Re: Sleep/Resting mechanic
Zekur
1 hour ago
Yeah, 'Tactical resting' seems like such an obvious feature to add in a crpg yet most only do it in a very surface level, and Larian's games are no exceptions.
Realistically though, I doubt it will change in divinity. Larian have never shown any interest in a proper rest system and even when forced to make one in bg3 because dnd they fully focused on the social aspect of it, making it just a hub for companion quests ultimately. If I had to say it fancily, they want to tell a story, not an adventure, and tactical resting would be part of an adventure. But I would be glad to be proven wrong.
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Re: Will this game FINALLY take world simulation to the next level?
Taril
6 hours ago
The main thing is what the focus of the particular game is about.
There are games that put more of the focus on that realism and survival, whereby a large portion of the gameplay is about ensuring that your characters are healthy and are able to rest adequately.
In these sorts of games, resting can be a perfectly fine mechanic. You spend some time each day ensuring you have the resources required to rest and you will rest as and when it is needed (I.e. During evenings when characters are getting fatigued and hungry)
The issue is that for a lot of D&D campaigns (Especially video game ones), this isn't the focus of the game. They are instead more focused on spamming combats and NPC dialogues, the whole idea of "Travelling" and "Survival" is not even a secondary concern, it's all about building smooth-talking warriors.
As such, you end up with the sorts of things like BG3, where resting is a non-consideration and just something you do to recover limited resources. The game just wants you to fight and/or talk to things and nothing more. (This is also incorporated into the world design. Everything is squished down into a very small area because the idea is that you come across combats/dialogue much faster that way)
There are some games where they are a mix of the two, whereby they have some limited "Survival" mechanics (Such as Wartales or earlier D&D editions where ALL characters develop fatigue/exhaustion over time) which promote a general gameflow with regular rests but with the main focus being more on the whole "Combat/Dialogue" stuff.
But at the end of the day, it really is all about what the game is designed around.
There are places where resting as a mechanic can make sense and is incorporated very nicely into the overall game systems. But there are also places where resting as a mechanic makes no sense and just exists for arbitrary reasons.
D&D can be both. Given that it's merely a platform for DM's to craft their own stories (It's "Rules" aren't really "Rules" but more an example of a system that can be used. DM's and players can, and often do, homebrew their own rules to use in lieu of the handbook rulesets). Someone can craft a campaign that focuses more on the nature of surviving as a traveller/sellsword/hero in the making making more use of skills like Survival, Climbing, Swimming, Animal Handling and the like. Or someone can craft a campaign that focuses more on combat, where it's all about throwing the party into fights and getting loot.
As far as Divinity goes, it's been more in that "Combat focused" design rather than the idea of survival. With even "Recovering resources" from rests being a rather minor aspect of the games with very few instances of limited resources (And alternate means to recover them i.e. Eating people's soul)
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Rolan reveal (possible spoiler)
ldo58
8 hours ago
I accidentally massacred everyone at Last Light Inn. (wrong choice in "welcome" dialogue with Jaheira) Then I had the chance to "talk to the dead" with Rolan. That was interesting. I recommend to do that, if he falls for some reason. Asking his name , he says "Rolan", stressing that it is just Rolan, he has no family name. Asking about his family, he says he has none. You can then ask him about Cal and Lia. He says that they are brother and sister, but that he has no family.
So that was interesting, given Rolan's heavy atttachment to Cal and Lia and his feeling of responsibility towards them, it turns out they are not family in the blood. This could have been worked out further in the story. I guess there was no time to do this.
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Re: What a lying, lying game!
Shadowbart
Yesterday at 11:30 PM
Starting fight against coffin skeletons outside mirror with Necromancy of Thay. Hit 81% critical miss, nope, awesome power of time reversal Hit Turn ends (level 4) Ripost as someone runs up, hit My turn, critical miss, again, nope, awesome power of time reversal They cycle through their turns, still alive Miss, nope, time reversal One attacks me, critical miss I ripost, critical miss That's 4 critica misses in the first 13 attacks, 2 by me.Next cycle round through them, one does two critical misses in a row. Hit, miss Next cycle round, 4 left, 2 of them do a critical miss Me, critical miss, nope-ing time reversal Hit Go-round, a few hits and misses Me, hit Go-round, 3 left, 2 arrow hits, mitigated by the gloves, one critical miss Me, miss (2) Go-round, miss miss miss Me, critical miss Go-round, miss hit hit Me, miss (4, I need a 5 to hit with my bonuses) Go-round, critical miss, miss, miss Go-round, hit, miss, miss Me, hit (down to 2) Go-round, miss, hit, one runs away, me critical miss on opportunity attack Me, miss 3 Go-round, miss, hit Me, miss 4 (need 5 now that oil of accuracy has worn off) Go-round, miss, miss Me, hit Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, hit (gloves mitigate) Me, miss, 2 Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, miss, 3 Go-round, miss, critical miss Me, hit, down to 1 Go-round, hit Me, hit Go-round, miss Me, hit, fight over By my count, including reloads and their swings, that's 18 critical misses in 82 swings. The stats on this are disturbing. Playing "Brutal" mod difficulty, both sides swing with disadvantage. Chance of a critical miss with disadvantage is 1 - chance of not a crit, which is 1 - (19/20 * 19/20) = 0.0975, or a little less than 10%. I thought I'd try Google AI for the fun of it: Chance of a 0.0975 event occuring 18 times in 82 tries AI Overview The chance of an event with a 0.0975 probability occurring exactly 18 times in 82 tries is approximately 0.0522% (or 1 in 1,914). If you are looking for the probability of the event occurring 18 or more times, the chance is approximately 0.0806% (or 1 in 1,240). "About 18" would be a little more likely still. Regardless, even that is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy out of the realm of reasonable chance. Again, this is all the freaking time. Any explanations? Or does the code have an Exciting-i-nator Engine? What a pretty graph from AI!
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Re: Door problem still there.
Lotus Noctus
Yesterday at 07:29 PM
At least for the pillar bug. This can be easily avoided by changing the camera angle. However, I often run into another problem with prone enemies where the attack goes through but doesn't deal any damage, and the enemy automatically dodges it.
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Re: Cannot remove my friends character....
Salo
Yesterday at 11:12 AM
If you dismiss the character to camp, they should be kept in Wither's Wardrobe of Wayward Friends, freeing space in your party for other characters until they're taken out or if your friend ever re-joins.
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Re: Enemy Health Turned Off
Ircher
Yesterday at 03:28 AM
I think it's pretty cool. You can still see the relative amount of health that's left, so you can make tactical decisions based on that. I don't think not knowing the exact amount increases difficulty that much. The only thing it really prevents is knowing whether you're likely to kill a character at full health in one round. Otherwise, you can estimate and plan based on the percentage of health left.
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Re: Mouse scroll WAY too fast
therbaderb
Yesterday at 12:43 AM
I want to third this. It really is quite terrible in my humble opinion to the point of nearly breaking the game for me. It's certainly hampering my enjoyment of it a great deal!
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Re: macOS currently known issues and limitations
therbaderb
Yesterday at 12:41 AM
Why on earth has the trackpad scrolling problem not been addressed yet? I still can't believe there's no way to adjust this in-game. I've been trying everything I can think to including using LinearMouse to work around this problem, all to no avail. Is someone at Larian looking into this? Please? Someone?
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