reason in adding a third one that does much the same thing (I think that's what CrazyBernie means as well). There are still so many options to give more depth in gameplay with the current food and drink requirement.
For me it's not about what you put in the game, but how you put it in the game.
I see more in a stamina bar as an extension or replacement of the current feat-refresh system. I'm not sure how, really. The feats are quite strong, anything that curbs it a little might be good, but I haven't got any ideas about this.
That's also a nice idea, although somewhat different from what I was thinking of.IJBall wrote:I've also suggested adding to the game what you've basically suggested - 'Gremlins' that "steal" Food and Water from the player.
KillingMoon wrote:IJBall wrote:I've also suggested adding to the game what you've basically suggested - 'Gremlins' that "steal" Food and Water from the player.
That's also a nice idea, although somewhat different from what I was thinking of.
I was thinking more of something like the guards at the gate to Kuudad or on the road to the dwarven village. But instead of human guards, there would be giant birds that would let you through only when you did not have food on you. If you had any food on you, however...
That would allow for creating an area where food would be scarce, as you couldn't stock up in advance.
Maybe later, when you were stronger, you could kill the birds for fulfilling a quest.
KillingMoon wrote:That's different from your Gremlins, I think, although I'm not sure I fully understand the idea. What are the Gremlins doing when you don't have food on you?
KillingMoon wrote:And I suppose there need to be messages about what got stolen from your inventory?
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