Mana sensitivity is like drinking

Elta

我不会把这种
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Or should be in a game.





I've heard that drinking alone is different from drinking with friends etc, but I have no idea because I've never done that. It is obvious to me that when you are home at the end of the night smashed it is certainly different from when you are smashed and in a party mode. In party mode you nearly always think you can drink more because you are in a sort of contact high,music - endorphin induced frenzy.


As such, I don't think you would be able to proper gauge how much mana you have "in the tank" in combat, you are in a frenzy - panic - running on trained instinct. It should be much more difficult in a RPG to gauge how much mana you have left.

Weight lifting is a good analog as well I suppose. You just did a set, you are convinced you can do another and fail 2 reps from the end. The Adrenaline and ego (to a degree) cloud things.





......

The more you use it, the more you are aware of how much you have in you. Likewise a college kid who just pounds 'em and has 15 beers every Saturday is not really aware of when he is drunk, because he always ends up drunk. That same kid 10 years later who only has a big session like that once or twice a year, but twice a week has 5 drinks at happy hour after work will obviously be much more aware of when he gets drunk.

5 drink in one hour - smashed.
5 in 3 - Perhaps not legally drunk depending on his size.

Mana should be like that as well, the more you use it the better your awareness of when you are spent.



.......

I don't think the HUDs should have hard numbers, maybe something like
5 dots set up vertically in ascending colors.

Black
Brown
Grey
Sky Blue
White

The higher the more spent etc, A Noob could see a Sky Blue dot in when he is really Brown and in combat cast one spell and land right in Black - empty after one big spell.

A veteran player will have very little error except when he is very fatigued, in heated near death combat etc.



Thoughts?
 
I hear this is why a lot of people don't play MMOs, because large parts of the communities want to introduce mechanics that severely pick on "n00bs," when the games already take forever to level up. (bonus points if the promoters of said ideas are already high level and just want the changes introduced now but of course keeping their characters)
 
Also, it's a bloody game for crying out loud! So realism often has to take a back seat to
gameplay. Random events of that sort will also drive away anyone who wants skill
to be the prime determining factor in how they do.
 
If you have never failed a set, (I am no expert) but I think you are not trying hard enough.
 
Did you not read the OP?


Mana is something intangible, it literally is magical and effects the body. It is not a simple statistic like the amount of petrol in a car.

As such I think we can have more immersive games with less statistical wankery if we treat Mana like some thing else that is not totally tangable to the user at the time - such as drunkenness. Though of course, the more you drink at different amounts and the more experience you have with it the more aware of it you are.
 
I did read the OP, it didn't seem to be making a point.

I prefer the statistic aspect, having a health and mana bar. Especially since being killed because you ran out of mana unexpectedly would be unbelievably frustrating.
 
NEWSFLASH - mana is fictional, it's only a game.



You're welcome.
 
Thanks for the news flash, never again should game developers consider immersion. I'll alert the press.
 
Especially since being killed because you ran out of mana unexpectedly would be unbelievably frustrating.

Yeah, I don't particularly play WoW or whatever may be referred to here, but it sounds in general like wanting to introduce mechanisms to penalize "newbs," or even worse, people who haven't invested X playtime, is a bad idea.
 
Yeah, I don't particularly play WoW or whatever may be referred to here, but it sounds in general like wanting to introduce mechanisms to penalize "newbs," or even worse, people who haven't invested X playtime, is a bad idea.

WoW's actually gone in the opposite direction, it's far easier to get into the game and level etc than it used to be. With the upcoming expansion revamping the old content it's most likely going to be even easier too.
 
All MMOs suffer that fate because frankly, if you are new and you log in to a game with 500k+ people at max level and you are low level, and levels are hard to achieve... you lose interest. SO over time every MMO allows faster and easier leveling. Back in the day I played Anarchy Online. Max level was 200 and seeing a 150+ was awe inspiring and very rare. The 2nd expansion for the game made leveling so asy you had lvl 200 noobs asking, (note the quotes) "What is a lockpick for?" There is a gameplay design flaw with said expansion that caused this frequent question. But it makes a perfect example of this. Yes, the answer was "To pick locks."

On Topic: The only problem with making mana more realistic is you have to make health more realistic as well if you do. And if you did that, really a lvl 50's health is not that much different from a lvl 1's. You may be able to run faster and be more athletic, but a bullet/arrow/sword kills just the same. So why bother with levels at all? (Also unrealistic) As it would be more about gear alone with help from a good skill system and good reaction time on the player. Not to mention one hell of an intuitive interface.
 
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