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That sounds a lot harder to implement though.

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When considering investment, regardless of whether we are speaking in terms of labor, liquidity, or time, the question is never what it will cost but what it will pay and I think in a game concerned with choice and consequences the more reactivity there is to player input the more enjoyable the experience will be over all - and the more successful the title will be as a result. Of course, I was also in the military where neither difficulty nor danger are considered deterrents in and of themselves, merely variables to be accounted for.

I have to admit my perspective isn't often much appreciated in the civilian sector laugh

Last edited by DistantStranger; 08/11/20 08:16 PM.
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Originally Posted by DistantStranger
When considering investment, regardless of whether we are speaking in terms of labor, liquidity, or time, the question is never what it will cost but what it will pay and I think in a game concerned with choice and consequences the more reactivity there is to player input the more enjoyable the experience will be over all - and the more successful the title will be as a result. Of course, I was also in the military where neither difficulty nor danger are considered deterrents in and of themselves, merely variables to be accounted for.

I have to admit my perspective isn't often much appreciated in the civilian sector laugh



Well I can't argue with that.

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That my perspective isn't appreciated? And here I thought we were almost friends

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Originally Posted by DistantStranger
That my perspective isn't appreciated? And here I thought we were almost friends


Heh. Not that part.

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Well in that case, carry my +1 with you wherever you may post

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The reason for stealing isn't because it is easy. You don't find enough gold on enemies in EA to buy a +1 warpick and +1 chainmail. You sell gear at 1/3rd and buy it at 8/3rds base price (soemthing like that). The reason you NEED to steal is because you cannot afford it with the ridiculous markup/down. You can steal anything you want in D&D, if you can see it in the shop you can lift it. Why would anyone buy something worth base 100gp for 250gp and sell them it for 28gp? No wonder the trader has a endless pot of gold.

How to solve this? Trader buys at 80% sells 120% of base. Therefore you can get what you need and the trader makes a tidy profit. I am not trading a cow for magic beans, ill just steal it. Yeah and specialist traders makes sense.

I am all for ALT highlight ALL non-hidden containers and interactions. If there is a cosmetic box, you should be able to open it. Would there be 4.45x10^15 empty boxes all over the joint? No and bookshelves hold books fgs. Not bothered about "loads of stuff" as long as there is a use for it. If you look in a box and there is a woooly jumper and some crocks, don't care, don't show them if they are useless in game. In a house you will find stuff that is worth $$$, have a loot filter for wares worth money and crafting stuff. magic weapons, items, jewelry. I actually like the idea of random useless crap all over for the appearance of a lived in world I just wouldn't pick it up.

Loot filter would solve all of this.

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Originally Posted by Soul-Scar
The reason for stealing isn't because it is easy. You don't find enough gold on enemies in EA to buy a +1 warpick and +1 chainmail. You sell gear at 1/3rd and buy it at 8/3rds base price (soemthing like that). The reason you NEED to steal is because you cannot afford it with the ridiculous markup/down. You can steal anything you want in D&D, if you can see it in the shop you can lift it. Why would anyone buy something worth base 100gp for 250gp and sell them it for 28gp? No wonder the trader has a endless pot of gold.



You don't need to steal anything. I fully equipped all my characters with pretty much whatever I wanted and ended the EA with ~10,000 gold and did not steal a thing. The problem that exists right now is that its too easy to purchase anything, it feels like money is basically raining on you.


Originally Posted by Soul-Scar

How to solve this? Trader buys at 80% sells 120% of base. Therefore you can get what you need and the trader makes a tidy profit. I am not trading a cow for magic beans, ill just steal it. Yeah and specialist traders makes sense.


Eh, I am fine with the markups as they are already.

Originally Posted by Soul-Scar

Loot filter would solve all of this.

The fact that loot needs to be filtered, points out that there is too much of it to begin with. You are addressing the symptom, not the problem.

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Originally Posted by Soul-Scar
You don't find enough gold on enemies in EA




Haha.

You don't find enough gold...

You don't find ENOUGH...

Yeah . . . about that.

Take a look at this. I did almost NO pickpocketing.


https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=725520

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Originally Posted by Sharp

1. There are too many containers and so compulsive looters feel the need to waste a lot of time clicking on all of them.
2. The amount of money that exists within the game relative to the cost of the items you would wish to spend money on is not restrictive enough, which makes money feel worthless.
3. Every merchant is willing to buy every item. From a realism perspective this doesn't make a lot of sense. Why is the weapons merchant buying food.
4. Whenever you rest, merchants replenish their gold. This helps to greatly lower the value of money within the world by making it infinite.
5. It is too easy to pickpocket items off of merchants.


1. Lootable groups of containers rather than separate ones. I would say less loot as well but to avoid complaining then keep the amount the same
2. Money is really easy to come by, agree here
3. Different shop types might be harder to implement since it is often that vendors will die. Would suck to have killed off the weapon vendor in the druid camp and the potion vendor in the goblin camp and have only the food vendor in the Underdark left. Unless you mean multiple vendors in one location? Not really seeing a point for this and would make the map more cluttered.
4. Should take a bit longer than every rest.
5. There should be a merchant chest rather than bottomless inventory pockets. The chest should be in front of them as well, requiring more thought and creativity to steal from it. Chest should not replenish itself more than once a week, longer in some places and shorter in places along a trade route.

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