https://www.kickstarter.com/projects/1294225970/kingdom-come-deliverance/posts/904693
και συγκεκριμενα:
<i>Alcoholism!
Just as in almost all RPGs, we too will have the option of drinking alcohol in the game, and since it will be there, we want it to lead somewhere. So it will influence the stats of the player’s character in some way. That’s normal too. Only we said to ourselves that we didn't want it just to add a bit of health and then have a fuzzy picture. We want the lightened mood to raise charisma, speech and stats, allowing the player, for example, to persuade an NPC more easily. We want it to raise his self-confidence, while advanced drunkenness would, on the contrary, lower his stats.
That's all still easy enough, only we also want differences between various types of alcohol - for bad quality booze to make the character more ill than quality booze, which would show in a longer lasting hangover, and maybe that bad beer would make him throw up sooner (there will be puking, of course).
Well, then, we add to that a quality that most items have anyway. Only what will be the difference between beer, wine and spirits, when they are all of the same quality? Well, a person has to drink a lot more beer than spirits to get drunk and it fills him up a lot more. So, since we have overeating, the beer will behave like food and it will be possible to get overfull before one gets drunk, or get poisoned if it’s bad booze, and then we might easily have a number of different beers of various quality and other parameters. But, since moderate indulgence in alcohol increases the player's positive stats, he could exploit it by maintaining a permanent state of tipsiness and we have to somehow pre-empt that.
If the player boozes too much, he becomes an alcoholic. But how do we define “boozing too much”? How does the player get cured of alcoholism? How will all that look outwardly? Well, what can I say? I thought I’d have it written in one day and in the end I was writing it for three days, it has four pages of descriptions and when the programmers heard us, you could see the cloud descending on them and in the end they asked “And when are you going to stop thinking up BS and get on with the game?” </i>
ενταξει, οι αθρώποι δεν ειν καλά. με την πολυ καλη εννοια. μποράτσο, εχεις δει σε αλλο παιχνιδι τετοια αναλυση πανω στο πιοτί?
παμε το χαικού της ημερας: "γκοτύ και στο πιοτί".
α, δεν ειναι τυχαιο οτι τα παλικαρια της warhorse studios συστηνουν και αποθεωνουν το οριτζιναλ σιν. φαινονται οι μερακληδες...
συμπερασμα: ειμαστε σε θεικη συγκυρια για τα αρπιτζιά. τα επομενα 2 χρονια θα γεμωσουν οι σκληροι με αριστουργηματα.