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Imposibilistic
01-26-2003, 07:24 PM
I think it would be more realistic to have a fatigue factor in the game. Ex. The closer you carry to your maximum weight limit the slower you walk? or ..the more fatigued you are the harder it is to dodge attacks or make successful attacks. Players would have to be more careful when deciding what to wear and carry at all times.
This may seem like a pain in the Arse, but it would bring in more of a reality factor. Any thoughts on this?

-imposibilistic

MarkusAvionicus
04-09-2005, 06:21 PM
It's nice to have a reality factor. But it was also nice in everquest when you could carry a million things. as long as they have relatively easy access to storage , I'd have no problem with having to really watch what you carry.

Stormcrafter
04-09-2005, 06:23 PM
Well, it would make it much more .. realistic. But it was in one game i played (and beta tested lol), and it was not my favourite aspect.. made things very annoying actually ..

ShadowWanderer
04-09-2005, 06:23 PM
I always support features like these in my games.

Bourlog
04-09-2005, 06:25 PM
Sounds nice :)

Like in DAoC. Tanks can carry more things, and casters can carry less, so if you were going to take some keep you had to have all the tanks carrying the ram's and stuff, cus all the caster are so weak :p And if you had to much stuff in your inventory you walked more slowly..

Ermac
04-09-2005, 06:45 PM
Sounds alright as long as we arn't too limited.

laan_
04-10-2005, 11:57 AM
I think it would be more realistic to have a fatigue factor in the game
It is said that there will be fatigue and weight will affect it so it seems you don't have to ask for it ^_^

Seacret
04-10-2005, 03:12 PM
I personally like the fatigue factor. It does lend more realism. In early Asherons Call 1, they called it burden or encumberance if I recall. It affected everything you did such as running and fighting if you were trying to carry too much stuff. They eventually got rid of it, but at the time, I thought it was implemented quite well.

Fatigue opens up a lot of possibilities. You may need a pack animal to carrry more stuff. Or load up a caravan, instead of on your back. They could do some cool stuff with shipping later on with the release of the sea.

Quaestor
04-10-2005, 04:17 PM
There IS a fatigue factor in the game. I'm already tired of waiting!!! :p

To some this may be a simulation. But to all it is a game, and such ideas must always first be considered in that light (or dark?). In uo there were two forms of fatigue that could get you killed: horse, and overloaded. Neither was the slightest bit "realistic," neither really contributed to the game, both were used and abused by griefers, both were the source of endless screaming for change, and both could have been left entirely out for a much better game. But perhaps the devil was in the details?

A (P&P) game designer for more years than most here have been alive (as well as an SCA swordfighter), I have considered this subject many times. In combat one does indeed tire very quickly once the heavy hittin starts. Just moving around in armor is bad enough (that lightweight stuff they use in movies is no guide, either). And to be realistic any fighting system really needs to address this.

I would love to see a situation where one takes fatigue points quickly from doing attack and defense moves in melee, which slow them down, and lessen the force of their blows. Carrying more should slow the recovery rate. And of course, taking damage should inflict quite a bit. This could then be applied to spell failure. Eating, taking potions, could speed recovery, as might getting a massage, but not by much. Thus Endurance would be a meaningful and realistic factor.

Endurance/FatigueRecovery could be Mana/ManaRecovery, but this would require even more careful balancing. I believe two separate systems, possibly linked, would be a better goal.

Such would give a realistic limitation to the business of one super-d3wd going around slaughtering whole armies. But this cannot be done lightly. If they don't put a major effort into balancing it, and making it hack-proof, they will only make matters worse.

Tarquin
04-10-2005, 04:54 PM
Sounds like a good idea, I wouldnt mind it, but some people could begin to find it irritating.

the more fatigued you are the harder it is to dodge attacks or make successful attacks. Players would have to be more careful when deciding what to wear and carry at all times.

^Therefore making the game more realistic and better.

seraphael
04-10-2005, 04:57 PM
One of the advantages of the Monk class will likely be the fact that they don't need encumbering equipment to the same degree as other fighters. They are thus less restricted in the use of special attacks and what not draining fatigue.