stealth bonus for the player
I never bothered to try it because the developers always hold to this certain rule that whenever a mechanic or feature didn't make official release, it was usually due to it causing (unsolvable) issues.
If it well done and if it add a purpose in the gameplay, it's very goodThat being said, I don't mind if games have a survival mode like that as long as it's optional.
Kingdom Come 1 & 2 which try to some extend being realistic achieve it very well.
Aye.I guess it's really tricky to implement such mechanics in a way that it feels natural and doesn't get awkward during or right after important story parts.
Penalties can work fine for an RPG. For example, this is how it is done in Fallout. You are penalized for neglectng Food/Water/Sleep.I'd say keeping it to bonuses is the best approach for RPGs
Sadly, few games manage to do this sort of thing properly... Even in survival games having characters react to different biomes is rare.Anyway the reason I got into that was becasue going to the snow blizzard mountains took me out of the immersion as I stomped around in the howling wind and the white out white screen and the character acting like it was the same as the warm beach. I thought there should at least be some sound effects and a little slower animations.
I don't think they were ever really intended to be a part of CDPR's games. I'd argue that the games were always focused on real-time gameplay mechanics and narrative arcs. Survival elements never played into it.Penalties can work fine for an RPG. For example, this is how it is done in Fallout. You are penalized for neglectng Food/Water/Sleep.
The crux is again, about how much it detracts from the general gameplay.
A scavenging focused game like Fallout has a lot more leniency for how involved the survival stuff is because it aligns with normal gameplay.
A game like say, Witcher or CP2077 where gameplay is more about going through stories rather than cupboards, then such things are outside normal gameplay so there's much less room to incorporate them. Thus going for "Bonuses" only makes more sense (Though, ideally have them with better durations than CP's 60-120s long buffs from eating/drinking, especially when the bonuses are nigh impossible to even tell they do anything)
Though, I feel like CP2077 was considering adding such things, what with the large quantities of food and drink available (As well as all the restaurants and vending machines all over the place). Alongside the whole concept of being focused on immersion...
That said, CP2077 has a lot of weird things from multiple different genres... Like the whole "Looter Shooter" equipment thing, these "Survival" thing with food/drink, a half-baked "Crafting" system... Quite a mixed bag of ideas... So it's hard to say how serious anything thoughts about this were.
I like the KCD implementation just for immersion. The character gradually gets dirty, clothes are a mess, I can almost smell how bad the character must be stinking from all the travel and activity. I would imagine that people in towns aren't much better, but better enough that my character probably looks and smells unpleasant to be around. If he's about to sit down to eat (which as pointed out is a bit too often), looking at his hands covered in who-knows-what, that barrel of filthy water beside the building seems clean enough relatively speaking to make it worthwhile to wash the hands. Taking a real bath and washing clothes is a bigger chore, but finally feels therapeutic when the rare opportunity to do so arises.If it well done and if it add a purpose in the gameplay, it's very good
Kingdom Come 1 & 2 which try to some extend being realistic achieve it very well. For example, washing yourself increase your charisma, because well, wearing crappy clothes covered by shit doesn't really help convincing people you're talking with (even less wealthy people^^). The same goes if you're stinking badly...
On the other hand, wearing clothe covered by blood can help you to intimidate people (as much as wearing heavy armor).
Though the main contention is simply how quickly this mess builds up.I like the KCD implementation just for immersion. The character gradually gets dirty, clothes are a mess, I can almost smell how bad the character must be stinking from all the travel and activity.
That's why I would choose to avoid any "penalties" for not eating/washing/evacuating. I take a shower--I get a modest boost to "Cool" or similar "charisma" based skills. I'm well fed--I get a modest boost to health and passive healing outside of combat. I'm fully rested---I get a bonus to stamina and regen rate. Something small that rewards players that choose to immerse in that way, minor but practical.
To be fair, taking care about your character needs (food, drink, sleep, clothes and weapons conditions,...) is a part of the actual gameplay in KCD 2 and is fully integrated in the whole game (as much as it is in Valheim in a quite different way), so I think if you find this as an annoyance, it's clearly not a game for youThis frequency not only takes away from the immersion, but also then translates directly into annoyance for the player. As they then have to nanny their character by dealing with all these issues, detracting from the actual gameplay.
Just being fully integrated into the game doesn't mean it's the main gameplay.To be fair, taking care about your character needs (food, drink, sleep, clothes and weapons conditions,...) is a part of the actual gameplay in KCD 2 and is fully integrated in the whole game
I don't necessarily hate the systems. It's more down to how obnoxiously frequent such things end up being.so I think if you find this as an annoyance, it's clearly not a game for you
Doesn't make much sense to me... It's like saying BG3 is an RPG so combat aren't the main gameplay and so doesn't have to be turn based.Just being fully integrated into the game doesn't mean it's the main gameplay.
From my understanding the main gameplay of KCD is the RPG aspect as well as the combat.
Rather than being a "Survival" game where the main point of the game is to survive, by interacting with these systems. That being literally the main gameplay elements (Some games, like Subnautica, can have some sort of loose "Story" attached to them, but the brunt of the game is "Survive"
I don't think they too frequent in the game...I don't necessarily hate the systems. It's more down to how obnoxiously frequent such things end up being.