Here is my take on the topic.
I really liked when you did a long rest near the shore in the "classic" camp, and I also really liked it how it grew over time (the camp).
Reminded me of Neverwinter Nights 2 where you were able to build your castle.
I really liked it.
Then with a Patch came new resting locations.
At first I thought it is a great idea, and i also (like with every patch) started a new playthrough.
What I found is that for me it was quite confusing following up on these, where is my chest, etc...
So here is what is in my opinion a better resting system.
Long Rests:
Keep using the original camp, the only place for real safety in the game.
As the game progresses, please keep expanding the camp.
I always wondered what the small "chapel" area will be used for...
Just like now, a Long rest would consume 10/party member (40) supplies.
Supplies sent to the camp, should be automatically added to the list where you select what you would like to consume.
I would also encourage players to use both food and drinks (not sure how yet.)
Also I would also maybe limit that going to the camp would only be possible from teleporting locations.
This would limit a bit the amount of long rest you can (will) do.
Would maybe need some more teleporting locations throughout the map.
In the later game, maybe it could be possible to move the camp to a new location (if required by the story) - or optionally, but that would need to cost a lot of money, or time.
One more thought on Long Rest.
- If you travel with all companions, the ones NOT currently in your party would keep watch over the camp.
- If you do NOT travel with all companions (only the ones in the Party), you could/should hire some Mercenaries who keep watch over the camp.
- If you do NOT have extra companions, nor Mercenaries in the camp, (or too few) there could be a robbery - triggering some fun quest to get your stuff back.
Short rests:
This could be done in either the new resting areas (no chest, no Whiters), or just at the place where you initiate the rest.
- Players could consume 8 (2/party member) supplies, that they HAVE to carry on themselves.
This would restore 1 spell slot for casting characters, with the usual effect of the short rest.
- Without consuming the supplies (not having enough), the effect of the short rest (heal, etc - where possible) would be halved.
This would make it necessary to actually carry some food on you too (like in real life), and also add a bit more challenge to the resting system.
One more idea for short rest:
- 1 of the characters in your party would need to keep watch. - This means he/she cannot receive the effects of the short rest.
(or could only receive half the effect when consuming foods/drinks, and could not receive the effects if not consuming.)
- There could be a chance (depending on the area) where the player could be actually attacked by (some smaller level enemies).
Risk of sleeping in the open.
If attacked the Short Rest effect cannot be received (or only half of it). - Similar to resting in Baldur's Gate 1, when not resting in an Inn.
Inns. (I am sure they will be in game)
- Safe heavens, where you can safely rest, but must pay for the supplies, and the room. (No chest, no Withers)
Thank you for reading.
Last edited by NemethR; 25/07/22 04:34 PM.