So logically why block spell switching to the main camps? This change does nothing.
I do not see the point of mini-camps at all. In practice, it doesn't change anything in the game except the need to constantly step back to rest. The same can be solved by simply blocking rest if enemies are nearby. The effect is the same and the mechanics are less problematic.
I also don't understand why block the rest when you can just go outside and rest normally. As you wrote yourself, it is not even 30 seconds.
The need to "constantly" (which is really not as suitable word) step back is to create some kind of limitation or pre-requisite before resting.
Blocking rests if ennemies are nearby won't change the feeling that you're magically teleported to your camp and it won't help to create a consistent "dungeon experience".
2 things :
- The game tells the player that he cannot rest except if they found a campfire. Which is what most players should do because that's what the game suggest to do. They'll play the dungeons as dungeons, without going back and forth.
- At the same time, the game doesn't mechanically limit anything. You're never stucked and you can eventually walk a bit more to get back to your main camp (if you haven't found the minicamp yet, to pick things in your chest or to have a companion cinematic, because that's the only mechanical differences).
About blocking spells, it makes the long rest phase more meaningfull and so become the players decisions.
The game should consider "preparing our spells" as an important decision, even if players can easily find a solution if they forgot to prepare something that is absolutely necessary.
Nothing is mechanicaly "absolutely necessary". You'll really enjoy your next rest if you want to try a specific spell you have forgotten to prepare.
When it comes to stocks, the game should be less restrictive in this respect, not more. Stocks should be automatically pulled out of the box when resting. When I have to cut through the annoying inventory system, I want to do it the least often.
Another thing is that you need to put food back and forth to the mechanic for the mechanics alone. Literally adds nothing to the game. Need for inventory management is not pleasant for mechanics if the game is not survival.
I agree with one of your point. We should be able to automatically pick chest food in our main camps.
But you also use the word "survival". That's what a dungeon is supposed to be. An environment in which you have to survive.
Having a little bit food with you is not a big deal. Finding food is not a big deal too.
Inventory management is not complicated because there's food supply to gather. The inventory itself is an issue in exemple that comes with the user interface or the tons of items we can pick. It's absolutely not food specific.
The suggestion adds "some kind of survival dimension" in area that require them without being extremely limiting or tedious to manage.
In my opinion it's definitely not more boring manage 2 or 3 supplies bags in my inventories than having to right click specific items in my inventories then send them to chest (and add in the current system, open the chest, pick some items, eventually open it again to put the extra food you took back into it if you have miscalculated).
In my opinion, a short rest should just heal the team to full hp. I don't see the slightest reason why it doesn't yet. It would give a short break some reason to exist, because at the moment the amount of hp restored is simply pathetic.
I obviously disagree, but our starting points may be the same.
Short rests in BG3 are convenient healing buttons. We'd both like them to be better buttons but our ideas are different. I want this button to become a gameplay mechanic while you want it to become more convenient. At least we agree that this button needs to be reworked
