Originally Posted by Blade238
Originally Posted by Nyloth
The thread is not about that, but I personally believe that the camp will change with each act. Because in the first act, we literally sail away on a boat, we will no longer have the opportunity to return to the same place.
It kind of is though: The OP opens up discussing a stationary camp that the companions wait in.

My post is directed at the camp remaining stationary which is a key point of the discussion.

If it changes per region, that's all well and good, but it's still rather nonsensical. My party is exploring the underdark prior to jumping on the boat. Meanwhile the rest of my party and whatever gear I left in camp is still in the same location. The camp isn't moved to the Underdark castle or mushroom camp.

They also don't jump on the boat with my party. Am I calling them on my magical phone and telling them to break camp and move to the next region? Where do they get their boat?

The camp should be procedurally generated based on our party location, that way it's as though we have the main party of combatants and scouts, with the leftover companions following with the gear and camp.

Do you think it's that far from the camp to the underdark? You're wrong. Because there are FOUR PATHS in the underdark, and one is a TELEPORT and the other is an ELEVATOR (other two aren't that fast). So I fully consider the fact that your companions (as well as you) can easily get to the Underdark from the camp, which is why there is no need to make a camp in the underdark. So it's probably assumed that you went together.


Originally Posted by spectralhunter
The biggest plot mistake Larian made is starting the game infected by the tadpole. They wanted to create a sense of urgency but now it’s too urgent which makes all the other side quests less important.

But game wise it’s a bad idea because now they are trying to appear urgent but also don’t want players to ignore the other side quests. That’s why we have all these companions who should realistically bail on the player stick around when the player doesn’t actively seek a cure. The plot railroads you to a cure but at the same time Larian wants you to explore.

The plot is bad for a video game, at least this early. It would have been better to slowly ease the tadpole later on once some relationships between the player and companions have developed.

I said Larian should have started the game in the city. Let the player get accustomed to the environment and companions along the way then have the mind flayers attack and abduct them. But it seems Larian is a studio who like to go over the top so here we are.

In the first location, you will find out that your tadpole is asleep and there is no need to hurry, Nettie or Halsin will tell you this. So what's the problem? Why do you feel so rushed? Now that you know that the tadpole is being held back by magic, you need to find its source. At first, I was even afraid to sleep, because the days pass, but after the news that the tadpole is not growing, I relaxed and enjoyed the story.


I don't speak english well, but I try my best. Ty