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journeyman
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OP
journeyman
Joined: Oct 2020
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Probably been stated before - but I shouldn't be able to get to my camp from the middle of a dungeon and then reappear in said dungeon right after taking a long rest. Convenient - yes. Lore/immersion breaking - also yes.
Long rest mechanics either need to emulate the tabletop rules OR... have an optional switch for folks who might not want such a challenge.
When I camp in a dungeon, I feel like I should be... camping in a dungeon. Picking a safe room, setting watches, etc. Does the "camp" in the game exist in some weird pocket dimension or something? Add Leomund's Tiny Hut etc... but I shouldn't be able to port directly to camp after every battle.
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member
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member
Joined: Oct 2020
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Currently, nothing respawns and there are no random encounters. So anything but the current model is just asking for devs to waste their resources for players to waste their time. You can already manually walk through empty rooms back to the surface if you want pointless travel time.
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journeyman
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OP
journeyman
Joined: Oct 2020
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Currently, nothing respawns and there are no random encounters. This is another gripe of mine. Respawns - no. Random encounters? Please. It's so core to D&D. Where does the camp even exist on the map? All I really know is that it is "down, down, down by the river" (no van included).
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old hand
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old hand
Joined: Sep 2015
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Yes, this issue has been brought up a few times already. There should be at least 5 different camp settings: outdoor forest, underdark, cave, dungeon and inn.
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journeyman
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OP
journeyman
Joined: Oct 2020
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Yes, this issue has been brought up a few times already. There should be at least 5 different camp settings: outdoor forest, underdark, cave, dungeon and inn. I would love that - all of it!
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addict
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addict
Joined: Oct 2020
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Currently, nothing respawns and there are no random encounters. So anything but the current model is just asking for devs to waste their resources for players to waste their time. You can already manually walk through empty rooms back to the surface if you want pointless travel time. There is at least one situation I ran into where getting to my camp should have been impossible. I was in the goblin holdout and just killed the goblin leaders and didn't know how to get out yet. Going through the front door lead to a fight with the rest of the goblins. I was still able to leave, camp, and come back as if nothing was stopping me though.
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member
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member
Joined: Oct 2020
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There was other threads talking about how Long Rest should come with penalties, like if you Long Rest in a dungeon with monsters about, then you should get attacked(similar to being abushed in BG1).
I don't think random encounters would be the best choice, it depends on how they are set up but with how the mechanics of the game is, a random encounter could spawn on top of you where you have no chance of winning it.
Maybe they could think of adding something like that after they have worked on the game a bit longer.
Last edited by FatePeddler; 02/11/20 10:41 PM.
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veteran
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veteran
Joined: Aug 2014
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Currently, nothing respawns and there are no random encounters. So anything but the current model is just asking for devs to waste their resources for players to waste their time. You can already manually walk through empty rooms back to the surface if you want pointless travel time. Right now having to click to long rest is a waste of player time because you can do it whenever you want anyway. If long rests are going to be nothing but pressing some buttons to get HP and spells back, they might as well give you an auto long rest after every single encounter. And then go through all long rest abilities and spells and nerf everything. And of course remove short rests completely. Maybe easier and safer to just make a rest system that is immersive and mechanically meaningful.
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old hand
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old hand
Joined: Oct 2020
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There was other threads talking about how Long Rest should come with penalties, like if you Long Rest in a dungeon with monsters about, then you should get attacked(similar to being abushed in BG1).
I don't think random encounters would be the best choice, it depends on how they are set up but with how the mechanics of the game is, a random encounter could spawn on top of you where you have no chance of winning it.
Maybe they could think of adding something like that after they have worked on the game a bit longer. The problem with random encounters is that you can always load the game, which makes them a bit pointless.
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old hand
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old hand
Joined: Oct 2020
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Currently, nothing respawns and there are no random encounters. So anything but the current model is just asking for devs to waste their resources for players to waste their time. You can already manually walk through empty rooms back to the surface if you want pointless travel time. Right now having to click to long rest is a waste of player time because you can do it whenever you want anyway. If long rests are going to be nothing but pressing some buttons to get HP and spells back, they might as well give you an auto long rest after every single encounter. And then go through all long rest abilities and spells and nerf everything. And of course remove short rests completely. Maybe easier and safer to just make a rest system that is immersive and mechanically meaningful. Easier said, harder done. Check the thread with a long rest, you'll see why it's not so easy.
Last edited by Rhobar121; 02/11/20 10:55 PM.
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old hand
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old hand
Joined: Oct 2020
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There was other threads talking about how Long Rest should come with penalties, like if you Long Rest in a dungeon with monsters about, then you should get attacked(similar to being abushed in BG1).
I don't think random encounters would be the best choice, it depends on how they are set up but with how the mechanics of the game is, a random encounter could spawn on top of you where you have no chance of winning it.
Maybe they could think of adding something like that after they have worked on the game a bit longer. The problem with random encounters is that you can always load the game, which makes them a bit pointless. Yes, but that's a barrier. It's a pain. It makes you think, "Maybe I don't need to rest just yet, I don't want to stare at loading screens for five minutes trying to re-load and not get a random encounter. I'll just press on a bit more." Mission accomplished.
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old hand
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old hand
Joined: Oct 2020
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There was other threads talking about how Long Rest should come with penalties, like if you Long Rest in a dungeon with monsters about, then you should get attacked(similar to being abushed in BG1).
I don't think random encounters would be the best choice, it depends on how they are set up but with how the mechanics of the game is, a random encounter could spawn on top of you where you have no chance of winning it.
Maybe they could think of adding something like that after they have worked on the game a bit longer. The problem with random encounters is that you can always load the game, which makes them a bit pointless. Yes, but that's a barrier. It's a pain. It makes you think, "Maybe I don't need to rest just yet, I don't want to stare at loading screens for five minutes trying to re-load and not get a random encounter. I'll just press on a bit more." Mission accomplished. Unless you have a game on SSD 
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journeyman
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journeyman
Joined: Oct 2020
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It would not be difficult for Larian to limit the use of the camp for "days end" to when it is easily accessible, and add a one-shot camping option, in the location you choose in a relatively "safe" area. Perhaps add in a chance for an encounter during the night. It would be interesting to allow players post a single guard, who does not get to rest, to insure no surprise attacks from chance encounters. Or, the party could chance it, and all rest.
I'd be all for a more realistic, and limited camping option like that, and I bet they are considering something akin to it.
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member
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member
Joined: Oct 2020
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It would not be difficult for Larian to limit the use of the camp for "days end" to when it is easily accessible, and add a one-shot camping option, in the location you choose in a relatively "safe" area. Perhaps add in a chance for an encounter during the night. It would be interesting to allow players post a single guard, who does not get to rest, to insure no surprise attacks from chance encounters. Or, the party could chance it, and all rest.
I'd be all for a more realistic, and limited camping option like that, and I bet they are considering something akin to it. This sounds like a great idea <3. It sounds really interesting and will add challenge to it.
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member
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member
Joined: Oct 2020
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+1 to all of this. I hope they get rid of all the actual camp layout and models, and just give us a couple of tents and a fire that you can lay on any safe part of the actual map, like Pathfinder Kingmaker does.
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enthusiast
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enthusiast
Joined: Oct 2020
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Well, the Camp Problem. Fast Solution, just bring in a HEARTHSTONE like item. In World of Warcraft, thats your teleport Item to a safehaven Location. But what i really worry about is that our party is going on the Road to Baldurs Gate. Traveling by foot and then everytime we go back to the Camp we first found. So much walking/travelling and then Bungie back to camp. Not that i dont like the Idea of a fixed camp Location(which changes over time by either Questrewards/Achievments or custom design by bringin items into camp), but it does not make sense when its not something Like a Pocketdimension thingy. So to speak, that part needs to be overhauled/redone or explained in a better way that it makes sense to Teleport to camp from the Big City of Baldurs Gate when someday we are arriving ther in a future Act. Or maybe you allready made different Campsites for each Act. That would be my favorite. So its allways near the area we are currently Exploring. Its weird anyway to teleport around with those Teleport Stones in the Area. But then thers Inns like Waukeens Rest for the mundane traveler. Is there any explanation why we Players can use those Teleport Stones and other people cannnot. Why having Roads anyway when you can just teleport everything?Welcome to the Future and Transporter Systems as in STAR TREK. Oh wait we are in a High Fantasy Setting....anything goes!!!
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addict
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addict
Joined: Oct 2020
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Yes, this issue has been brought up a few times already. There should be at least 5 different camp settings: outdoor forest, underdark, cave, dungeon and inn. this may be quite a bit of work to implemet, but it would be SO worth it. I hope Larian considers this.
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journeyman
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journeyman
Joined: Aug 2014
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I spent several hours prettying up my camp with barrels and crates. I've looted every single item you can possibly pick up (including all cups, forks, plates, etc) and organized them in storage. I combined 6 crates and a bedroll to create beds. That's all a lot of fun to me. I want my own house in Baldur's Gate when/if we get there.
The permanent long rest location makes sense; it just doesn't make sense that we can access it immediately from anywhere.
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enthusiast
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enthusiast
Joined: Oct 2020
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I don't mind that we have our own camp as a location. But I do mind that there's no risk with going there, especially when you are traversing through risky locations.
I know people might not like the idea of random encounters, but it is a mechanic in DnD for a reason. It's a great way to making the choice to rest have meaning. Of course it's silly that you can end the day after 10 minutes. Long Rests are "sleep at night" style rests. Right now it's like we have overpowered short rests all the time, and it breaks not only immersion but how many classes are designed.
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enthusiast
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enthusiast
Joined: Oct 2020
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Yes, this issue has been brought up a few times already. There should be at least 5 different camp settings: outdoor forest, underdark, cave, dungeon and inn. Would love that! I still want to go to camp when it suits me though. But no random encounters just because you go to camp please - after is fine, but not before. I hated when that happened in DA:O.
Last edited by Cowoline; 03/11/20 10:13 AM.
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