Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Oct 2017
Fawlcon Offline OP
stranger
OP Offline
stranger
Joined: Oct 2017
[b]Food/Drink: [/b] Drinking as a bonus action is fine, but eating as a bonus action is broken. Negates healing potions.
* Fix; Food healing is fine out of combat, but if used during combat it should take a full-action to use because it is too easy to snack during combat to keep health up.

[b]Resting: [/b] As is, just too easy to camp, combat, camp, combat; making short rest impractical. As is, why bother to even have a rest system if it is so easy to camp without restrictions.
* Fix; Put an in-game timer on the campsite (Say 30 minutes or more), so you cannot camp again until the timer runs out. Makes logical sense because one cannot just get up, do one battle, and be expected to be able to sleep again ten minutes later. It also encourages exploration and brings a sense of risk between battles and make short rests a must. (Personally, I only camped when absolutely necessary, usually had over an hour of gameplay, used short rest, and two or three battles)
* Easy Fix; Make camp timer an hour, but allow two short rests.

[b]Character Sheets:[/b] Short on information, cannot be expected to remember every statistic like where bonuses are coming from or which person has animal handling etc… D&D gamers love their character sheet, the more details the better, I’d even add a note section you can type anything to help people keep track of things during multiple playthroughs with different friends. If room is needed, just add tabs, pages, or scroll down more option.

[b]A.I. & Stealth & Battle: [/b] Going stealth should not make the A.I. totally lose track of your last location and pass on their turn.
Fix Idea; If all the A.I. enemies lose sight of the attackers, the A.I. should use Dash in an attempt to close in on the last known location and expose as many party members as possible. Meaning the A.I. will use all it’s movement to get as close to the stealth party member as possible.
Easy Fix; If the entire party is stealth and a determined distance from enemies, let the enemies reset to include healing to full.


Game on, Fawlcon.
Joined: Mar 2020
Location: Quebec
addict
Offline
addict
Joined: Mar 2020
Location: Quebec
Hello,

For the resting system, Larian's game system (including DOS 1 and 2) does not use any notion of time in-game : quests and events are triggered by action not time. For example, you could stay one real hour beside a sick man, no problem, but as soon as you go away a certain distance, the script considers that you chose not to heal the guy... Real time is not a great solution as a player could just go AFK one hour.

It does not mean there is no solution :P For example, you may notice companions whining about being tired and feeling like now would be a good time to rest. I am not sure what they use as a trigger, but I am guessing it is after using x class resources or taking x damage, or what not. Maybe it is or could be based on distance travelled (if that is somehow measured by their engine).

Joined: Oct 2020
Location: Sweden
addict
Offline
addict
Joined: Oct 2020
Location: Sweden
well. to be honest, if players wanna go afk a whole hour just to cheese the rest mechanic in that case, I think that's a fair price to pay smile

It would at least be A price to pay, unlike now.

Joined: Oct 2020
journeyman
Offline
journeyman
Joined: Oct 2020
I'm fairly certain that being able to rest whenever we want is by design.

A lot of plot elements are tied to the camp. That's why there's only one short rest, and combat's on the more difficult side. It's designed to encourage you to go to camp, which in turn moves these plot elements forward.

In the final game, we'll have even more companions, which means they'll want us to juggle our party around frequently. There'll be more in-camp discussions during Act I before we decide who the final 3 will be.

Last edited by Hrungr; 25/10/20 12:50 AM.
Joined: Oct 2020
C
stranger
Offline
stranger
C
Joined: Oct 2020
up for all your suggestions , Character Sheets is really need to be improved , it gives no excitment for getting new equipments or choocing between the equipments, the fun is too check the bonuses , and digging the potentials , not only the finally result!

Joined: Oct 2017
Fawlcon Offline OP
stranger
OP Offline
stranger
Joined: Oct 2017
[quote=PrivateRaccoon]well. to be honest, if players wanna go afk a whole hour just to cheese the rest mechanic in that case, I think that's a fair price to pay :)

It would at least be A price to pay, unlike now.[/quote]

You took the words right out of my mouth...lacking something better, it seems like the reasonable option


Game on, Fawlcon.
Joined: Oct 2020
C
CMF Offline
member
Offline
member
C
Joined: Oct 2020
It can go the other way though, if you want to camp every hour instead of using the current mechanic, that's on you too. I maybe camped 3 times on my first playthrough, then I realized there is story driven plot points when you camp for the night, so I camp after every big story progression now just to see if I missed anything. I don't need to camp very often for combat.

Why is it ok to ask players to put up with one system, but not put up with the other system. One provides flexibility on the user, the other only favors one player base and punishes the other.

For long rest/short rest as a whole, I do think there should be some indicator when you should rest to encourage resting. Right now the companions just mention how tired they are when they are out of spells for combat. Some sections you can't travel to camp or fast travel, so short rest is required there. As we are in overland exploration, we are able to camp a lot more than intended probably.

As far as stealth, it "works" in some degree, but pathing is buggy. What is "SUPPOSED" to happen when you stealth is a white marker is left at your last known location, I have had enemies roam to that spot on their turn in combat to try to uncover me. So they are not supposed to just ignore you. You are supposed to hide and then sneak away from the last known location to avoid being revealed.

What they need to do is fix the pathing on multi-tier environments where ladders and excessive climbing is involved. I think that is what breaks the AI.

Joined: Oct 2020
R
stranger
Offline
stranger
R
Joined: Oct 2020
Originally Posted by Fawlcon

A.I. & Stealth & Battle: Going stealth should not make the A.I. totally lose track of your last location and pass on their turn.
Fix Idea; If all the A.I. enemies lose sight of the attackers, the A.I. should use Dash in an attempt to close in on the last known location and expose as many party members as possible. Meaning the A.I. will use all it’s movement to get as close to the stealth party member as possible.
Easy Fix; If the entire party is stealth and a determined distance from enemies, let the enemies reset to include healing to full.


I believe this is a partially implemented mechanic already. When you Hide in combat, a little pillar of light is left behind where your character used Hide. Currently, this does nothing. Logically, one assumes the AI will investigate this location if the character that disappeared from that area does not reemerge within their line of sight.

Joined: Oct 2020
C
CMF Offline
member
Offline
member
C
Joined: Oct 2020
NPCs do investigate it, but as I mentioned above, the pathing is broken sometimes resulting them in just standing there. Better NPC pathing will make that mechanic work again and less complaints of cheesing and broken stealth mechanics.

Examples that I have seen NPCs path on are the two minotaurs and the tutorial fight at on the mindflayer ship helm.

I have seen broken pathing pretty much everywhere else where the npcs just stand there.

Last edited by CMF; 25/10/20 08:05 AM.
Joined: Aug 2014
veteran
Offline
veteran
Joined: Aug 2014
About resting. They're never going to do a rest timer. The best resource management would be to not play and do something else while a timer ticks and they want players to actively play.

So...a few things could happen.

Only allow fast travel to camp from areas that have been flagged safe.

Localized long rest in dangerous or faraway areas where you can be attacked. (BG1&2).

Attach a supply cost to long rests. Gold is a really good motivator for avoiding rest spam.



Last edited by 1varangian; 25/10/20 08:08 AM.
Joined: Oct 2020
C
CMF Offline
member
Offline
member
C
Joined: Oct 2020
I thought food as a requirement would be a good way to utilize the excessive food in game as well.

Joined: Oct 2020
Location: Liberec
veteran
Online Embarrased
veteran
Joined: Oct 2020
Location: Liberec
I dont like the idea of timer for resting ... for several reasons ...
But i gues some restriction here is in order ... i allready heared that people should be able to camp only from "safe" areas ... wich seem interesting.
But if there should be some "timer" i will certainly not tie it with real time ... how about you just "fill" some imaginary "rest metter" with everything you do ... exploring and talking give you small portion of this metter, on the other hand combat gives you much much more.
Lets say you should be able to rest every 1-3 easy combat scenarios for example (those are combats like in Blighted Villiage, where you have potentialy 4 groups of goblins) or one hard combat (practicly every encounter in underdark).

The OP made good point that players should not expect to go to sleep 10 minutes after wake up ... but when you realize that the ratio between real and game time isnt 1:1 ... and also you realize that your character was just fighting the whole gnoll pack, or whole goblin camp ... it starts to make sence they are exhausted even after 10 minutes of play. wink

Last edited by RagnarokCzD; 25/10/20 08:36 AM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Feb 2020
Location: Belgium
veteran
Offline
veteran
Joined: Feb 2020
Location: Belgium
The problem with camping is not that it's "too easy" or unlimited according to me.
The problem is that it has absolutely no consequences. Resting is a part of an important D&D mecanics : "ressource management".

Actually there is no ressource management because you just click a button or another and that's it. 5 or 30 sec mater you're full ressources back. That's so bad.

It should absolutely have consequences, such i.e random encounters while you're travelling/resting, eventually malus/bonus while your companions are tired/fresh, the unability to rest while you're in a dungeon, maybe a chance of mob repop,...

I don't really know what to do but the main problem is this ressource management and lack of consequences. Limited rest is bad because that mean players can be stucked. We have to be able to choose when and how often... But it has to be a wise choice, not a totally immersion breaking cheat as it actually is.

Last edited by Maximuuus; 25/10/20 08:47 AM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
Joined: Oct 2020
journeyman
Offline
journeyman
Joined: Oct 2020
About resting. I also dislike the contradiction driven by story. You have tadpole in your head and need to find healer ASAP. And yet, you can run around, do all side quests, long rest after each small encounter for months of in-game time and nothing happens.

Obvious fix is the mentioned safe locations. There are already places with bedrolls and firepit. Let's use them. There are also waypoints which can be used to travel to camp and back. Resting also should cost a food or gold.

Joined: Oct 2017
Fawlcon Offline OP
stranger
OP Offline
stranger
Joined: Oct 2017
Love the input about resting. Not sure if gold is the answer. At a minimum, I wish they could figure a way for random monsters to attack. The first thought is random monsters could attack your campsite, but with all the people crashing there, I do see that being an option. Also, with the map layout, I don't see the old method of being attacked on the way to camp with a random map square to fight used to a battle. If Larien could figure out how to add a random monster encounter to or from camp; I think that would be awesome.


Game on, Fawlcon.
Joined: Oct 2020
S
enthusiast
Offline
enthusiast
S
Joined: Oct 2020
Learn with PoE, makes the tents really expensive.

Sleight of hand is not supposed to make you rich. It’s not supposed to make you steal a two handed sword from the shopkeeper. It’s flavor is based in being nimble enough to steal jail guard keys?

We’re not supposed to be that rich in the early game.

The problem with resting system is that every resource is abundant. If you make it expensive and unspammable, the problem will be solved.
There’s no need for in-game timers. What we do need is Larian to step being damn Bethesda and make items scarce. With a fixed economy you’ll have to chose whether to rest or take that juice +1 short sword smile


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5