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Re: Will this game FINALLY take world simulation to the next level?
Wormerine
3 hours ago
It is always a problematic mechanic in computer RPG Not always. Wrath of the Righteous uses rests pretty well. With actual passage of time and consequences of such things. Meaning you didn't spam rests to cheese the game. Wartales also uses rests reasonably well. Again, you bypass the nature of rest spamming by having time advance and consequences for such things (I.e. Quests are time based for full rewards) in addition to more limited resources (Food and gold to upkeep your party. Even more so if anyone happens to have a negative personality trait that requires specific dietary needs like meat or alcohol) Ah, didn't play either. Tried WotR but I still have PTSD from Kingmaker so I didn't get far. I hope cooldowns won't come back Personally, I do. I find that cooldowns provide a much better gameflow. I mean, obviously, it all depends how well designed the system is. But personally, generally I find RPG systems with cooldowns (Tyranny, D:OS1&2, Dragon Age) to tend to boil down to repetitive loops - have a sequence of skills you will use in loop as they get out of cooldown. Though I suppose that an issue that goes beyond what resource is tied to the skills - but with per rest, I find, at least myself, restrain more from using skills until necessary - Pillars of Eternity1 system working probably best for me: some common abilities per encounter, stronger skills tied to rest, with rest having soft limit that can be easily bypassed if need be, but annoying enough to encourage efficient rest pacing. They might still just continue on with the 1 map per act design and cramming all these things into a single small space which can lead to everything feeling awkward and disconnected (As well as some dissonance between scale and NPC interactions) I can't imagine them abandoning coop, and for multiplayer single maps seem like a handy feature. I think it is perfectly fine to have their preferred structure (other studios do as well), I just hope the narrative content will fits more naturally with the gameplay experience.
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Re: Tav Refuses to Move
Skyflyerjen
19 hours ago
Hello, thanks for replying!! I will just have to try that. She is blessed by a certain pain-loving god, so she'll lose that, but at this point, it's worth it to save my game!
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Sleep/Resting mechanic
Little Red
22 hours ago
I’d love to see resting as a tactical decision rather than a safe reset button.
You can choose any location to sleep , the environment and location determine the chance of something coming across you If everyone sleeps - maximum healing but high ambush risk If you choose a party member to stand watch they heal slower but reduce ambush chance Badly injured characters must sleep deeply to heal, more chance of ambush
Camp location, weather, shelter , injury and exhaustion suddenly become systems that can create stories naturally.
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BEST BLACKCHAIN FORENSIS. WHISPERER HACKER RECOVERY
nelson
Yesterday at 01:33 PM
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Re: Stuck at the Watchful Sentinels In Boreas Prison
raiskader
Yesterday at 12:49 PM
I will necro this thread as it was my first result on google in 2026 to add what I found by trial and error since I had neiher fire res or tp I could use.
- The dead center is a vision free zone - Smoke arrows will allow you to create dark pockets for character(s) to pass through undetected
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