Larian Studios
Now, I know the argument has been made that this is an old school CRPG, but after the game is over there's not much else to do.

With that, perhaps add a merchant that restocks frequently.

I would imagine this would be endgame stuff though, as to not mess with the balance of getting through the story. What do you guys think?
I think it would be a waste of time to do this. Perhaps you could take up this time to learn the editor and create custom campaigns!
I think there should definitely be some end game content. I appreciate that the core style of the game is an RPG with a defined story, but that doesn't mean there can't be anything to do after you complete the story. The combat in this game is great, it's a shame that there's a finite amount of enemies in the game.

Hopefully mods will fix this, though right now it's slow going while people figuring everything out, it may be a while.
I personally don't mind the idea of adding a few areas to grind in. If the "Experience Point Economy" is a concern, then those areas can provide minimal or no XP. My main concern is having areas where you can continue to get loot drops - especially crafting ingredients. I just find it rather odd that a lot of supposedly common crafting ingredients are both finite, and in actuality far rarer than things like weapons and armor.

Of course, recently there's been a lot of chatter about how Larian hasn't implemented the Mega Dungeon yet. Perhaps when that's added, it will provide some kind of renewable encounters or something.
Pretty much mod territory or expansion territory. Mods are up to modders and it's a bit early to be talking expansions.
No
It'd be nice to be able to level up someplace if you find yourself getting behind the curve. Seems like I'm always a level below the enemies I'm fighting. If I wasn't doing all the side quests I can find it'd probably be worse.
And I find I'm always a level ahead... Maybe you are missing some quests
They should add respawning enemies everywhere, so that you don't feel obligated to squeeze out every ounce of exp that you can get out of every area in the game.

It's really weird to walk through all these empty areas in supposedly terrifyingly dangerous places.
Yes and no. I like the fact that most don't respawn, but I would also like an arena-type area or event with ever increasing challenges.

Then again, that sounds like the perfect idea for a mod - a Build Tester/Battle Arena, letting you try out various character/party combinations against different scenarios.

Hmmm....I should hurry up and finish a playthrough so I can dive into the toolkit.


There is simply no need for it. The game is amost perfectly balanced to your own level if you follow the "right" path. You will always fight against mobs that are on the same level as you or one level different at the maximum... wink
Originally Posted by SagaDC
I personally don't mind the idea of adding a few areas to grind in. If the "Experience Point Economy" is a concern, then those areas can provide minimal or no XP. My main concern is having areas where you can continue to get loot drops - especially crafting ingredients. I just find it rather odd that a lot of supposedly common crafting ingredients are both finite, and in actuality far rarer than things like weapons and armor.

Of course, recently there's been a lot of chatter about how Larian hasn't implemented the Mega Dungeon yet. Perhaps when that's added, it will provide some kind of renewable encounters or something.


That's my main thing. I'm afraid to craft because of the finite resources.

A way around the Experience economy, I guess just only give XP on the first time you kill something.
Originally Posted by Madkat124
That's my main thing. I'm afraid to craft because of the finite resources.


Speaking of this: Crafting isn't fair. Swords and axes can be crafted infinitely. If you don't like the sword or axe you got, you can just smelt it back into the only thing you need to make the sword or axe and try again. You can do this over and over again when leveling up.

Everything else is finite.
The problem with "respawning enemies" is that we have "Respawning Resources".

Our action points are an endless source of damage, hitpoints, you name it. Once a trick has been determined to killing "whatever" then you'll just have a rapid leveling machine.

Each encounter is supposed to be unique and planned unto itself. To create "respawning enemies" is to deprive the player of that sort of storytelling experience.

While endlessly respawning enemies might be useless... an endlessly respawning DUNGEON might be very interesting.

If you *do* want to something like that consider this image:
[Linked Image]

You have a small temple that you enter and clear out. The entrance of said temple informs you in a round about way that each lower floor is a shifting realm of tortured dreams.

Then, every time the player re-enters the dungeon they would have a new play experience.

Some of you may recognize this from the video game "Lufia 2" with the ancient cave that had 99 "random" levels that the player could experience.

Originally Posted by LordCrash
There is simply no need for it. The game is amost perfectly balanced to your own level if you follow the "right" path. You will always fight against mobs that are on the same level as you or one level different at the maximum... wink

There's no "need" for any of the things in the game; their purpose is to be entertaining.
Originally Posted by Simulacrum
There's no "need" for any of the things in the game; their purpose is to be entertaining.


Respawning enemies would take away from the game. It already takes ~a ton~ of time without respawning enemies, and if you really want to fight more that's what custom scenarios are for. Of course the problem is that custom scenarios aren't out yet, but good content takes time.
Originally Posted by Simulacrum
Originally Posted by LordCrash
There is simply no need for it. The game is amost perfectly balanced to your own level if you follow the "right" path. You will always fight against mobs that are on the same level as you or one level different at the maximum... wink

There's no "need" for any of the things in the game; their purpose is to be entertaining.

True. But there is something called "design" and "balance". By adding respawning enemies you would cripple any serious attempt to properly balance the game.

If you just want to enjoy combat there should be combat-only maps soon. But in the campaign you follow a certain path which is well balanced for your party to offer constant fair and balanced challenge. wink
Originally Posted by Songbird
And I find I'm always a level ahead... Maybe you are missing some quests


Same here! Even so, I enjoy combat so much I wish I could do more of it, especially after along spell in town yapping with the people and getting/updating quests. I'd love an arena I could go to that didn't give XP but gave other rewards, maybe with a challenge for each level of experience to test your mettle (perhaps accessible via an end of time portal).
Originally Posted by camelotcrusade
Originally Posted by Songbird
And I find I'm always a level ahead... Maybe you are missing some quests


Same here! Even so, I enjoy combat so much I wish I could do more of it, especially after along spell in town yapping with the people and getting/updating quests. I'd love an arena I could go to that didn't give XP but gave other rewards, maybe with a challenge for each level of experience to test your mettle (perhaps accessible via an end of time portal).


Sounds like a cool mod to me. Nothing Larian themselves need to invest time and money into... wink
I dont really understand how the loot-system works with finite enemies anyhow. Still the game feels good as it is now but i think what others mentioned would be perfect - a dungeon.

Not for XP - that would probably break the game - but for loot. XP could be completely disabled or seriously reduced.

What would also be fun:
- instead of a dungeon create an arena with random enemies - not to gain XP but to get loot
Originally Posted by Simulacrum

There's no "need" for any of the things in the game; their purpose is to be entertaining.


Thats not true.


Additionally, it is a direct example of what devolved the whole genre of RPGs and brought age of decline. That right there is mass market, publisher mentality of ignorance and greed and putting false sense of entitlement to be "entertained" in the cheapest ways possible as the only goal.

Its design by the lowest common denominator.

I wont even try to teach you about concepts such as internal coherence, logic, plausibility, consistency and even more complicated notions of writing things of quality, because if you had any incling about those things you wouldnt be able to write that sentance.

Lets just say that what you consider "entertaining" i wouldnt touch with a ten meter pole. Unless it had a high voltage tazer at the end. Or better yet a plasma torch.


Or just a new achievement and a new character trait (like "Hero" = +1 charisma and leadership) once you've cleared the dungeon/arena...
Originally Posted by Hiver
Originally Posted by Simulacrum

There's no "need" for any of the things in the game; their purpose is to be entertaining.


Thats not true.


How so. Your problem seems to be that you - for some odd reason - only understand the word "entertain" in a negative way.

To entertain is probably the most important thing of any game. If its not entertaining nobody will play it. Difference is different things entertain different people. Nobody ever said games have to entertain everybody - such i thing cant exist anyhow.

In the end any game is created to entertain a certain audience - how is entirely up to the audience and the developer.
No Larian shouldn't add respawning enemies in any way, they should keep updating the editor and support the modding community as much as they can so the community can almost endlessly pump out new custom content/campaigns.

For games like this the new mods are the endgame (what you do when you finish the main campaign).
Originally Posted by Mr. C
The problem with "respawning enemies" is that we have "Respawning Resources".

Our action points are an endless source of damage, hitpoints, you name it. Once a trick has been determined to killing "whatever" then you'll just have a rapid leveling machine.

Each encounter is supposed to be unique and planned unto itself. To create "respawning enemies" is to deprive the player of that sort of storytelling experience.

While endlessly respawning enemies might be useless... an endlessly respawning DUNGEON might be very interesting.

If you *do* want to something like that consider this image:
[Linked Image]

You have a small temple that you enter and clear out. The entrance of said temple informs you in a round about way that each lower floor is a shifting realm of tortured dreams.

Then, every time the player re-enters the dungeon they would have a new play experience.

Some of you may recognize this from the video game "Lufia 2" with the ancient cave that had 99 "random" levels that the player could experience.



IF we're getting anything from that movie, it should be this:

http://2.bp.blogspot.com/-1nv6tkEgA...Screen+shot+2011-07-25+at+2.09.50+PM.png
Originally Posted by LordCrash
There is simply no need for it. The game is amost perfectly balanced to your own level if you follow the "right" path. You will always fight against mobs that are on the same level as you or one level different at the maximum... wink


Apparently I'm playing the game wrong, then. 1) I keep facing groups of enemies that are twice my level (they're 6 while I'm 3), and it's quite difficult to avoid getting squished to oblivion. 2) I can't afford skills unless I go on a looting spree, stealing paintings from every wall in town.

I wish the city had an area where I could repeatedly face off against other random individuals or teams. Win gold and experience (no items) if I win. Suffer the usual shame and durability loss if I lose. It'd be a great way to slowly train up and legitimately earn cash.
Originally Posted by MellowTigger
Originally Posted by LordCrash
There is simply no need for it. The game is amost perfectly balanced to your own level if you follow the "right" path. You will always fight against mobs that are on the same level as you or one level different at the maximum... wink


Apparently I'm playing the game wrong, then. 1) I keep facing groups of enemies that are twice my level (they're 6 while I'm 3), and it's quite difficult to avoid getting squished to oblivion. 2) I can't afford skills unless I go on a looting spree, stealing paintings from every wall in town.

I wish the city had an area where I could repeatedly face off against other random individuals or teams. Win gold and experience (no items) if I win. Suffer the usual shame and durability loss if I lose. It'd be a great way to slowly train up and legitimately earn cash.


Well, there is a certain "golden path" which you should/could follow to always meet enemies fitting your own level (one to two level above you max).

In Cyseal:
1) make all quests in town
2) enter the cave under the cementary
3) head out west of town until the lighthouse
4) head out south-west to the beach
5) enther Black Cove
6) head out north
7) head out north-west to the beach
6) enter E.'s cave
7) head out east
8) head out north-east to the cementary/church
9) head out north-north-east to the burning fields
10) enter the dungeon under the church
11) travel to Luculla forest/Silverglen

In Luculla forest
1) head out south to the cabin of the White Witch
2) head out north until you find the spell
3) enter the cave of the White Witch
4) enter the lake and travel to Hiberheim

In Hiberheim
1) solve the puzzles in the cave
2) clear the main map of Hiberheim
3) enter the elemental forge
4) enter Boreas's castle
5) travel back to Silverglen/Luculla forest

In Luculla forest again:
1) enter Silverglen
2) head out south-south-east to the goblin paths
3) enter the Luculla mines
4) head out north-west for the Immaculate trials
5) head out north-west to the desert
6) head out south-east to the Immaculate territory
7) enter the Immaculate cathedral
8) travel forth to the Phantom forest

In Phantom Forest
1) head south-east to Hunter's Edge
2) solve quests in Hunter's Edge
3) enter the Knight's tomb
4) head out north to the cursed area
...
Originally Posted by MellowTigger
Apparently I'm playing the game wrong, then. 1) I keep facing groups of enemies that are twice my level (they're 6 while I'm 3), and it's quite difficult to avoid getting squished to oblivion. 2) I can't afford skills unless I go on a looting spree, stealing paintings from every wall in town.


You're probably trying to do the quests in the wrong order. Unfortunately they aren't too helpful about pointing the right direction other than giving you a bloody nose every time you go the wrong way.
Originally Posted by MellowTigger
[quote=LordCrash]

Apparently I'm playing the game wrong, then. 1) I keep facing groups of enemies that are twice my level (they're 6 while I'm 3), and it's quite difficult to avoid getting squished to oblivion. 2) I can't afford skills unless I go on a looting spree, stealing paintings from every wall in town.


Yes as others mentioned you are playing the game wrong. Had the same problem.

From my point of view this is a huge problem of this game which should be fixed as soon as possible.

I am fine with having enemies that are too strong in certain areas but there simply need to be more clues for the player to find out which quests and areas are level apropriate. It is especially frustrating if you just wander out and the last gate you wander out is the one you are supposed to wander out.

I do realize there seem to be some hints but they are to subtle it seems.

Also if this doesnt get fixed soon this will scare of a lot of new players for no reason. The concept is great and it is a good game but people have to at least realize that this is the concept of the game - there are lots of threads from frustrated players.

Problem is i have no idea how this could be done with subtle hints - maybe some sort of level-reputation-dialog-system where guards at the exits will warn players explicitly and change dialogue depending on player-level.
Originally Posted by Areason
Originally Posted by MellowTigger
[quote=LordCrash]

Apparently I'm playing the game wrong, then. 1) I keep facing groups of enemies that are twice my level (they're 6 while I'm 3), and it's quite difficult to avoid getting squished to oblivion. 2) I can't afford skills unless I go on a looting spree, stealing paintings from every wall in town.


Yes as others mentioned you are playing the game wrong. Had the same problem.

From my point of view this is a huge problem of this game which should be fixed as soon as possible.

I am fine with having enemies that are too strong in certain areas but there simply need to be more clues for the player to find out which quests and areas are level apropriate. It is especially frustrating if you just wander out and the last gate you wander out is the one you are supposed to wander out.

I do realize there seem to be some hints but they are to subtle it seems.

Also if this doesnt get fixed soon this will scare of a lot of new players for no reason. The concept is great and it is a good game but people have to at least realize that this is the concept of the game - there are lots of threads from frustrated players.

Problem is i have no idea how this could be done with subtle hints - maybe some sort of level-reputation-dialog-system where guards at the exits will warn players explicitly and change dialogue depending on player-level.


Don't the guards tell you if you're below the recommend level? Also, seeing level 6 enemies while you're level 3 should be indication enough you should go elsewhere.
Originally Posted by Areason

I am fine with having enemies that are too strong in certain areas but there simply need to be more clues for the player to find out which quests and areas are level apropriate. It is especially frustrating if you just wander out and the last gate you wander out is the one you are supposed to wander out.

Some call it frustrating, others exciting. This game "forces" you to explore and to try stuff out and to search for stuff on purpose. If you meet enemies that seem to be too strong for you, go somewhere else. That's true exploration by design. wink

If you think that this is frustrating just have a look at the forums/guides. Or the game is just maybe not your cup of tea.
Originally Posted by LordCrash
Originally Posted by Areason

I am fine with having enemies that are too strong in certain areas but there simply need to be more clues for the player to find out which quests and areas are level apropriate. It is especially frustrating if you just wander out and the last gate you wander out is the one you are supposed to wander out.

Some call it frustrating, others exciting. This game "forces" you to explore and to try stuff out and to search for stuff on purpose. If you meet enemies that seem to be too strong for you, go somewhere else. That's true exploration by design. wink

If you think that this is frustrating just have a look at the forums/guides. Or the game is just maybe not your cup of tea.


It is frustrating when you have to go trough 6 doors just to find out that you were supposed to to trough door number 7.

Especially when you start a new game and dont know yet what the game wants to be. Thats probably my main problem with this game - this is a type of game people are not used to anymore - it is important for the game to communicate that it is different.

Also i wouldnt call this "true exploration by design" but annoying trial and error combined with a game you dont know yet.

The beginning of the game should be clear and help the player understanding what he is supposed to do. From my point of view this will only scare off new players at the beginning of the game because they have no idea what they are supposed to do. The game shouldnt hold a players hand - but it should at least give players a general idea what to do at least at the beginning of the game.

Also i am not sure if i like the level-area system as it is now because it pretty much is a hidden mechanic to force the player to do quests in a certain order without the game telling him in which order. It would be more fun if higher-level areas would be within normal areas and/or higher level foes within aswell.
Originally Posted by Areason
Problem is i have no idea how this could be done with subtle hints - maybe some sort of level-reputation-dialog-system where guards at the exits will warn players explicitly and change dialogue depending on player-level.


Easy enough. Put a level with the quest progression in the journal. It would tell you which quest you should probably be exploring without the recon by fire approach.
I'm curious about the people who think there should be no 'end game'. Surely after you've finished the campaign, you feel attached to your characters and would like to do more with them, no? I see no harm in area(s) that open up post-campaign with dynamic leveling or some sort of tiered content that would let you continue to grow your characters, get new crafting mats, new gear, try new builds, etc.

Of course it wouldn't be balanced, and of course your characters would get stupid powerful, but why shouldn't they when the campaign is over? There's no harm done by post-story optional content. If you don't like it, don't partake in it. Do what you would do without it and just never load the save again, it doesn't affect you at all.

I like life extension by mods, it's obviously a great and expansive option. But at this point once you've finished the campaign and killed every mob, you're done. There's no reason to load the save anymore. No reason to see those characters again. I don't know you can be so contented to see your 80+ hour characters disappear (which they effectively are since you may as well delete your save file with no mobs to fight or things to do).
Originally Posted by Pestilence
I'm curious about the people who think there should be no 'end game'. Surely after you've finished the campaign, you feel attached to your characters and would like to do more with them, no?


I'm not sure what EG would look like with a game like this, but historically these games don't have end games, unless you call Expansions or Part 2 or 3 etc part of that. MMO's created this end game situation because they wanted you to keep soaking dollars into playing. I'm not really against it, I'm near certain it isn't coming, but it isn't a staple for cRPG's in any way. The mod tool is probably our EG, wherever that may lead.
Originally Posted by Horrorscope
Originally Posted by Pestilence
I'm curious about the people who think there should be no 'end game'. Surely after you've finished the campaign, you feel attached to your characters and would like to do more with them, no?


I'm not sure what EG would look like with a game like this, but historically these games don't have end games, unless you call Expansions or Part 2 or 3 etc part of that. MMO's created this end game situation because they wanted you to keep soaking dollars into playing. I'm not really against it, I'm near certain it isn't coming, but it isn't a staple for cRPG's in any way. The mod tool is probably our EG, wherever that may lead.


Oh I know that typically this genre has no end game, but that doesn't mean it shouldn't. I don't think they'll add it at this point, we're just discussing the concept. But having to effectively delete my save once I finish the campaign feels shitty, I want to keep gearing and keep growing. At this point we don't even know if you can import characters/saves into the editor campaigns so it's very possible that it won't be our EG, it'll just be other stuff, and the characters you spent 80+ hours with will be effectively dead.
Originally Posted by Pestilence
Of course it wouldn't be balanced, and of course your characters would get stupid powerful, but why shouldn't they when the campaign is over? There's no harm done by post-story optional content. If you don't like it, don't partake in it. Do what you would do without it and just never load the save again, it doesn't affect you at all.


The harm is that it ruins possible expansions.
Originally Posted by Pestilence
Oh I know that typically this genre has no end game, but that doesn't mean it shouldn't. I don't think they'll add it at this point, we're just discussing the concept. But having to effectively delete my save once I finish the campaign feels shitty, I want to keep gearing and keep growing. At this point we don't even know if you can import characters/saves into the editor campaigns so it's very possible that it won't be our EG, it'll just be other stuff, and the characters you spent 80+ hours with will be effectively dead.



Well that is what modded campaigns are for and expansions and #2. To continue on. Someone mentioned a NG+, that would have been cool, but not in the cards

I wouldn't delete it, in time there most likely will be a use for them.
Originally Posted by Tyhan
The harm is that it ruins possible expansions.


Is that how expansions for these kinds of games usually work? Carry on with your old campaign characters?

Quote
I wouldn't delete it, in time there most likely will be a use for them.


Yeah I wouldn't either, but aside from an expansion there's no reason to have the save, is what I was getting at. Having nothing to do with 80+ hour characters makes me sad.
Originally Posted by Pestilence
Is that how expansions for these kinds of games usually work? Carry on with your old campaign characters?


Why call it an expansion if you're starting a completely new scenario? You could make that a whole seperate game running on a slightly improved engine and most people would be perfectly content like that.

The point of an expansion in RPGs is to continue.
Originally Posted by Tyhan
The point of an expansion in RPGs is to continue.


I ask because I typically don't play isometric turn based games (NWN, Baldur's, etc). Plenty of expansions start over, but I agree that is one fault with continued leveling post-campaign, assuming they want/are/plan to make an expansion.
Whenever The Dungeon(tm) is released, there will be that content to run through.
A dungeon with respawning enemies that get harder and harder as you go deeper, would be a great addition to the game, especially for end game. Maybe even randomize the enemies, perhaps based on especially hard-to-beat enemy group templates smile

Definitely a good project for a mod, as long as it can be shimmied into the main campaign.

I agree that it is problematic that resources are finite for certain types of crafting but not others.
The economy is also out of whack. Things are way too expensive. At least that's the feeling I'm getting playing through Cyseal.

No to any such areas, during and especially out of the game story or after it.

Of course. The game has its specific story to tell. Character arc to present. Specific mechanics and rules of engagement.


Any such "area" would diminish the main campaign and whatever any player did with his characters.
This is really self evident but still, it looks like it has to be said out loud.


A separate mini campaign or a mod, thats fine. Whatever.
If there is a Cavern of Ultimate Evil and absolutely no story incentive to go and disrupt the monsters who live there, then surely it would be up to the player whether they went. If you do not like being able to fight and fight and fight, then simply stay away.

The game goal is about having fun. Some people really like the tactical aspect of fights and want more of them. Those who do not want this, could just ignore the dungeon and let those who DO enjoy it have their fun with it.

No such luck on the Internet though, where haters will hate on the enjoyment of others.
I would love some dungeons with endless enemies. I'm hoping some modders even add respawnable enemies along with prestige levels to the main campaign, if that's possible. The battle system is amazing to me and I could do nothing but battling for hours.
Creating a NG+ experience could be a very good mod idea, but also will requier to mod every fight in the game, in order to make them lot more challenging for hight level party.
So it will requier a lot of modding but yes, replaying the whole against monster level 20-30+ with better AI and abilities could be nice.
And if on top of that you add new hidden boss fight exclusive to the NG+ !!!

SO you could fix max level to 30, and said that NG+ is level 20 to 30.
There's a core problem on adding grinding area, if you don't use it you are penalized and if you use it, grinding is awfully tedious, combats with zero design is very boring. So no.
Originally Posted by Fend
There's a core problem on adding grinding area, if you don't use it you are penalized and if you use it, grinding is awfully tedious, combats with zero design is very boring. So no.


I can see your point. If it exists, you feel obligated to use it, and since you don't like it, it would take away your enjoyment. Personally, I love grinding, but maybe it's best left to modders.
*cough* still wondering why people actually want to ADD grinding. The last person I asked just started rambling and became crazy. Or was from the start, if I read more of his post... are there rational people here?

And... "endgame" ugh. Reminds me of The Old Republic... "Hey, this story stuff is kinda good and fun. Oh, it's over now. In KOTOR(2) I would go new game here I go... Oh god. Why... WHY??? It's so bad... *sniff*"
Respawn and grinding in Dininity? You must be joking... No, no and no again.
As I've stated elsewhere, my main concern is the finite number of resources, more than the finite number of experience points. Aside from crafting weapons and armor, which can be done indefinitely due to the ability to melt said items back down into base resources, many crafting recipes are inherently limited. All sorts of items such as plants, animal parts, and all sorts of basic "mundane" items like rope or needles and thread are, in actuality, harder to find than things like magical weapons and armor. Certain character classes, such as Rangers, will burn through inherently finite resources such as magical arrows, with no way to replenish them short of scrounging through barrels and keeping their fingers crossed each time the merchant inventories reset (which, mind you, only happens a finite number of times).

I'm not really concerned about grinding experience points, although I'm sure there are some folks who want that. I'm more concerned about finding more readily accessible loot drops. Dungeons with renewable foes could provide a potential source of such items, even if they opt to make "respawned" enemies grant little or no experience points.

It's certainly not the ONLY solution, but it's a possible solution. Something that might help offset my concerns is a more sensible merchant inventory reset timer, since at the moment they only reset their inventories each time your "main" character goes up a level - and even then, their inventories are fairly randomized (varying from vendor to vendor). And, again, even then the overall amount of gold in the world is still inherently finite (although admittedly, that's far less likely to be a problem).

I mean, where exactly do we draw the line between what is and isn't logical, when it comes to respawning or resetting things? Should merchant inventories even reset at all? What about plants? Should plants respawn? Should wounded enemies regenerate health when the player isn't around? I mean, if the goal is to present an in-game world where everything is static except for what the player expressly decides to change, then I suppose not.

EDIT - As an aside, this isn't even a particularly big issue for me personally. But still, some of the arguments AGAINST it just seem silly.
I think the main problem with making mods for this game is the level cap.
With a lvl cap of at least 50 we could make huge zones with lots of monsters etc, but with such a limited cap we can't make really long mods.

We don't need respawns, just more levels.
Quote
Definitely a good project for a mod, as long as it can be shimmied into the main campaign.


This is currently a problem, as there's no way to retroactively mod the main campaign that anyone has found. You'd have to start a new game with the mod enabled.
Originally Posted by Falcus
I think the main problem with making mods for this game is the level cap.
With a lvl cap of at least 50 we could make huge zones with lots of monsters etc, but with such a limited cap we can't make really long mods.


There is no "hard cap" on level progression. The level cap exists only because of the limited EXP available for leveling up.
Export Character
Import to Grind Mod
Export Character
Import to Main campaign

Sounds like a job for a save editor of sorts, unless it's already part of the functionality?
That's not a desire to grind... that's just wishing to get more XP. Might aswell skip the whole 'export' stuff and add XP in the save, and you have your effect... smirk
Originally Posted by Halcyon
Export Character


There is no built in functionality for that, and it may be a while before anyone figures out how to alter saves (if anyone ever does). Currently saves are locked to mods, so we don't even know if in the future you'll be able to move from mod to mod with a save. For now, you can't do any of these things.
Which Feature i would love to see is a Export System for Charakters. So if you beat the Game you can Export your Charakter and then with Mods, Expensions or whatever you can go to new Adventures. Maybe there would make a endless Arena kinda thing sense where you get more Challenge over Time!
I mean, i love the Roundbased Combatsystem and sometimes i wish i could play a sidemode where i can just 4 fun fight or challenge myself. Also new Dungeons and so on would be possible!

But also some Areas with respawning Enemies would be Fun too, but not a must for me^^

By the Way: If i remember Correctly, didn`t had Beyond Divinity such a mode?!^^
Originally Posted by Gregarious
Originally Posted by Fend
There's a core problem on adding grinding area, if you don't use it you are penalized and if you use it, grinding is awfully tedious, combats with zero design is very boring. So no.


I can see your point. If it exists, you feel obligated to use it, and since you don't like it, it would take away your enjoyment. Personally, I love grinding, but maybe it's best left to modders.


Thank you for acknowledging this when formulate in a non-offensive way. smile
And yeah, I have to agree, there is no point in having a grinding area in the main game.

I would go even so far to say there is no point for grinding areas in mods either, because you can have just fine combat heavy mods without respawn too and there should no (edit) lack of decent supply of those from mods. So why have the same fights over and over when you can play new scenarios instead? We have the technology to rebuild our enemies, stronger, faster, smarter. ;-)
Originally Posted by Apocalypse
Originally Posted by Gregarious
Originally Posted by Fend
There's a core problem on adding grinding area, if you don't use it you are penalized and if you use it, grinding is awfully tedious, combats with zero design is very boring. So no.


I can see your point. If it exists, you feel obligated to use it, and since you don't like it, it would take away your enjoyment. Personally, I love grinding, but maybe it's best left to modders.


Thank you for acknowledging this when formulate in a non-offensive way. smile
And yeah, I have to agree, there is no point in having a grinding area in the main game.

I would go even so far to say there is no point for grinding areas in mods either, because you can have just fine combat heavy mods without respawn too and there should no decent supply of those from mods. So why have the same fights over and over when you can play new scenarios instead? We have the technology to rebuild our enemies, stronger, faster, smarter. ;-)


Of course. If someone carries themselves in a respectable manner, they deserve respect. I don't normally engage with trolls, but I couldn't help myself. smile

Yeah, if someone made some really combat heavy mods, I'd be all for it. I just think the combat is so amazing, and it's a shame I'm limited on how much of it I can do.
I wouldnt like respawns during the core story since thats not how the game has been designed. But an optional level-20 challenge-type multifloor dungeon where nothing stays dead for long and things keep getting harder, playable after you beat the game, sounds great to me.
I'm pretty sure that if you kill a creature after it's been resurrected you still get XP for the 2nd kill.

I haven't tested the theory but I think you could grind out levels on the Charred-Bone Idol if you really wanted to.

There were a few posts deleted above, though I don't think that would be apparent from reading the topic now.

Don't insult people. It doesn't matter how 'right' you are or how 'wrong' someone else is.

Don't quote people that are insulting people. Not responding is even better.


I would really rather focus on helping people who need help with the game than dealing with non-spam related forum notifications.
There's no need to grind for the main scenario. Like none at all, you don't even gain stats past 20 apparently.

Even if you wanted to grind there's a few possible ways to do so, like the fight against the Ice King whose name I forget, each of the two fragments he summons give exp even after he cycles through all the elements. So you just have to get creative if you want to grind.

Personally i wouldn't mind having some bonus combat options like an arena or something, don't even need to give exp just have items drop or make vendors refresh their inventories occasionally so I can still keep using my endgame party in combat.
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