fuzzyballs01 wrote: ↑
July 14th, 2017, 10:35 am
all I suggested is a feature that can be small, but still takes up some time
I'd like something like Metal Gear Solid V-ish where you build squads, then send them on missions with a success% or a losses% and getting rewards to keep building the base alongside small rewards for your rangers (like faster heal time or better selection in the store)
I am not familiar with Metal Gear Solid V, but judging by the wiki entry it seems to offer similar build mechanic to Pillars of eternity, one where you can also assign staff to various teams (R&D, Medical, intel, security etc) and also offers various gameplay abilities (affecting leveling curve)
Overall I have no problem with something like that, but it largely depends WL3 gameplay mechanics of which we know very little atm. The only thing specific that jumped at me was the brig: "The holding place for various soldiers who were rowdy and/or various captured soldiers who weren't initially willing to join Diamond Dogs." which might hold interesting possibilities for us.
Btw if you are going the build menu path, it need not be linear. I am currently looking at 'Expeditions Vikings' game, where you can build upgrades for your humble village in Denmark. These offer various benefits to your power and reputation, as well as other handy rewards. And are split in two branching paths, where you can choose one or the other based on the type of playthrough you are going for.
Such option to choose something to play into your strength or complement your weakness can be nice too. In the other thread @undercaf suggest something like that for NPCs as well.
Gizmo wrote: ↑
July 14th, 2017, 12:48 am
This has always been a bit of a peeve for me. In Oblivion there is a town—it's on fire. It will stay on fire for months (or years?) until the PC deigns to pay it a visit. In Oblivion you might be expected to meet someone at an agreed upon location... The player can decide not to show up indefinitely; but when they do, the NPC acts like they went straight there. [..]
To be fair, virtually all RPGs has this unchanging static quality with everything that is happening conveniently waiting for the player to arrive. That inclue Fallout in which no matter what virtually everything stayed frozen in the exact same state for ever, and in that regard Beth actually do way better than average in creating a sense of less static world.
Gizmo wrote: ↑
July 14th, 2017, 12:48 am
Fallout was turn based and respected the passing of game time, both inside and outside of combat. I haven't seen one Bethesda title that respected the passing of time.
To be fair, original fallout 'respect of time' came down to a simple countdown clock --a poorly communicated one in the first and too lenient to have a significant effect on gameplay in the second-- a mechanic to enstile a sense of urgency. Now, Urgency can be a great a tool, but (1) there' lots of ways to create sense of that without a countdown clock and (2) it shouldn't be overused making the player feel rushed to the point where they can't enjoy the game for the long list of due dates, (3) it shouldn't be poorly communicated to avoid frustration and unwinnable dead-end that waste our time, and/or (4) always keep inmind the reality of limited dev resources, and that timelimit == locked content.
Overall this is why games with significant sandbox elements largely deemphasize the importance of time. Even WL2, didn't relay on timelimits, the Ag Center/Highpool/Rail Nomads radio tower trio was set early on as tutorial-ish mission with rather lenient (poor Kathy have been pleading for help for a loong time while I have been dragging my feet around enjoying the sights ) and was set early on to allow players easily access it that content.
As for beth games, I think you are correct they don't care much about the passing of time, just your progress. We all have different play styles and they do not punish those who enjoy exploring the setting, messing around, or just take their time about it. For example in FO4, they the radio to convey a lot of the information through, and looped recorded messages to make quest waiting for you a little more plausible. Also the pool of quest and the random encounters that you may stumble upon is affected by your progress through the plot, actions and decisions so it change over time. And finally they still they have few timed events, but as far as I can tell these are limited to personal quest or plees by settlers from settlements you invested in.
Bottom line, you are wayy too salty about Beth