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LIMITS LIMITS LIMITS. RESTRICTIONS. The more we have em the better the cRPG experience in my view. (up to a point...of course no need to drink every hour, toilet etc...).
Thats why we have different : Classes, Spell systems, Races, Weather, Types of monsters. Different kinds of items. D&D game rules. Thats the core of what a RPG is all about imho.

What makes a Vampire interesting/atmospheric? They CANT be out in daylight. They CANT use certain items. They have REQUIREMENTS for blood. They have a certain LOOK. They are scary.
What makes a Vampire just another boring <whatever> creature? Remove all those restrictions. They are funny now.

The more "freedom to do whatever and everything" because its <convenient> the less interesting, atmospheric and blend/boring the game quickly becomes.

Last edited by mr_planescapist; 24/04/22 10:45 PM.
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Just give us achievements.

Gold: Complete the campaing in X days

Silver: Complete the campaign in 2X days

Bronze: Complete the campaign in 3X days


People who do not like "to get stressed" can just ignore it.

I just hope they will not add any mechanically completely meaningless "you need to do some more clicks before you can rest" rest systems; I like when games do not add unnecessary chores.

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Originally Posted by Darun
Just give us achievements.

Gold: Complete the campaing in X days

Silver: Complete the campaign in 2X days

Bronze: Complete the campaign in 3X days


People who do not like "to get stressed" can just ignore it.

I just hope they will not add any mechanically completely meaningless "you need to do some more clicks before you can rest" rest systems; I like when games do not add unnecessary chores.

Then why are you playing a cRPG? lol. By definition everything is a chore then: Picking classes, having systems, controlling various characters, lots of stats, lots of spells, having to walk around everywhere, read books, dialogue....
Achievements for RPG elements...and whats next then? Make the game even more simple, just have three classes : Warrior, Thief and magic user. And add achievements for people who want to play with other classes?

People who now play RPGs expect them to be like a Telltale game, Diablo or like Zelda. <cry>.

Last edited by mr_planescapist; 24/04/22 10:43 PM.
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Originally Posted by mr_planescapist
Originally Posted by Darun
Just give us achievements.

Gold: Complete the campaing in X days

Silver: Complete the campaign in 2X days

Bronze: Complete the campaign in 3X days


People who do not like "to get stressed" can just ignore it.

I just hope they will not add any mechanically completely meaningless "you need to do some more clicks before you can rest" rest systems; I like when games do not add unnecessary chores.

Then why are you playing a cRPG?

For exatly the "c" in cRPG and not to watch the party walk 5 minutest to a "safe" location or to do the same repetitive clicks every time I want to set up a camp.

The only way to add some mechanical relevance and not just nuisances to the resting system ARE time sensitive events and/or achievements.

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No achievements please. I really couldn't care less about them. I hardly ever play a game based on them.

I mean, they can have achievements, don't get me wrong, but they are SO not a limitation or an incentive at all to not long rest.

The Lava Forest in Solasta is a good example of how long rest could be done in BG3 using location as a limitation.
You travel to the Lava Forest and start at the edge of them map, fully rested. You travel about, fight some stinking dang tough spiders. Still can't long rest unless you leave the entire Lava Forest and go somewhere else. You wander about. Dang! Fire elemental and minions. Freaking tough fight. Very challenging. Still can't rest. Another fight. Even more challenging because all you've been able to do is short rest because you still haven't found the long rest camp.

Cutscene. Afterwards. Ah. Long rest. My party needed spell slots and used most of their hit dice by that point. Oh yeah. Long rest needed. However, I never felt like it was so tough I couldn't do it, and I didn't have to reload once.

BG3 could do something similar.

Start on beach. Can't long rest. Fight devourers and meet party members. Work your way around to either the dank crypt or the grove only short resting up until then. Rest location at crypt and 1 at grove. Even people who know nothing about the game should be able to make it to either location without dying.

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Originally Posted by GM4Him
start at the edge of them map, fully rested.
Exactly as you do in BG3 ...
Even tho it is a little weird ... im not sure how long was our Tav falling. laugh But i doubt s/he managed to long rest meanwhile. laugh

Originally Posted by GM4Him
You travel about, fight some stinking dang tough spiders. Still can't long rest unless you leave the entire Lava Forest and go somewhere else. You wander about. Dang! Fire elemental and minions. Freaking tough fight. Very challenging. Still can't rest. Another fight. Even more challenging because all you've been able to do is short rest because you still haven't found the long rest camp.
This can never work in BG 3 ...
All you need to do is travel back few seconds until you would no longer be in danger zone. MAAAAAYBE you would be able to have such experience from the beach to the Grove ... but beyond that?

That is the problem of "big map" we get ...
Larian would need to tear their map to separate parts and restrict our movement somehow (or include consequences in form of timed events).

I would bet this is the reason we can rest wherever and whenever we want to ...


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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It was just an example of how location would limit long rest in some fashion. It wouldn't be THE limitation.

Now, add to this Camp Supplies and maybe random encounters and viola.

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Something like this wasn't even a problem 20 years ago.
As long as the game doesn't block you somewhere (and it usually doesn't, for obvious reasons), you can literally come back and rest in every game.
Even in games that wanted to be more hardcore like pathfinder, you can almost always go back to a safe place.
It never stopped the player wanting to rest.
The mechanics can at most be more or less annoying (the worst was poe 1 and annoying backtracking through many maps and loadings)

And no goddamn camp supplies that would be very limited, I've been doing it with Obsidian and I don't want to repeat it.

Last edited by Rhobar121; 26/04/22 12:35 AM.
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Originally Posted by Rhobar121
It never stopped the player wanting to rest.
Nothing will ... at least in my opinion.
Thats why i believe that self moderation is the best way here ...


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by Rhobar121
Something like this wasn't even a problem 20 years ago.
No, it was. At the age of 15, playing D&D for a first time I already saw resting mechanic as being "off". Every person I recommended BG2 thereafter either rests too much, or doesn't rest enough as they failed to realise they can rest outside inns (and one person didn't wear armor as it "lowered" its defences :-P). Rest system simply isn't compatable with hand-made, static world. It's a resource management system with a completely unbalanced "tap" (thanks Game Maker's Toolkit!), and unlike, lets say in game money, class resources are too important for the main gameplay loop to not be detrimental if unbalance happens. That's why, I imagine, resting is one of the first mechanics that RPG not based on the table-top system dropped. Newer games are just trying to address this issue - unsuccesfully in varying degrees.

Last edited by Wormerine; 26/04/22 10:39 AM.
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Originally Posted by Wormerine
That's why, I imagine, resting is one of the first mechanics that RPG not based on the table-top system dropped.
up

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Nobody wants long rest limitations. Not really. It's an illusion we are wanting. The last thing anyone wants is to be playing the game and you need to long rest and you can't. That sucks. You have to reload from some super far back save point because you ran out of camp supplies or whatever and you're stuck. Or worse, you are stuck, need to long rest, and random encounters are constantly triggered and you have to reload over and over until you successfully long rest. None of that is fun.

What we really want is some form of minor consequences - something that makes you not want to just spam long rest after every battle - something that makes spell slots and short rests more meaningful. We're also wanting things that make the world feel more alive and that time is meaningful. It's not just a simple, easy button press and viola - you're healed.

That's why I personally liked the time sensitive events. After x days, SOMETHING happens. It might not be bad, per day, but something that says, "Warning. Ignore this side quest for too long and you'll miss it.". And by too long I mean plenty of time with even more warnings.

For example, in game already, when you first long rest, if you do it after the intellect devourer fight, Shadowheart says, "I'm not sure this is such a good idea.". She's warning you to not rest too often. Good. Perfect. Now follow up with that. Don't tell me to not long rest and then take it back.

The main issue I have is that there are so many contradictions. One minute Lae'zel is nagging you to go to the creche, and the next she's just nagging you to go to the creche. At no time does she say, "By Vlaakith, you're ignoring me and what I think is important. Screw you. I don't need you. I'll go by myself because I have my worst nightmare living in my head and I perceive a cure is just around the corner.". Even if you long rest 7 times, a full week, she don't care. She'll stick with you no matter what. Makes no sense.

And again, I know I've been over this before, but the Druid ritual goes on and on and on. It never ends. Spend two weeks adventuring in EA and the ritual still goes on. You are in a timeless Groundhog Day where everything just repeats itself over and over again no matter how long you take.

I really don't want some hard fast time limits. I'm not asking for the game to be like you have failed because you did not complete the quest in like 3 days. But there should be things that happen. Something should happen. Give us reasons why the ritual isn't completed after you took three or four days and it's still not done. Maybe somebody interrupted the ritual. Something.

Again, minor consequences for spamming long rest. I'm not looking to be locked out of stuff. I'm not looking for something that causes all sorts of frustration and reloads. I don't think anyone wants that.

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Originally Posted by GM4Him
something that makes you not want to just spam long rest after every battle
And fact that such action is boring, tedious, enrageing, and trivialize whole game ... as some people suggested around here ... is not enough? O_o


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by GM4Him
Nobody wants long rest limitations. Not really. It's an illusion we are wanting. The last thing anyone wants is to be playing the game and you need to long rest and you can't. That sucks. You have to reload from some super far back save point because you ran out of camp supplies or whatever and you're stuck. Or worse, you are stuck, need to long rest, and random encounters are constantly triggered and you have to reload over and over until you successfully long rest. None of that is fun.
+1

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Originally Posted by GM4Him
Nobody wants long rest limitations. Not really. It's an illusion we are wanting. The last thing anyone wants is to be playing the game and you need to long rest and you can't. That sucks. You have to reload from some super far back save point because you ran out of camp supplies or whatever and you're stuck. Or worse, you are stuck, need to long rest, and random encounters are constantly triggered and you have to reload over and over until you successfully long rest. None of that is fun.

Yeah, unless off course there's a decent autosave functionality that works properly which autosaves before each encounter and before any story/event trigger. But yeah sure, without any autosave option restrictions and having to try a difficult part again because you failed sucks big time if you forget to save frequently and keep chapter or other important saves.

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Originally Posted by GM4Him
Nobody wants long rest limitations. Not really. It's an illusion we are wanting. The last thing anyone wants is to be playing the game and you need to long rest and you can't. That sucks. You have to reload from some super far back save point because you ran out of camp supplies or whatever and you're stuck. Or worse, you are stuck, need to long rest, and random encounters are constantly triggered and you have to reload over and over until you successfully long rest. None of that is fun.

What we really want is some form of minor consequences - something that makes you not want to just spam long rest after every battle - something that makes spell slots and short rests more meaningful. We're also wanting things that make the world feel more alive and that time is meaningful. It's not just a simple, easy button press and viola - you're healed.

That's why I personally liked the time sensitive events. After x days, SOMETHING happens. It might not be bad, per day, but something that says, "Warning. Ignore this side quest for too long and you'll miss it.". And by too long I mean plenty of time with even more warnings.

For example, in game already, when you first long rest, if you do it after the intellect devourer fight, Shadowheart says, "I'm not sure this is such a good idea.". She's warning you to not rest too often. Good. Perfect. Now follow up with that. Don't tell me to not long rest and then take it back.

The main issue I have is that there are so many contradictions. One minute Lae'zel is nagging you to go to the creche, and the next she's just nagging you to go to the creche. At no time does she say, "By Vlaakith, you're ignoring me and what I think is important. Screw you. I don't need you. I'll go by myself because I have my worst nightmare living in my head and I perceive a cure is just around the corner.". Even if you long rest 7 times, a full week, she don't care. She'll stick with you no matter what. Makes no sense.

And again, I know I've been over this before, but the Druid ritual goes on and on and on. It never ends. Spend two weeks adventuring in EA and the ritual still goes on. You are in a timeless Groundhog Day where everything just repeats itself over and over again no matter how long you take.

I really don't want some hard fast time limits. I'm not asking for the game to be like you have failed because you did not complete the quest in like 3 days. But there should be things that happen. Something should happen. Give us reasons why the ritual isn't completed after you took three or four days and it's still not done. Maybe somebody interrupted the ritual. Something.

Again, minor consequences for spamming long rest. I'm not looking to be locked out of stuff. I'm not looking for something that causes all sorts of frustration and reloads. I don't think anyone wants that.

In my opinion, the more important events (and this is definitely the ritual) should in no way be limited in time. The ritual has consequences. It is the same with the potential loss of a companion.
You already have some time-related events, but they are not very important, and some completely irrelevant npc will die here. In my opinion, it should be like that.

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Originally Posted by RagnarokCzD
Originally Posted by Rhobar121
It never stopped the player wanting to rest.
Nothing will ... at least in my opinion.
Thats why i believe that self moderation is the best way here ...

No, self moderation does not work.

As player, you do not know how the game "is meant to be played", so how are you going to moderate yourself accurately?

It is the task of game developers to create a reward and/or penalty systems, which encourage playing a game like it was intended by the developers.

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Originally Posted by Rhobar121
In my opinion, the more important events (and this is definitely the ritual) should in no way be limited in time. The ritual has consequences. It is the same with the potential loss of a companion.
You already have some time-related events, but they are not very important, and some completely irrelevant npc will die here. In my opinion, it should be like that.

Why SHOULDN'T the ritual be limited by SOME sort of time? Is it REALLY important to you getting rid of the tadpole? Seems more like a side quest you don't have to do anything about - not really. In fact, MOST of EA is side quests. So why not have a few "timed" events?

Now, again, by this I mean after X number of days, SOMEthing happens. Using the ritual as an example, let's just say it takes 3 days to complete. You Long rest 3 times after going to the grove. Someone tells you, "The ritual was almost complete, but Rath interrupted it. Now he is locked up and it's starting all over. You have 3 more days."

Something LIKE this would allow plenty of time to complete the quest and yet would make players go, "Oh dang! Best not spam long rest."

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Originally Posted by GM4Him
Originally Posted by Rhobar121
In my opinion, the more important events (and this is definitely the ritual) should in no way be limited in time. The ritual has consequences. It is the same with the potential loss of a companion.
You already have some time-related events, but they are not very important, and some completely irrelevant npc will die here. In my opinion, it should be like that.

Why SHOULDN'T the ritual be limited by SOME sort of time? Is it REALLY important to you getting rid of the tadpole? Seems more like a side quest you don't have to do anything about - not really. In fact, MOST of EA is side quests. So why not have a few "timed" events?

Now, again, by this I mean after X number of days, SOMEthing happens. Using the ritual as an example, let's just say it takes 3 days to complete. You Long rest 3 times after going to the grove. Someone tells you, "The ritual was almost complete, but Rath interrupted it. Now he is locked up and it's starting all over. You have 3 more days."

Something LIKE this would allow plenty of time to complete the quest and yet would make players go, "Oh dang! Best not spam long rest."

For several reasons. First of all, blocking the grove is practically cut off from many side quests and traders.
Secondly, it is also an event that should have the greatest plot implications later in the game.

Time limits are what should be practically non-existent for the main content. The vast majority hate them anyway.

Last edited by Rhobar121; 27/04/22 05:35 AM.
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Actually, someone managed to come up with the idea of a sensible limitation of long rests, which actually somehow limits rest without making it more irritating?
Honestly, I don't remember all the ideas that appeared on the forum?
From what I associate, most of them were based on hard limits or not very popular mechanics.

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