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No, thank you.

I don't want to deal even more with tedious inventory management and I absolutely don't want to look at my consumables all time long to see if I should use them or if I can keep them a bit more.

Definitely a strong -1

Solution for long rest is to make supply bags required while food would only become decorative items or eventually crafting materials...
It's really not a hard restriction. You can find a lot of supply bags, you have some right at the beginning, you can buy some,...

Last edited by Maximuuus; 04/09/22 11:19 AM.

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Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

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Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

Or... It could all just vanish and you wouldn't have to juggle camping supplies items but it would simply add to the overall camping supplies value in the top right corner. Then, a LOT less item management.

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Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.
Nah ...
40 units of food = rest ... therefore 40 units of food should = supply pack


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Originally Posted by Maximuuus
No, thank you.

I don't want to deal even more with tedious inventory management and I absolutely don't want to look at my consumables all time long to see if I should use them or if I can keep them a bit more.

Definitely a strong -1

Solution for long rest is to make supply bags required while food would only become decorative items or eventually crafting materials...
It's really not a hard restriction. You can find a lot of supply bags, you have some right at the beginning, you can buy some,...


This

I've played EA many times and have never bothered to collect food even once. There is enough item management with potions/scrolls/weapons/loot as it is.

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Originally Posted by GM4Him
Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

Or... It could all just vanish and you wouldn't have to juggle camping supplies items but it would simply add to the overall camping supplies value in the top right corner. Then, a LOT less item management.

Yeah +1 to this as well! I'd be OK with both options

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Originally Posted by neprostoman
Originally Posted by GM4Him
Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

Or... It could all just vanish and you wouldn't have to juggle camping supplies items but it would simply add to the overall camping supplies value in the top right corner. Then, a LOT less item management.

Yeah +1 to this as well! I'd be OK with both options

Well, I'd be okay with Ragnarok's 40 camp supply items = 1 camp pack when crafting. Backpack should also be necessary. At least then you could combine a ton of seemingly useless camping supplies items into 1 pack quickly to minimize all the clutter.

Still, I'm hating item management as one of the most hated things in DOS2 and BG3. The less I have to deal with clutter at all, the better.

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Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

I'm not 100% sure it would be cool but yes, thats something I had in mind. At least it's interresting and allow to think deeper.

Ragnarok's idea would just add a few more clicks to the current system without changing or improving anything else.... which doesnt seem interresting at all. Better not doing anything than this...

Last edited by Maximuuus; 04/09/22 06:14 PM.

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Originally Posted by Maximuuus
Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.

I'm not 100% sure it would be cool but yes, thats something I had in mind. At least it's interresting and allow to think deeper.

Ragnarok's idea would just add a few more clicks to the current system without changing or improving anything else.... which doesnt seem interresting at all. Better not doing anything than this...

Exactly. I'd prefer story consequences first, and maybe even some of those Random encounters events you and I tried presenting once upon a time. If they aren't going to do that then just do the Survival check thing and translate all food into camping supplies total and take them off the inventory so we stop having all the item management. It's just not valuable and a huge waste of time.

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Again...if you think long rests should be more sparse...then do it. Set a 5 battles before I long rest rule and follow it. Don't break the game for the person who wants to rest after every battle.
There is no competition between players. If someone else completes the game long resting after every battle and you complete the game having only long rested 3 times...there is no score but your own enjoyment.

I understand arguments like push is too powerful because MOBS PUSH. I wish that was a toggle. But for the player...if you think push is cheese...don't push.

Works the same for long rests.

I don't understand these arguments. Anything that you can just decide not to do is not something that needs to be changed....other people may enjoy it. So why wall them out unless you are arguing that you have no willpower...

Last edited by RumRunner151; 05/09/22 07:22 AM.
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Originally Posted by RumRunner151
Again...if you think long rests should be more sparse...then do it. Set a 5 battles before I long rest rule and follow it. Don't break the game for the person who wants to rest after every battle.
There is no competition between players. If someone else completes the game long resting after every battle and you complete the game having only long rested 3 times...there is no score but your own enjoyment.

I understand arguments like push is too powerful because MOBS PUSH. I wish that was a toggle. But for the player...if you think push is cheese...don't push.

Works the same for long rests.

I don't understand these arguments. Anything that you can just decide not to do is not something that needs to be changed....other people may enjoy it. So why wall them out unless you are arguing that you have no willpower...

Not that simple. Dialogues are tied to long rests. If I don't long rest frequently, I miss out on lots of dialogue. Also, I have TONS of useless items that I've picked up with no purpose because I know that I can just long rest my brains away and never really need any of it. So, although I COULD ignore the fact that I can long rest as much as I want, it's always there, gnawing at me and saying, "Why bother with potions and crap? There's so much item management in this game anyway. Just long rest. You don't need to waste items or anything AND you'll be sure to get all the dialogues. Sell all that crap and be done with it.". Which is incredibly lame to me.

Also also, no limits means no immersion because time is absolutely meaningless. I can long rest for weeks and nothing changes. Fires don't even ever burn out.

And then, to top it off, spellcasters never have to worry about spell slots. So their entire value and meaning is stripped. Why even have spell slots at all? You can regain them by sleeping between every fight. Sure. You don't HAVE to, but it's there. AND most fights are designed expecting you to have full health and spell slots especially for first playthroughs.

Last edited by GM4Him; 05/09/22 07:35 AM.
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Originally Posted by RumRunner151
I don't understand these arguments. Anything that you can just decide not to do is not something that needs to be changed....other people may enjoy it. So why wall them out unless you are arguing that you have no willpower...

I agree we can decide for ourselves when to rest and that’s what I’ll continue to do if Larian don’t change anything. But I would prefer it if the game set me some level of challenge not only about winning individual battles but also managing my resources over a number of encounters. This doesn’t need to be a hard limit, and in fact I’d prefer it not to be.

But it seems a valid preference to have the game set some expectations and to nudge us in the direction of resting at particular intervals or points, to reflect that we’re running a campaign here not just fighting a number of separate battles. Particularly as self-imposing a sensible cadence probably involves an element of meta-gaming.

I do not, of course, expect everyone to share this preference smile


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Originally Posted by GM4Him
Not that simple. Dialogues are tied to long rests. If I don't long rest frequently, I miss out on lots of dialogue.
That's a fair point, but I still think you can find your own balance rather than have one mandated.


Originally Posted by GM4Him
Also, I have TONS of useless items that I've picked up with no purpose because I know that I can just long rest my brains away and never really need any of it. So, although I COULD ignore the fact that I can long rest as much as I want, it's always there, gnawing at me and saying, "Why bother with potions and crap? There's so much item management in this game anyway. Just long rest. You don't need to waste items or anything AND you'll be sure to get all the dialogues. Sell all that crap and be done with it.". Which is incredibly lame to me.
IMO that's a you thing.

Originally Posted by GM4Him
Also also, no limits means no immersion because time is absolutely meaningless. I can long rest for weeks and nothing changes. Fires don't even ever burn out.
That seems like a development decision and while cool, I'd prefer not to have development $$ go there. You obviously disagree, and thats cool...maybe you get your wish, but I doubt it.

Originally Posted by GM4Him
And then, to top it off, spellcasters never have to worry about spell slots. So their entire value and meaning is stripped. Why even have spell slots at all? You can regain them by sleeping between every fight. Sure. You don't HAVE to, but it's there. AND most fights are designed expecting you to have full health and spell slots especially for first playthroughs.
Just because it's there... doesn't mean you need to use it. (unless it's something you find annoying that mobs use, I wish there was a toggle for some of those.)
Fights are easier if you have full spell slots for sure. I set rules on my playthroughs (Prob over 600 hrs at this point). Sometimes its 2 fights then rest, sometimes 3 or 5. At 5...you REALY think about spell use as a need vs cantrips. But this is what makes it fun for me. I am sure there are lots of people who want to long rest after every fight... that's fun for them. Why ruin the game for them when you can just make a choice not to rest as much?

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Originally Posted by RumRunner151
Originally Posted by GM4Him
Not that simple. Dialogues are tied to long rests. If I don't long rest frequently, I miss out on lots of dialogue.
That's a fair point, but I still think you can find your own balance rather than have one mandated.
If BG3's resting/dialogue system isn't changed, then no you cannot find your own balance unless you're willing to give up companion dialogue and relationship progression for basically nothing. BG3 already practically mandates that you rest with a certain frequency to get this content.

If you had to give up something due to resting frequently---e.g., loss of quest progression, using limited stores of food and risking not having food to rest later, the tadpole transformation progresses, risk of some companions going on ahead, etc---then players would be able to find their own balance. But currently there is nothing in-game that mechanically discourages long resting, so there's no tradeoff.

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I love playing casters, but it is boring to me if there isn’t enough to do on my pc’s turn. So, I am against mandatory resting restrictions and penalties. Instead having different options to select would be great, so everyone can play as they like.

It also would be helpful to add icons to let you know when a companion has a camp scene so that it won’t be missed.

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Originally Posted by Icelyn
It also would be helpful to add icons to let you know when a companion has a camp scene so that it won’t be missed.

+9000

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Originally Posted by Icelyn
I love playing casters, but it is boring to me if there isn’t enough to do on my pc’s turn. So, I am against mandatory resting restrictions and penalties.

You can mostly do as much things during your turn if you don't have a single spellslot left. I guess that's what you were reffering to.


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Originally Posted by Icelyn
I love playing casters, but it is boring to me if there isn’t enough to do on my pc’s turn. So, I am against mandatory resting restrictions and penalties. Instead having different options to select would be great, so everyone can play as they like.

It also would be helpful to add icons to let you know when a companion has a camp scene so that it won’t be missed.

That's what potions, scrolls and magic items are FOR though. They are MEANT to supplement a spellcaster's limited spell slots, especially at the beginning. And Cantrips are unlimited, so you ALWAYS have them to fall back on.

That's part of the whole reason I fight so hard for some sort of long rest discouragement in the game. It is to make scrolls and potions and other magic items actually MEAN something. Right now, they're practically useless. I don't need even a single scroll because I can and am encouraged to long rest between every fight. So why use scrolls? Just sell them and buy... Oh wait. What do I need to buy? Nothing in the game is actually all that worth buying. Maybe an axe or armor for my melee, but most items are not worth buying because you don't NEED them.

Create no need, and items are simply devalued and underwhelming. I kid you not, I sell EVERY spell scroll in BG3. ALL of them, and most potions too, including most healing potions and including ALL Revive scrolls. They're literally useless, what with Withers also around as my safety net should I actually die.

And again, I'm not looking for limited long rest. I'm looking more for interesting and logical story consequences for long resting; consequences that have VERY minimal impact to your overall mission. Fires go out. Lae'zel gets tired of nagging tries to go it alone only to meet up with you on Risen Road later, maybe wolves try to raid your food supplies at camp, and you have to Animal Friendship them or chase them off, someone disrupts the druid ritual, like Arabella, and gets locked up...

Last edited by GM4Him; 06/09/22 01:10 AM.
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Just to add another comment to this thread, started a new playthrough. 130 camping supplies by the time I fought the intellect devourers in the crashes nautiloid. 130!

I surprised the first 2 closer to the ruins entrance, and I short rested after the fight like it told me via tool tips (acting like a new player). I'm playing as if I'm a criminal bard who is scared of everything so he's sneaking everywhere. Fought the third devourer inside and it suggested long rest via tool tips. So I did.

Nothing like waking up on a beach with a tadpole in your head that is trying to eat your brain. Then you wander for a few minutes, get into a fight against 3 creatures, and yawn. Well. Guess I'll call it a day. I've got no reason not to.

Last edited by GM4Him; 06/09/22 08:32 AM.
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Originally Posted by RagnarokCzD
Originally Posted by neprostoman
Agreed. You could also use food to craft a supply pack, but it would need certain amount of certain foods to do so, like, 4 fruits, 4 vegies, 4 meats, 4 drinks, something like that.
Nah ...
40 units of food = rest ... therefore 40 units of food should = supply pack
thats a good idea


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