Larian Banner: Baldur's Gate Patch 9
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#881176 15/08/23 03:41 PM
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Skirk Offline OP
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I love games that are similar to Baldur's Gate.
But due to the limited level of characters, interest in the game is greatly reduced.
After the characters reach the maximum level, interest in the game drops very much.
I no longer want to fight NPCs, I no longer want to complete quests, because there will be no reward for this. I'm just trying to get to the end of the game as quickly as possible. Especially if I play the second time and already know the plot and quests.

There is one suggestion.
It is necessary to add one drop-down menu at the beginning of the game. In that menu there will be a choice:

1. Classic style of play.
Character levels are capped at level 12 (or 20 if the game is tweaked for that)

2. No level limit.
Characters will level up even past the max level provided by the classic play style, but only HP will be added. As with increasing 1-2 levels.
This is the easiest option to implement.

3. No level limit.
Characters will level up even past the max level provided by the classic playstyle, but they will only be able to level up multiclasses at these levels.
You can no longer upgrade your character class, but you can use levels to create a multiclass.
This option is more difficult, but very interesting. She will revive multiclasses in the game. Nobody makes multiclasses in the game, because this makes your hero weaker. He will not be able to fully learn the skills of his class if he develops a multiclass. This is the biggest flaw of all these games. The mechanics are there, but no one uses them. With this option, multiclasses will be used by everyone.

4. No level limit.
Same as 3rd choice, but +50% experience.
So that players can enjoy multiclasses to the fullest.

What is the meaning of this idea?
To reconcile everyone. And greatly increase the replayability of the game.
If you want - play "classic game style". If you want - "no level restrictions". Nobody, nothing to complain about.
It is desirable to add these options faster. They won't do any harm, but when players reach the maximum level, they will know that they can then play without this limitation.

Implementation.
To get started, just enter this selection. There is no need to change the balance of the game. Even if 2-4 choices can lead to an imbalance in the game, it's the player's choice.
Then, if possible, you can improve the balance of the game for 2-4 picks (especially for 4). And you can not do this, because there is a "classic style of play." In any case, it does not require haste.
By the way. For starters, you can use the simplest balance for 2-4 choices. Add % HP for NPCs per unit of stamina or per level It's all a matter of percentage. This requires some experimentation.

P.S. I am Russian and therefore I do not know English well. Translated by an auto translator.

Last edited by Skirk; 15/08/23 04:17 PM.
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Wouldn't it be much simpler to have higher experience tresholds for leveling up? I can imagine it is easy to make a mod for that.

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Skirk Offline OP
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This will not solve the problem with multiclasses, it will also need to change the balance of the game again, also players will not like such long levels.
But more DLCs will be added. How many of them there will be in the future, the developers themselves do not know. The lack of new character levels will have a very bad effect on new locations.

Last edited by Skirk; 15/08/23 06:26 PM.
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Originally Posted by Skirk
But more DLCs will be added. How many of them there will be in the future, the developers themselves do not know. The lack of new character levels will have a very bad effect on new locations.

Well, it is possible that big DLCs will come with an extra level or two. In the meantime, isn't it possible to focus on other rewards next to leveling up? Your characters can still get better by finding or buying better equipment, or by completing quests, or by discovering new areas. Besides, not being too reward focused could help you enjoy ther game more. The way the story develops should be interesting by itself, and can vary between playthroughs.

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Levelling up is a huge part of dnd crpgs and gaming. That's a big part if the GAMEplay. It's why these are games not books, or movies. Dissappinting to hear you'll be max level for most of ch3. That's not good game design - espicially fir a heavily structured crpg like BG3.

Last edited by Volourn; 16/08/23 06:29 PM.
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Skirk Offline OP
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No you can not.
This is only 10% of the reward from defeating an enemy or completing a quest. Whether there will be a better artifact or not - the chance is small, so a 10% chance is even a lot. And if it does, then such an artifact or better it will be possible to buy or not? Probably yes.
I propose a whole system that has never been seen before in games like this.
This system costs almost nothing to developers and does not anger oldfags. Perfect.
You can add as many new game modes as you want to this system, whether standardized or experimental (adding a comment, in the description of the game style, that it is experimental). You can add a mode in which the player himself determines the rules of the game (with a sufficient number of settings).
And at the same time, this will not affect the classic style of play in any way and will not anger the oldfags.
If you let players create and share game modes themselves, with a huge number of settings and saving these settings to a file, it will be almost a company editor. A big increase in replay value at a very low cost.

Last edited by Skirk; 16/08/23 02:58 PM.
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I don't really see the value this adds to the game. I wouldn't feel incentivised to progress more just for a few hit points, nor would I really get stronger as counter-balances need to be added.

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Skirk Offline OP
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You did not carefully read or did not understand the meaning of the sentence.
Even some of the suggestions in this forum are resolved by this suggestion, without changing the core of the game.

Last edited by Skirk; 16/08/23 03:27 PM.
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Skirk Offline OP
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I suggest breaking out of the box without violating tradition.
DnD fans will not be able to fault any changes to non-classic game modes + room for experimentation but studio control (resolution/approval of each mode), expansion, accumulated experience of rules and features, increased replay value, voluntary free tests, expansion of opportunities and player coverage + a great future in the form of any number of DLSs.


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