Hey! Thank you very much for your reply.

I am glad you agree on the topic of limiting long rests in some way. I also think right now they are not limited to gather as much information as possible, but I want an official statement on the matter. I remember during a presentation, Swen said they are still fine tuning the resitng system. At that point it was 2 Short rests inbetween long rests. But no one ever said anything about having unlimited long rests...

[quote=RagnarokCzD]In my opinion, some specific encounters should reward you loot even if you solve the situation via dialogue, for example if you have to make a difficult skill check.

That XP part was good idea ... but i cant really figure how this should work. :D
Cant imagine any situation, dif.19 intimidation checks included ... where NPC should surender their gear, unless they are brainless stupids. :-/ [/quote]

Well it sounds like an easy fix. You count the amount of enemies you would have to fight in this encounter. And then you simply reward the player with the amount of exp they would get from defeating all enemies. As if you had actually defeated the enemies. And then you make it so if you kill the npcs afterwards, you do not get any exp (so you do not exploit this and get twice the amount of exp). Also many npcs run away after a peaceful encounter, so you cannot attack them anymore. Atleast not without forced turn base mode and blast them while they run away.


[quote=RagnarokCzD]And it can be even worse ...
Since those items dont have any "internal spell slot" of its own, but more like working like "temporary spell slot per character" ...
So if you have for example Circlet of Blasting ... and you use it on your first character, you can after that simply take it off, give it to another character, and cast another Scorching Ray for free ...

Here i can see the real problem with magical artefacts ...
That, and the fact that some artefacts that are obtained from vendors reappear after long rest in their inventory, so you can buy them multiple times ... so potentialy, you can do whole fight with Scorching Rays only. laugh

Back to previous quote once aggain:
Sure, those two problems can be countered with using circlet to 18Int, and Staff of Crones at the same time ... so you have both additional spell, and also hit modifier ... but it once aggain needs at least two items, to get required effectivity ...
Personaly i think, this is a good system, and once artefacts will be indeed usable once per l/s rest ... and not once per l/s rest, per character ... it will work much better. smile [/quote]

I also found that after I pickpocketed the circlet of blasting, the npc would still sell it to me. This is getting out of hand, now there is two of them!

While I hope the magic items get adjusted to use your primary casting attribute like Charisma for warlock, I think there could be a simple solution to prevent exploits such as unequipping and re-equipping items with spells. Once you have used the spell belonging to an item and it is used up, simply forbid the player from removing said item until the next short rest or long rest once the spell slot from said item is regained. Easy fix, now you can use the spell, you cannot unequip the item once the spell is used up and have to recover said spell until you can decide to equip another item.


[quote=RagnarokCzD]
Originally Posted by feedback_wizard
Larian, you told us that 25% players chose to side with the goblins. If the goblin path had actually good rewards, I am sure there would be many more players siding withthem.

Possibly, probably, ...
But the question here is if they will side with goblins bcs that path will seem more interesting ... or just for the reward in the end.

Personaly i like very much that Larian kinda screewed us ... i bet that there will be some reward in the end, wich we didnt even seen so far. And righ now im not talking about whole game end, but only about Act1 ending. wink
Just the path is a little more thorny than we expect, and personaly i like it that way. smile

Originally Posted by feedback_wizard
When I play evil, I expect it to be rewarding. I expect my character to become powerful, at any cost. I expect there to be slaves, servants and npcs who are afraid of me. I don't expect to just kill everyone. Playing evil is not about murdering everyone, there are many sides to it.

I would recomend to wait for whole goblin story to be revealed, before i start to concider if that was rewarding enough. wink [/quote]

So most of your response to my evil playthrough criticism was along the lines of "yes, the rewards are bad and the story doesn't make much sense, but we should wait on how the story developes?"

While I am also looking forward the Story and how it will unfold, I have to disagree with you here. Because Early Access is precisely about giving feedback about whats in the game right now, not about whats coming. And me telling Larian that I hope the story will become better doesn't make the lackluster evil playthrough, which we have right now, any better.

I stand by my point of view. There is not enough incentive to side with the goblins. Evil choices, much like a deal with the Devil, or a deal with a Patron for Warlocks, are done for lust of power and a quick way to power and rewards - with drawbacks and problems which only unfold itself later on.

However, we do not get this at all in our evil playthrough. In fact we get worse rewards. We get less content. Because if you rescue the Tieflings, they will without a doubt make it to Baldur's Gate, where they are headed. Atleast some of them are going to show up in a later part of the game. Think about the Tiefling with which you can bet 10 gold on her death. If you kill them, well of course they do not show up, so they cannot give you any quests or interactions. Are we going to get other content because of this? Possibly?

But this does not change the fact that the questline of siding with the goblins is lackluster, has poor rewards and just does not fit in the game in its current state. The evil playhrough needs to be alluring! Just like the lover in your dreams, who actually grants you powerful skills if you decide to follow him/ her! This is exactly what I would expect from an evil playthrough. Which makes me even more dissapointed by how terrible the rewards of siding with the goblins and how dull the ending to that Questline, where they end up betraying you, are.


Edit: Well looks like the quote mechanism didn't work like it was shown in the preview. Sorry for that. Maybe if someone can help me out I can fix it?

Last edited by feedback_wizard; 03/11/20 06:33 PM.