the_batman
Banned
are there tranquilizer guns?
I doubt it. I don't recall any non-lethal weapons in Fallout 3.are there tranquilizer guns?
I wholly agree. Though most games do reward equally, if not more so, for players using non-violent means to resolve issues. Just because something is harder to do or less direct doesn't mean it should the more optimal option default. So on that we can agree. All aspects of the game could use more nuance and varying degrees of success/failure.
I don't fully agree with this. While it is technically true you can kill your way through most encounters, the very nature of these games with enemy levels and strength in numbers can often mean that trying to resolve things guns a blazing can often result in a very difficult, if impossible depending on your level, undertaking. So quite often non-violent means are better if not outright necessary to proceed.
That said I think they need to do a better job of crafting those kind of violence isn't an option situations to better force players to think outside the box for ways to tackle a situation beyond blowing everyone's head off.
This is more than fine and quest designs like this will work for the majority of cases the majority of the time. But I still don't think that this should be a hard rule applied to all situations. If a game designer can create a game that allows for all these options all the time that's great, but if they come upon a scenario they've crafted that is really great, but it can only be tackled one way to work I would much rather they keep it that way than try and rework in order to allow for some other means of resolution and possibly dilute the experience in the process. That goes for situations that require speech or sneaking or violence.
Not only that but I think it's important to sometimes force a player into a situation that they are possibly wholly unprepared for and force them to figure out a solution they may not be accustomed to. In an RPG of all games I think it's important to test yourself and your character, regardless of build type. It makes for interesting scenarios when your greatest strengths can end up being completely useless and you have to use other means in order to continue on. That goes equally for the smooth talking, the unseen ninja, or the pulverizing death machine.
No one is saying otherwise, just that games shouldn't be forced to provide for all play styles all the time. Options and diversity are good and the more of it the better. But certain instances may not allow for every option.
An all or nothing mentality seems kind of pointless and shallow to me. Every encounter and situation should be crafted to be the best it can be. Often times that means multiple options and means to resolve them, sometimes though it might mean only one. Would it be that big a deal if the game provided a number of quests that had outstanding non-violent resolutions, but still had a couple instances elsewhere that required it? Shouldn't we be focusing on quality not quantity? Especially for a feature only a handful of people will ever actually attempt, let alone see through to the end?
But you kind of are. You want to reach the very end of the game same as a player who killed in order to get there, but that may not always be possible. I doubt you would be very happy if 20 hours into your pacifist run you received a game over screen with ending slides and monologue talking about how you failed and this that and another thing happened to the world as a result when there were technically another 20 hours left in the game. But realistically that should be possible, just like it should be possible to kill vital NPCs like we could in Morrowind. Maybe that one last guy you sneaked past or convinced not to kill you went on to kill someone else important to the main plot and cut your journey then and there. The game let you do that, it was an option, but the outcome was one I doubt you'd care much for.
Maybe Howard wants us to play as this kind of pacifist:
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I think an important point to note is that many of us want wide freedom in how we approach the game and overcome problems. What many of also us want, however, is for the game to remain true to its savage setting. This is a bleak world full of brutal people (and mutants). What we don't want to see are artificial solutions that break with the setting just to allow for certain play styles. You may be able to achieve a pacifist outcome, but it may require deep sacrifice (you may watch innocents get slaughtered for instance) and it may require luck (run like hell from that raider ambush and hope you don't catch a bullet). This is just the reality of the wasteland. It's a savage world.
I think an important point to note is that many of us want wide freedom in how we approach the game and overcome problems. What many of also us want, however, is for the game to remain true to its savage setting. This is a bleak world full of brutal people (and mutants). What we don't want to see are artificial solutions that break with the setting just to allow for certain play styles. You may be able to achieve a pacifist outcome, but it may require deep sacrifice (you may watch innocents get slaughtered for instance) and it may require luck (run like hell from that raider ambush and hope you don't catch a bullet). This is just the reality of the wasteland. It's a savage world.
I think an important point to note is that many of us want wide freedom in how we approach the game and overcome problems. What many of also us want, however, is for the game to remain true to its savage setting. This is a bleak world full of brutal people (and mutants). What we don't want to see are artificial solutions that break with the setting just to allow for certain play styles. You may be able to achieve a pacifist outcome, but it may require deep sacrifice (you may watch innocents get slaughtered for instance) and it may require luck (run like hell from that raider ambush and hope you don't catch a bullet). This is just the reality of the wasteland. It's a savage world.
Talk my way out of everything. Speech is the way to go. Always will be in Fallout, it's hilarious.
The number is an RPG abstraction for power. What the bandits should realize is that they are horribly outclassed and have no chance to beat him, and hence back off.
Again how would they know that?
No one quite knows how dangerous another person is and a group of bandits may thing they are safe because of numbers. Where as if it was a one on one battle the individual might not pick a fight while when attacking a tough looking person in a group means that they might not be able to fend off all attackers at once.
So again, without seeing a number over the guys head, or being afraid of a type of sword they see (pro tip most swords are pretty deadly) then how would they up and assume they are so outclassed it is pointless to attack even in a group?
Depends on the game, of course, but in something like The Witcher, it feels a little silly when random barely-trained bandits charge out at you instead of hiding, when your reputation (both personal and related to the job) precedes you.
It feels like the equivalent of some gangbangers with a few glocks coming after a uniformed Navy Seal carrying a couple of serious guns and a grenade belt.
This is not a thing sane people do, they would hide and wait for the next unarmed merchant to stroll by.