Kilsin said:Community Debate - Realism - How real to life do you like your MMORPG's to be, is there a limit to how much the game world should imitate real-life elements, and if so, what are they in your opinion? #MMORPG#CommunityMatters
I like it pretty real-to-life.
One thing I see as very important that most don't want to see is player collision. I can think of nothing that makes the game feel more phoney, more game like, and Less like a World or a MULTI Player MMO than to go down a crowded Street or through a crowded Room like they are actually empty.
I want to eat and drink, I don't want to... "Relieve" myself.
I don't want to see someone with a sword the size of there body.
If my pockets are loaded with 8000 pieces of copper I want to KNOW it. (ie. can't walk, or if I can then at least slowly waddle)
I want a place my Elf Wizard can call his Home and relate to, one that doesn't have just as many Ogres and Dwarves living in it. (ie. Tutorial)
If I get sloppy and cast a nuke with myself targeted.... I want to be reminded DON'T EVER f-ing do that ever again!!!!!
If an Orc Runs by me chasing Soandso I want to NEED to be smart enough to know I'm going to have to get out of his return path... I NEVER want an Orc Goblin or something to ignore me and walk past like I don't exisist. (I need to feel that I DO exist... even though I'm just a line of computer code in a data base)
Good point Zorkon, concerning the selfnuking.
I'm ok with managing my coins, personal inventory, food and drinks. Even endurance, when I'm running for a long while or when I'm climbing/swimming. Not only hold my breath under water. Would I sink to the bottom of a body of water if I'm not actively moving in that water (or actively attempting to stay above the waterline) or would I stay afloat automatically? I would prefer to sink to the bottom. Situational awareness, yes please! You just don't park yourself in the lake and go afk because there are no mobs that can hurt you. At least you have a value for floating materials/constructions now. Why would I buy/rent/build a boat if swimming does the same thing? Other than a speedfactor (but let's not get into that puddle of mud). Boats can provide just that; the floating element within your game. And that's fine.
There are many games that have an endurance/stamina feature. Somehow in some games, it's just overlooked?
Allow for different pacing by characters, really helps me feel like it's an actual "being" in this game. It can get exhausted, overburdened, feint in the head (due to not eating/drinking, or too much at one time). A normal walk wouldn't impact my endurance, but if I'm sprinting my way through a dungeon, sure endurance could impact how far I can go in one stretch without taking a breather.
I really enjoyed (oddly enough) the emotions my character displayed when it was poisoned in eq2. Sadly it wasn't worked out well enough. Can I throw up in a game? Sure. But how you experience being poisoned beyond this first emotion could be improved a lot. Clouded vision, not able to keep a straight back while walking, or not being able to walk in a straight line. A decrease in my accuracy or strength while holding up arms, an increase in stiffles when attempting to cast or a loss of concentration when casting. Heck, I just might fail the more demanding abilities in this state and can only master the simpler abilities (scales to the amount or state of poisoning?). Should you be able to climb, swim or sprint when you're poisoned? No. Can your poisoned state be resolved swiftly by yourself or others? Yes, quite possibly. But you at least have experienced being sick in some fashion, other than just a dot depicted in your far right corner of your screen.
I expect to see different fauna between day and night, at the very least. If fauna or flora is placed in an area that you organically wouldn't match together, give it a good lore explanation.
Any humanoid structure should have a purpose, many with variable interactables. Only the very basic or rudimantory would be about displaying the structure and items laying within or around them. Taverns, temples, workstations can excist with some way of interaction for the player. It doesn't have to be all that complex either as long as it makes sense.
There are just so many things that find their place in the zone between our real life and the superlatives of an over the top fantasy realm.
Zorkon said:Kilsin said:Community Debate - Realism - How real to life do you like your MMORPG's to be, is there a limit to how much the game world should imitate real-life elements, and if so, what are they in your opinion? #MMORPG#CommunityMatters
I like it pretty real-to-life.
One thing I see as very important that most don't want to see is player collision. I can think of nothing that makes the game feel more phoney, more game like, and Less like a World or a MULTI Player MMO than to go down a crowded Street or through a crowded Room like they are actually empty.
I want to eat and drink, I don't want to... "Relieve" myself.
I don't want to see someone with a sword the size of there body.
If my pockets are loaded with 8000 pieces of copper I want to KNOW it. (ie. can't walk, or if I can then at least slowly waddle)
I want a place my Elf Wizard can call his Home and relate to, one that doesn't have just as many Ogres and Dwarves living in it. (ie. Tutorial)
If I get sloppy and cast a nuke with myself targeted.... I want to be reminded DON'T EVER f-ing do that ever again!!!!!
If an Orc Runs by me chasing Soandso I want to NEED to be smart enough to know I'm going to have to get out of his return path... I NEVER want an Orc Goblin or something to ignore me and walk past like I don't exisist. (I need to feel that I DO exist... even though I'm just a line of computer code in a data base)
I'm with you on some of these, but others are a nope.
As a healer, I don't want to know if someone gets "sloppy" and nukes themselves. There is no reason to make any healer's life harder in this way. I would like to think that my character and your character are smart and sensical enough to decern friend from foe even if the user seems to be having some issues.
Someone having a sword the size of their body, long swords come to mind and they exist in the real world. I don't mind this at all I just would want to see the weapon be realistically proportional to their character's body size and not look out of place.
Player collision is nice until you consider how it can easily be intentionally abused, or you consider what it means when you happen to be behind someone on a wall and then go splat because you bumped into them after reaching the top of a ledge. This is one of those things that can become extremely tedious to navigate around and has other complications when you consider environments like wind shear and how player collision would affect those fights.
I do agree that food and drink need to matter and there needs to be a reason to eat and drink. If summoners get the ability to summon food and drink as stated in their class overview then there needs to be a reason to utilize this spell. I also agree that coins should have weight (just hopefully not to the point that it becomes a tedious task to manage) and that mobs should be smart enough to aggro to players even if they are running after another player.
There are some things that I would like to see in action before I made my mind up. I do like the idea of self harm if you cast something or even do something unintensionally to yourself (standing on your own trap). But it would make an interesting mechanic to introduce (even if it is hard for healers). Maybe it could be countered with the skill of the character in using the mechanic? Auto avoid your own traps when you master the skill and become more aware of trap placements of others, that kind of thing.
I would like to see physics in action (weather, realistic trajectories, ice slippage, escalating fall damage and the like.
Player collision is a pain when you get those selfish **** that decide to block something intentionally in game. So I am not sure on this one. Maybe implement it out side of "safe zones".
I dont think we should discount physics because it affects quality of life, though. If you introduce something that hampers a player, then also introduce a way that can relax the effect too. Something that has to be learned or attained. For instance, I dont mind fatigue and can live with slow downs because of over burdens (lose the weight or get a bag with a charm on it or get stronger).
Day and night cycles with their own fauna and flora, but also seasonal would be a nice change too. Snow leading to slow downs, deep snow making it hard to do hand to hand. Positional encounters would be interesting. Choosing a battle ground that can benefit your group and hinder the others. It is a fantasy game, but we still need to relate to the real world. I think we should have as much reality as possible but always have a fantasy element to counter those restrictions.
FatedEmperor: Someone having a sword the size of their body, long swords come to mind and they exist in the real world.
I am no expert, but I do know of swords that were around 5 foot in length 1.5m (ish) that were used in battle (e.g. two handed highland claymore) and I would expect others to be of similar size. But I do take your point, some of the Manga (and not only that genre) swords are just... well... too much.
Nekentros said:Zorkon said:If I get sloppy and cast a nuke with myself targeted.... I want to be reminded DON'T EVER f-ing do that ever again!!!!!
I love this one!
I love the humour, but 'realism'? Why would my character cast a fireball and point at themselves? By accident? Lol.
disposalist said:Nekentros said:Zorkon said:If I get sloppy and cast a nuke with myself targeted.... I want to be reminded DON'T EVER f-ing do that ever again!!!!!
I love this one!
I love the humour, but 'realism'? Why would my character cast a fireball and point at themselves? By accident? Lol.
I would actually argue that the ability to target yourself with your own single target nuke is unrealistic. It's like trying to pick yourself up off the ground by your belt, its just not possible. Now standing in a ground target or blast effect that you cast is just poor planning.
@Barin999 adding in character buoyancy into the game could be very interesting, especially if water was intended to be a hinderance for travel and retrieval of treasure.
Rather than hard bounding box character collision it would be interesting to see if a soft bounding box could be created where you move very slowly through a crowd but each character only blocks a very small center portion of their body. You get a fair amount of the realism without getting the majorly abuseable mechanics.
Pantheon should come with a helmet that you plug into your computer via a USB cord. Every time you die, that helmet would shock you. The shock gets more severe for every death and resets only if you don't die for a 24 hour period of played time.
Kilsin said:Community Debate - Realism - How real to life do you like your MMORPG's to be, is there a limit to how much the game world should imitate real-life elements, and if so, what are they in your opinion? #MMORPG#CommunityMatters
For me, the reality I want is one that is reflected in the actions of the NPCs as well as the supporting infrastructure for those NPCs. Let me explain.
Cities
Lets look at a city like Thronefast. It should be filled with NPCs all going about their daily business. Not just standing there static, unmoving, hour after hour, day after day. Even within its Bakery, the Baker should be moving around, simulating the things that a Baker in its Bakery would be doing. There should also be the infrastructure to support the city's inhabitants. Bakeries, Butcheries, Vegetable markets, Forges, etc on down the line. Outside of the city there should be fields of various grains and vegetables, corrals filled with animals, etc, all tended by shephards, farmers and herdsman. Throughout the day they would be moving around doing what they do. And, yes, at night, they should all 'go to bed'. Every last one of them. So yes, if you showed up in Thronefast at 2am local time, you're gonna have to wait to buy something. Even under the city there is the infrastructure needed, the sewers, the catacombs, the dungeons. Every city should have this.
WHen you look at NPCs out in the wild, specifically societal NPCs (those NPCs who live in communities, inhabating a given structure like an old fortress or a warren of caves/dungeons) they too should have all the necessary infrastructure to support them. Maybe they aren't farmers, but they need to eat, need to drink. Unless they specifically and deliberately only use scavenged items, forges, barracks, armories, larders, kitchens should all be present.
NPCs
NPCs should be much more realistic in their actions and reactions. Take Black Rose Keep as an example. Within the zone there should be patrols of guards moving throughout the zone, while some guards would be assigned to a specific location, others should be moving around. Basically fewer static NPCs and far more motion.
Physics
Now lets talk about physics, or more accurately, the physical. Falling specifically. I've always felt that a hitpoint based falling system was utterly stupid, that the more HP you have the higher you can fall. No. Falling off a given height at level 1 or level 50 should make no difference. Both should either kill you outright or place an unresistable and permanent massive movement debuff, representing that you just broke both of your damn legs and are bleeding to death, that would need cured/dispelled. Throw a 5 year old or a 30 year old off the same 5 story building and both are get effed up.
Speaking of falling, your climbing mechanic had better not allow for you to re-grab the wall if you fall off. EQ2 had this where you could jump off the top and just a few feet above the ground re-grab the wall, taking no damage. Bullpuckey. That would rip your arms off. If you're knocked off, or you deliberately move off the climbable surface, you should fall to the bottom and suffer whatever damage is applied due to the height.
Weapons
The first attack by any weapon should take into account the weapon delay. It should NOT be instant. Your weapon is never instantly ready at all times, you need to get it into position, then actually swing the damn thing. That takes time.
Changing weapons in combat should take into account weapon delay of both weapons, the one you are switching from and the one you are switching too. It should not be instant. You aren't holding them both in your hands simulateneously. You need to go to some bag or other inventory, find it, then unequip then equip then attack. Again, this takes time.
Vandraad said:EQ2 had this where you could jump off the top and just a few feet above the ground re-grab the wall, taking no damage. Bullpuckey. That would rip your arms off. If you're knocked off, or you deliberately move off the climbable surface, you should fall to the bottom and suffer whatever damage is applied due to the height.
Yeah I also agree. I hope they don't allow you to fall a long distance and then grab just before impact.
Vandraad said:For me, the reality I want is one that is reflected in the actions of the NPCs as well as the supporting infrastructure for those NPCs. Let me explain.
Cities
Lets look at a city like Thronefast. It should be filled with NPCs all going about their daily business. Not just standing there static, unmoving, hour after hour, day after day. Even within its Bakery, the Baker should be moving around, simulating the things that a Baker in its Bakery would be doing. There should also be the infrastructure to support the city's inhabitants. Bakeries, Butcheries, Vegetable markets, Forges, etc on down the line. Outside of the city there should be fields of various grains and vegetables, corrals filled with animals, etc, all tended by shephards, farmers and herdsman. Throughout the day they would be moving around doing what they do. And, yes, at night, they should all 'go to bed'. Every last one of them. So yes, if you showed up in Thronefast at 2am local time, you're gonna have to wait to buy something. Even under the city there is the infrastructure needed, the sewers, the catacombs, the dungeons. Every city should have this.
WHen you look at NPCs out in the wild, specifically societal NPCs (those NPCs who live in communities, inhabating a given structure like an old fortress or a warren of caves/dungeons) they too should have all the necessary infrastructure to support them. Maybe they aren't farmers, but they need to eat, need to drink. Unless they specifically and deliberately only use scavenged items, forges, barracks, armories, larders, kitchens should all be present.
NPCs
NPCs should be much more realistic in their actions and reactions. Take Black Rose Keep as an example. Within the zone there should be patrols of guards moving throughout the zone, while some guards would be assigned to a specific location, others should be moving around. Basically fewer static NPCs and far more motion.
Are you ok with a double standard when it comes to this implication? Meaning: When you're ok with npc's going to bed and shops closing at night in Thronefast. Are you ok with more active mobs in Black Rose Keep during the daytime and fewer during the night? Or reversly: the amount of mobs in Black Rose Keep relates to the amount of players nearby? (this last one seems quite difficult to implement) How about caves and other dungeons? Would you consider there to be a day/night cycle for those mobs as wel? Or would you accept that when it comes to combat areas, it's npc behavioural options and their variable regional population is more "restricted"?
Trasak said:Rather than hard bounding box character collision it would be interesting to see if a soft bounding box could be created where you move very slowly through a crowd but each character only blocks a very small center portion of their body. You get a fair amount of the realism without getting the majorly abuseable mechanics.
It's important to consider how all this would play out in a major hotspot. Where you have 100's of players running back and forth. Do we really want to design a traffic jam?
Still, the slowing down factor could remain optional there. Where you have moments in a well populated place, where you move slower and faster depending if you're passing through a mob of players. Somehow that makes sense and it would add some immersion/realism to this activity. Rather than becoming a lucid figure splashing through everything at rapid pace.
Something to be tested for sure!
Barin999 said:Are you ok with a double standard when it comes to this implication? Meaning: When you're ok with npc's going to bed and shops closing at night in Thronefast. Are you ok with more active mobs in Black Rose Keep during the daytime and fewer during the night? Or reversly: the amount of mobs in Black Rose Keep relates to the amount of players nearby? (this last one seems quite difficult to implement) How about caves and other dungeons? Would you consider there to be a day/night cycle for those mobs as wel? Or would you accept that when it comes to combat areas, it's npc behavioural options and their variable regional population is more "restricted"?
Yes, I'm absolutely OK with day/night cycles changing the number of NPCs out in the wild, such as BRK and for NPC shops to close up at night. As for the dungeon situation where day/night doesn't exist, some waxing/waning of NPCs would still be a natural thing. WHere I'd say this would not apply would be a dungeon full of undead. They would not need sleep/wake cycles. Above ground, they would wax/wane to the day/night cycle.
I like the idea of dungeons having 'shift changes' and cycles players need to work out if they want to encounter certain monsters (or want to avoid certain ones).
I remember reading some fantasy fiction from the point of view of a necromancer who 'ran' a dungeon and the undead section *did* actually change shift according to which necros were on/off duty. One necro was human and quite new so never wanted the more 'stinky' undead on guard when he was on duty hehe.
Would be great, if you wanted to avoid the Stinking Shamblers, you had to wait to see if Necromeister Sensitive-Nose was on duty.
Trasak said:disposalist said:Nekentros said:Zorkon said:If I get sloppy and cast a nuke with myself targeted.... I want to be reminded DON'T EVER f-ing do that ever again!!!!!
I love this one!
I love the humour, but 'realism'? Why would my character cast a fireball and point at themselves? By accident? Lol.
I would actually argue that the ability to target yourself with your own single target nuke is unrealistic. It's like trying to pick yourself up off the ground by your belt, its just not possible. Now standing in a ground target or blast effect that you cast is just poor planning.
I see your point's and agree with them in the case of actual aimed shots such as
Silent ArrowA carefully aimed shot that inflicts devastating damage to your enemy. If your enemy is currently caught in a trap, this ability will critically hit. Additionally, Silent Arrow will inflict bonus damage if outdoors. Silent Arrow is only usable out of combat. (Manually Aimed. If in 3rd person view, activating this ability will move the camera into an over-the-shoulder perspective. 1st person view will not be affected.)
But most spells aren't aimed, this is tab targeting, that to me is more of a Focus, or Willing where the spell will land. Target can be off to the left or right of you, in EQ the target could be behind you, (Quad kiting you do not turn arround) there's no pointing. You Will where the spell will land, what are you focusing on at the time? yourself? Totally accurate.
And my example was Spells, but I didn't mean to limit it to only casters, Melee as well. None of this "You can't attack that target" hand holding, who here hansn't accidentally cut a finger with a knife, smashed a thumb with a hammer, or had an Axe defect off a log and cut themselves in the shin.
And thats not even covering swinging a bladded weapon in water,, wow totally bad Idea (did it in RL as a kid, cost me several stiches) The blade works like the rudder of a boat and goes where it's pointed, But to have this effect in water fights I think would be going a bit to far.
Add at edit:
Coming into early EQ from the likes of Doom, wolfinstein 3D and other first person shooters I was pretty astonished to find my first experience with Tab Targeting... THAT is in no way "aiming". And actually I would find that better than self damage, we SHOULD have to aim.
Kilsin said:Community Debate - Realism - How real to life do you like your MMORPG's to be, is there a limit to how much the game world should imitate real-life elements, and if so, what are they in your opinion? #MMORPG#CommunityMatters
From a gameplay perspective, there is positive reinforcement that is pleaseing to get from intuitive knowledge you already have, as you translate it against the elements in the game.
What I mean is this: How the environment impacts you- a simple example is discovering you drink more water while in the desert, and then realizing that a game drink that has a description as a "flowing drink" tends to last longer. the "ah-ha!" or "Eureka!" moment is pleasoing. You are in a cold place and the shaman casts inner fire and your stamina is not as affected from the cold- your joints are not as stiff from being warmed by the spell, so named- ah-ha!.
How items impact you: Armor has weight, the joy of weight reduction bags, coin having weight and the nice accidental break time that it serendipitously provides while you sell off- bio break, get drink, glance at the pet, etc.
Skooma addiction or the like. favorable or unfavorable tolerances, maybe there is a situation where you wish you did NOT have such a high tolerance to something,
Vandraad said:Yes, I'm absolutely OK with day/night cycles changing the number of NPCs out in the wild, such as BRK and for NPC shops to close up at night. As for the dungeon situation where day/night doesn't exist, some waxing/waning of NPCs would still be a natural thing. WHere I'd say this would not apply would be a dungeon full of undead. They would not need sleep/wake cycles. Above ground, they would wax/wane to the day/night cycle.
Would the following work aswel? Let's say the Keep has a population of 20 mobs. And during the daytime, they are spread out across the entire Keep. Many on guard duty or walking in the halls. At night however, you'll encounter the same amount (namely 20) within that same Keep. But the regions they populate would differ. They might be more around kitchens, dining rooms, pantries, sleeping quarters, etc.
Or do you really mean with waxing and waning, that the total number of mobs should differ between day and night? More mobs during the day for example and less at night. Or the opposite depending if the lore explains their alertness and their protective behaviour during night times.
Barin999 said:Vandraad said:Yes, I'm absolutely OK with day/night cycles changing the number of NPCs out in the wild, such as BRK and for NPC shops to close up at night. As for the dungeon situation where day/night doesn't exist, some waxing/waning of NPCs would still be a natural thing. WHere I'd say this would not apply would be a dungeon full of undead. They would not need sleep/wake cycles. Above ground, they would wax/wane to the day/night cycle.
Would the following work aswel? Let's say the Keep has a population of 20 mobs. And during the daytime, they are spread out across the entire Keep. Many on guard duty or walking in the halls. At night however, you'll encounter the same amount (namely 20) within that same Keep. But the regions they populate would differ. They might be more around kitchens, dining rooms, pantries, sleeping quarters, etc.
Or do you really mean with waxing and waning, that the total number of mobs should differ between day and night? More mobs during the day for example and less at night. Or the opposite depending if the lore explains their alertness and their protective behaviour during night times.
I really like this idea. The uberest of ubers could dare to go to the barracks at night and wake the 10 guards by attacking the guard on watch for some tight-enclosure encounter fun, see who lives or slaughter before they sound a larger alarm. But more seriously for cautious groups that stumble upon the night cycle in BRK or MUST be there at night for some sneak quest related reason: Vermin and bugs. Vermin and bugs come out at night and also sneak around, and the things that hunt them. Sneaky enough not to wake the guards and perhaps more deadly with poison bites or other tactics. Farmers dont mind seeing milk snakes in their barns because they're harmless and help keep the mice away, what most people dont realize? is that milk snakes are constricters- just like their giant amazon cousins *squish* the poor mice!.
So imagine sneaking around and being attacked by some vermin or a bug or trying to resist crying out for help in a last gasp from having the air squeezed out of you! but then again, accidental faction might work in your favor if you can manage it, the guard dog might wake first and have to decide between the vermin and you.
in a dungeon, it would be more prone to Geo-thermal type activity I woudl imagine. pressures rising and falling in reaction to the day/night cycle above/outside as well as humidity changes as a result. perhaps causing mushroom cycling or lichen. stalagtite dripping or even bats being a signal when they wake.
Barin999 said:Would the following work aswel? Let's say the Keep has a population of 20 mobs. And during the daytime, they are spread out across the entire Keep. Many on guard duty or walking in the halls. At night however, you'll encounter the same amount (namely 20) within that same Keep. But the regions they populate would differ. They might be more around kitchens, dining rooms, pantries, sleeping quarters, etc.
Or do you really mean with waxing and waning, that the total number of mobs should differ between day and night? More mobs during the day for example and less at night. Or the opposite depending if the lore explains their alertness and their protective behaviour during night times.
Both, actually, depending upon the situation, evironment and the inhabitants. The overland zones would see diurnal species out when the sun is up while the noctural species and undead would replace them at night. In BRK, the time of day could easy see the population density vary. Why not?
And yes, this would mean you need to be mindful of the time of day and might very well need to adjust what you are doing and where you are going depending on the time of day. I don't see a problem with that. Frankly, nighttime should be more dangerous.
We've heard VR developers use the #worldsnotgames constantly. This type of thing is what makes a world be alive.
Syrif said:vjek said:I only want internally consistent. Beyond that, it's a fictional/fantasy world that I'm paying a subscription for, to be entertained. In that context, I would hope it's more fun/entertaining than tedious. I get enough tedious IRL.
I would think PlayStation and WoW to be less tedious than Pantheon, and Pantheon to be more world-oriented and tedious than PlayStation and WoW, no?
I think having a clear choice between 'quick' like PlayStation/WoW vs more goal-driven like Pantheon will be a good thing. People will decide which style fits them better and gravitate to one or the other. I do believe VR will stick to their vision instead of trying to appease every single individual. Having a clear choice of which to be in (in the mmorpg market again) will be a good thing.
Why are you responding to Vjek as if he was responding to you? He wasn't defending WoW or anything in response to your previous comment.
Also, PlayStation is a platform and not a game... why are you comparing it with WoW? There are long (not 'quick') goal-driven games you can play on Playstation. Not everything is instant gratification. Furthermore, I wouldn't put WoW and especially vanilla WoW in that category either. Was WoW a bit quicker than some other MMOs in existence? Sure. But to say that going from level a naked level 1 to being a fully best-in-slot geared maxed out toon was "quick and instant gratification" would be disingenuous. WoW isn't perfect and deserves a lot of criticism but I get a bit sick of everyone just throwing out the "WoW bad!" rhetoric anytime they want to make a point.
Now to address the topic of this thread... I agree with most people here that I like realism up to the point it becomes boring, tedious, or just plain not fun. I don't want to have to do laundry in the game because you slowly begin to stink and lose charisma otherwise.
I am worried about the climate system, not going to lie. It is really the one part of the game that I am almost not looking forward to. I want it to be fun but everytime I imagine it it seems tedious and annoying. Just have to wait and see I guess.
I like some realism, but realism is not the key point to a great fantasy MMORPG.
Here are some pointers for what i have found out and dislike.
1. Having to go to the bank to empy my pocket for coins is boring. It does not give me anything, its just a hassle.
2. I like gear to have meaning. If i found a great sword with magical powers, i would not go and change how it looked. i wouldent care. Stats are tied to a weapon and how it looks. Taking away that realism is just... sad.
3. Survival games with eating, drinking and sleeping for the cause of needing to do it because your body needs it, and not because it is fun to do so, creates just that. A need to do something not fun and just beeing a hassle.
4. Realism to physics should be on point in general, but as a fantasy game, abilitys, creatures and magic can break those physics, as they should and would do.
In general, i just dont want realism to stop me from having fun, i dont want it to make fun things booring.
Realism is not necessarily a must for me, especially in a fantasy universe. What is more important to me is having player interdependency and making the world a harsh place to survive in. I do enjoy having that survival game aspect of food and water, having to rest, having encumberance rules, not being able to run and jump indefinitely etc. but those kinds of things don't have to be what makes the world difficult to survive in. EverQuest for example food and drink really only mattered when you were a broke newbie, and stamina rarely came into play. Weight reducing bags made encumberance a minor issue late game. It was the fragility of the players and the threat of a long difficult corpse run that made me invested in the gameplay experience.
Make the game too realistic and your character would bleed to death after getting a deep cut, or you'd be forced to take a dump in your pants during a battle (admittedly that would be hilarious). Too much realism and it's no longer a fantasy world there would be no magic and no monsters. I'm not sure how far the Pantheon devs are looking to go with this kind of stuff I'm guessing not far. I doubt players would be forced to sleep or get a debuff for example, or that falling from too high would break a leg/ankle and cripple your character until you found a healer/doctor.
I know I don't want a gameworld where my character has an easy go of it. It's up to the devs to decide how to make that challenge.
Games should be realistic enough for suspension of disbelief to be possible for most players, but outside of a couple specific genres, realism needs to take a back seat to fun. We need enough realizm to ground the game and give it its own internal logic, but not enough that we're dealing with unnecessary / uninteresting / boring / repetative tasks of dailiy living in that game world. It's a lot like impressionist art--it's amazing to look at and be immersed in, but it's a stylized version of a reality and isn't trying to be a photo-realistic representation. Other mediums also cut out the boring elements--movies / tv/ books don't spend a half hour meticuluosly describing the hero's uneventful commute across the city.