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2. Food is very scarce, long rests are restricted in some areas, short rests costs food.

Yikes! Where did this food mechanic come from? Solasta used it too. The human body can keep going on small rations...maybe its just the proportions that feels off.

I dunno...Of course the party just insta-heals (Homebrew territory).

I can see why we want to limit that, I wish we had some sort of time mechanic, like in a real campaign.


Note: In my campaigns we did have to have daily rations...or forage. Rests were based on a calendar though (One long rest per day).

Last edited by Van'tal; 28/07/22 03:12 PM.
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Hmm the rest looks like...Please return to the RAW.

If they are unwilling to do that than increased difficulty could raise creature levels up...I'm not a fan of "increase damage and resists of enemies" and vice versa. That is also a made up mechanic.

Note: Sorry, forgot to say...Good list smile.

Last edited by Van'tal; 28/07/22 05:48 PM.
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Originally Posted by Tuco
Originally Posted by Wormerine
They definitely do! I think BG3 has potential to be immensely enjoyable and I hope it will get there before the release - there are moments of brilliance shining through the EA already. There are also three issues (push/reactions/concentration too easily dispelled through guaranteed to hit items/surfaces) which IMO pull back the combat from reaching a next level.

There are also some choices (like blurring uniqueness of classes) which I dislike, but don’t have to necessary result in bad gameplay.
Frankly reactions aside I've seen that some mods are already addressing several of these issues.

The problem is that in the current state of things there are a lot of instability/compatibility problems, especially when piling more mods on top of each other.
Hopefully things will improve over time, IF Larian is completely unwilling to address them to begin with.
That's why reactions is my biggest worry, as it is likely outside the scope of modding - other stuff is balance that should be fairly straightforward to tweak. I am a bit worried if nerfing push won't change AI into retards (you know pushing enemies to no effect cause they have been wired to do so), but I didn't try modding BG3 so I don't know how it works exactly.

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Originally Posted by Van'tal
2. Food is very scarce, long rests are restricted in some areas, short rests costs food.

Yikes! Where did this food mechanic come from? Solasta used it too. The human body can keep going on small rations...maybe its just the proportions that feels off.

I dunno...Of course the party just insta-heals (Homebrew territory).

I can see why we want to limit that, I wish we had some sort of time mechanic, like in a real campaign.


Note: In my campaigns we did have to have daily rations...or forage. Rests were based on a calendar though (One long rest per day).
Food mechanic is here to stay for sure, so I just suggested how to make it more meaningful


add hexblade warlock, pls
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Originally Posted by Van'tal
If they are unwilling to do that than increased difficulty could raise creature levels up...I'm not a fan of "increase damage and resists of enemies" and vice versa. That is also a made up mechanic.

Also, not a fan, I hope they avoid that as much as they can


add hexblade warlock, pls
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Originally Posted by Van'tal
Note: Sorry, forgot to say...Good list smile.

Thank you!


add hexblade warlock, pls
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Originally Posted by mrfuji3
I see 2 significant issues with this suggestion.
- 1.) Larian would have to implement and then balance 2 separate game modes, along with the 3-5 difficult levels within each mode. Larian only has a limited amount of developer-time, and splitting their focus will likely result in each mode being half-assed mediocrity, and even worse for the various difficulty levels.
- 2.) It isn't defined well. What does "D&D-like" mean? The "like" qualifier gives too much wiggle room, allowing any specific mechanic to not match 5e as long as the whole mode resembles 5e enough. The problems are: who is the judge of which mechanics are more or less essential to D&D, and who is the judge of whether an entire mode is close enough to D&D 5e? This comes down to Larian and/or player opinion, neither of which is objectively correct.

Instead of having 2 separate game modes, each of which stands on its own, Larian should create and balance for a single game mode (with various difficulty levels), and then add extra options/toggles/sliders for the things you mentioned above. Perhaps these difficulty options would be naturally adjusted with difficulty mode, or perhaps not. But implemented this way, Larian doesn't have to worry as much about those 2 issues above.
This is what I want too (as I've said in past posts).

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Tactician mode better be more imaginative than it was for DoS 2.

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