Larian Banner: Baldur's Gate Patch 9
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Back in DSA time or more recently in Kingmaker during resting the party had an option for hunting, so that e.g. characters with high Nature skills would find Herbs/Food.

I think that would be a really neat addition to the game. Any oppinions?

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I don't really see the point? It has a point at the table top, where you actually use rations etc, so it's a good way to get food.
But what would this really add to the game?

I think the game has bigger changes it needs to make, before adding features like this.

Heck people seem to dislike the "eat food to regain health" system that's already in place...

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The point would be to e.g. grab these things or collect items or randomly also find certain treasure. Or ingredients/components you could sell or use for crafting... also a feature to e.g. give an incentive to the Ranger class or keep somebody with high nature skills (woods) or perception skill (city).

Of course its more of a nice to have than a must. However nice for the atmosphere.

Also no need to limit wishes/thougts at this point. Larian will know what to choose.

Last edited by Daniel F; 06/11/20 01:58 PM.
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Originally Posted by Aurgelmir
Heck people seem to dislike the "eat food to regain health" system that's already in place...

I mean, they dislike it for the exact opposite reason a more elaborate rest mechanic would be welcomed, so it's quite weird that you are equating the two.

What the OP is asking for it's basically what Pathfinder Kingmaker already does. It's a lean simple and yet brilliant system... But it makes sense only if your game makes traveling in the world map a significant part of the experience, which doesn't seem to be the direction where BG2 is going, so far.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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I quite liked it in Pathfinder Kingmaker. It keeps you on your feet and it is quite satisfying to get into your city after a long journey.

Seeing that BG3 is not so much in the "overworld map" as PFKM, we would need adjustments like scrapping HP regeneration from the food and make some amount of food required for a long rest. You can long rest without it, but at a cost of exhaustion.

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This would be nice to be implemented once things like crafting comes into the game. Being able to harvest random items, like herbs, food, even other materials, like wood or special stone can be done. This might be one way to get the materials for crafting in fact.

Again, though, there is more immediate concerns for the game at the moment, but I wouldn't mind seeing this feature at all at some point.

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Seems silly to have this in BG3, when the entire world is literally overflowing with massive quantities of food, everywhere you go. You can't walk 10 steps in any direction without finding crates and barrels full of food.

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I also liked Kingmaker's version of camping, (cooking/hunting/polishing weapons etc this could be fun where all members/players are responsible for such tasks and its all to make the party stronger), and i can see it working well in this game even if there is no travelling (cooked meals/polished weapons/increasing attitude with songs could add just temp bonuses for combat and skill-checks as an alternative), though i agree there are more immediate concerns atm, at least its not a top request on my list, but its an interesting idea
food everywhere is a valid point, though in case this would be implemented, picking up food from everywhere would just be a good alternative for anyone who dont want to micromanage during camping in order to get more food for meals or doesnt have a proper hunter in party

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I'd like this. Currently I am not sure the Survival skill does anything at all. Having more food to heal with between fights would be a nice benefit of having Survival as a skill. Then they can go through and reduce the quantity of food you find, or at least make the people of the Grove hostile if they catch you STEALING FOOD FROM STARVING REFUGEES.

Seriously. Everyone is talking about running out of food soon and the game doesn't even consider it stealing if I reach into their barrels and walk off with like thirty apples?

They could also set it up so the food you get from it goes to your Wares section. Maybe it can be auto sold from your camp for some extra cash. Or even donated to the grove to alleviate the food problems, which could have some effect on the refugee vs druid side conflict and make Astarion disapprove.

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Anything that makes the party camp more engaging from a gamplay perspective would be welcome. Every time I rest I try to check out the perimeter of the camp just to see if there is anything there.

I wish the party could "make camp" in an actual location, or that the mini-area of the Camp might change depending on which region of the larger map you decided to pitch up your tent.

The main camp could basically be always organized the same way, a clearing with a fire, some tents and bedrolls etc, but have the surrounding environment change depending on where you are.

Maybe down by the river its a marshland vibe or beach head with waterfowl or fishing. In the forest its a forest type hunt. Mountain pass some rocky outrop or caves with eyries and eggs to steal lol. There are a lot of ways they could add in small elements to make skills or backgrounds more interesting at Camp.

I don't think you should be able to pitch a camp in the middle of a dungeon or along a toll road, just like you can't pitch a camp in the middle of a town or city, without pissing off the local law or getting ejected before you can long rest it out. Stuff like that should be built into the camp dynamic as well.

Like if you don't have camp already pitched nearby, you should only be able to shelter, which should feel different than being at Camp. i.e. just bedrolls and the party you have with you, maybe with a chance of an encounter or combat or something. Sleeping at an Inn should also be different than sleeping at camp, again with only the party involved. The decision of whether or not to light a fire should also be something the PC decides when trying to shelter. In some cases maybe it draws attention or enemies, in others maybe it keeps them at bay. That would be cool.

Campfires too. Lighting torches is not an interesting gameplay mechanic for me (I wish they would just auto light on equip), but choosing whether to make a fire while sheltering might be an interesting choice with some gameplay consequences. Like keeping the wolves at bay vs attracting the attention of intelligent enemies.

Inns might include some typical dynamics with drinking and rumors, or even encounters too. Maybe a chance for midnight mahem with thieves if you sleep at a shady inn? Or gambling late into the night. Stuff like that could bring more narrative elements into the camp, without being a full on production like Raphael or Origin Companion story breaks.

I don't mind having a main base camp, or a stronghold hopefully as the game progresses, that stuff is cool, but it would also be cooler if there was more to the whole camping/resting system.

So yeah, hunting and searching while at camp, I'm all for it. The camp should have an adjacent zone on one side that is themed more on the protagonist class/background/skills giving some exploration within the camp that switches up for different main characters. And a generic area for hunting or encounters that is themed off where the camp has been pitched.

The BG2 introductions of the whole stronghold class/questline was a big part of what made that game so lasting. There was a bunch of replay in there depending on the class of the Protagonist. I think they could build more of that into the Camp concept.

I think detaching rest from the rest of the game is a missed opportunity. Mechanics wise they could just give us an item that provides restoration once per day if needed. A nautiloid restoration locket in the pocket or whatever (in the standard difficulty mode anyway, hardcore could nix it to make resting more challenging if that's somehow desirable). But I like the idea of trying to put some encounters and some gameplay into the rest/camp dynamic.

Last edited by Black_Elk; 08/11/20 11:18 PM.

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