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September 27th, 2010, 14:53
Only most players will not think but just reload, at least if the outcome really matters. If you use a roll-based system and inform the player in cases he has 0% success chance, than given a save anywhere system, you have a system where a player can always turn it into Vince's system, if he is just patient enough. If you do not inform the player, you can get them potentially very frustrated.
Not that I disagree that there aren't pros and cons to both approaches, but i think in a game that is specifically designed to be replayed trying out different character builds, like AoD, its a valid design choice.
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