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What do people prefer? HCR, Vanilla?

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Sangrey
What do people prefer? HCR, Vanilla?

I am working on a persistent world and am curious what most people prefer to use as a scripting system.  I am debating very loudly with myself whether or not I should use HCR2 to add to the base game (eating, resting, death systems).

Are there any real preferences?  A better alternative?  

 

Thanks

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Sabranic

I personally love the details.  Eating, resting, death having an impact, ect. 

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brothermutant

I agree. I had a mod (something about being stuck on an island?) that made you find a fire pit (found in and outside), have WOOD to burn (and it was heavy) to start a campfire so you could rest and get spells back. LOVED IT. I hear someone is working on or has a "need to drink" mode too. That would be cool as well. You can almost NOT go wrong by micromanaging things like that in the game, unless you really punish players by not offering up what they need to survive (water/drink, food, fire, whatever you have added) in easy to find/purchase amounts. At least this lets people get immersed in the game more, which can't be a bad thing right?

Lub U ;)

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Andarian

HCR?

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Sabranic

Yes KevL built us a thrist system for our ToH/NWN2 Conclusion Campaign.

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kevL's

and sure I'll see the day I regret that *hic*


HCR: Hard Core Rules?

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kamal
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Andarian

Ah. Thanks!

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andysks

I actually am a fan of moderation. Even though I appreciate some new mechanics, they have to be done carefully so that they don't take away from the story. I played modules where I wanted to get immersed in but ended up worrying only about where to rest and what to eat... and this caused frustration. This goes for all new mechanics. An example from official work would be the MotB soul thing. Most players loved the story but felt they couldn't fully enjoy it because they were worrying about the meter going down. So careful thought is required when building mechanics in campaigns. If not well made, they are worse than vanilla.

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GCoyote

What he said! 

e.g. resting. If you have hacked your way from the front gate to your enemy's inner sanctum, laid him and all his minions low, and are now wearing his shinny armor and cleaning your gear with his smoking jacket, you should be perfectly safe resting up in his emperor size bed!

All the creatures that you just killed need to eat, ergo there should be food of some sort nearby. Doubly so if they were humans. 

Think it through. If you are willing to put in the effort to create a reasonable survival system then go for it. 

Good luck! 

<b>"Please VOTE on the content you play."</b>

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jjglvz

Are there some singleplayer modules on the vault that use HCR?

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Arkalezth

NWN2 is not a tamagotchi, and things like hunger bars are an unnecessary annoyance. Every character has to eat, drink, piss, shit, bath, sleep, etc at certain points, but you can just assume they do these things off-screen and move on. And you can always RP some of them from time to time.

As for resting and death systems, the usual in most PWs I've played on is having a time restriction between rests (often increasing with level), and an XP/gold loss or debt when respawning after a death, unless some other player is able to resurrect you via items or spells (in which case you'd lose no XP or gold).

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BoardGuest808888

Agreed with above guy. Unless is it somehow important in gameplay context, no need to simulate hard-core rules like eating, sleeping, etc.

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andysks

I remember now, after what Arkalezth said, Tchos' module BSOCC where there is no hunger bar but one can order food and drinks at the bar. For the fun of it. And it was nice.

 

Another module that comes to mind is Lance's The Scroll. Although I enjoyed some aspects of it, the field rations and fatigue system just took too much of the immersion away for me. I couldn't rest on water, needed to eat every so often and perhaps some more regulations I don't remember now.

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