Larian Studios
Posted By: Anung un Rama We need the fog of war in interiors. - 16/10/20 05:12 PM
At the moment we can see enemies and the structure of the place (buildings, dungeons, caverns...) behind walls and doors. This breaks the need to use strategy to deal with the unknown. I think a fog of war in those places would be an excellent way to raise the stakes.
Posted By: Sigi98 Re: We need the fog of war in interiors. - 16/10/20 05:33 PM
+1
Would be pretty cool.
If not blacking things out, just making the models invisible if no party members have vision there.
Would make Rogues/sneaking a bit more useful.
Posted By: zeel Re: We need the fog of war in interiors. - 16/10/20 06:01 PM
Agreed, right now some fights become super easy to cheese once you know the enemy layout. Fog of war would improve upon a lot of scenarios.
Alternatively, only make enemies/NPCs "visible" if a character has very high perception. Like a highly perceptive character could probably hear footsteps or conversation in another room, but a unperceptive character would have no idea. Maybe that's a bit tricky to implement tho.
Originally Posted by zeel
Agreed, right now some fights become super easy to cheese once you know the enemy layout. Fog of war would improve upon a lot of scenarios.
Alternatively, only make enemies/NPCs "visible" if a character has very high perception. Like a highly perceptive character could probably hear footsteps or conversation in another room, but a unperceptive character would have no idea. Maybe that's a bit tricky to implement tho.


Exactly
Posted By: NinthPlane Re: We need the fog of war in interiors. - 16/10/20 06:24 PM
I consider the minimap to be so bad and blurry that it doesn't really help... particularly in areas with a lot of verticality and multiple floors.
+1. Pathfinder kingmaker did this excellently and made exploring rooms much more interesting
Posted By: Emrikol Re: We need the fog of war in interiors. - 16/10/20 07:02 PM
I agree. Adds a lot to the thrill of interior exploration and the use of scouting tactics (e.g stealth and divination spells).
Posted By: Eugerome Re: We need the fog of war in interiors. - 16/10/20 07:11 PM
Seems a reasonable thing to do.
Posted By: Labayu Re: We need the fog of war in interiors. - 16/10/20 07:13 PM
+1
Posted By: Madoric Re: We need the fog of war in interiors. - 16/10/20 07:46 PM
+1 agreed
I am happy to see that for now everyone agrees with me. Thank you
folks. I hope Larian will try to implement this, as it will add a new element for exploration and combat, as we will have to use scouting tactics and even espionage if we want to take advantage of our enemies.

This looks like a lot of fun to me.
Posted By: Kal Spiro Re: We need the fog of war in interiors. - 18/10/20 12:09 AM
Being able to "walk" right through doors, even into secret areas, with the camera is extremely broken, I agree.
Posted By: Newtinmpls Re: We need the fog of war in interiors. - 18/10/20 02:55 AM
I would call it OP rather than broken.
Posted By: Lenggao Re: We need the fog of war in interiors. - 18/10/20 04:28 AM
+1
Posted By: Black_Elk Re: We need the fog of war in interiors. - 18/10/20 08:39 AM
Yeah totally! +1

The first time I realized I could WASD the cam and explore everything that way it really took me out of it.

I think the game should have multiple difficulty settings and fog of war for anything outside the line of sight should be standard for whatever setting corresponds to "Core Rules" or advanced difficulty setting.

It would actually be ideal to have at least 4 difficulty settings, maybe more but 4 is a good start.

1. Story Time (easiest setting)
2. Normal (default setting)
3. Core Rules ( advanced setting, by the book 5e D&D)
4. Hard (same as the above but with buffs to the encounters, less loot, more prohibitive resting or whatever for Ironman death wishers)

This would give them some room to play a little loose with some things in the storytime or normal homebrew difficulty setting, make it easier or more enjoyable for casual players. While giving players who want it more by the book to have something with fewer surfaces fog of war etc.


Posted By: Riandor Re: We need the fog of war in interiors. - 18/10/20 09:26 AM
+1 for fog of war
Posted By: LukasPrism Re: We need the fog of war in interiors. - 24/10/20 09:57 PM
Part of the fun of playing tabletop with a VTT like Fantasy Grounds is having the DM keep secrets and only reveal part of the map at a time. Being able to scroll around and see all the layout really ruins the exploration element
Posted By: Darth Rauko Re: We need the fog of war in interiors. - 24/10/20 10:11 PM
We need the fog of war, everywhere
Posted By: tangelo1023 Re: We need the fog of war in interiors. - 26/10/20 08:11 PM
If there is going to be a fog of war, I would personally prefer to be an optional toggle. Nothing would be more unimmersive than seeing a black sky or black patches in the background when zoomed in or during third person cutscenes.
Posted By: Bufotenina Re: We need the fog of war in interiors. - 26/10/20 08:58 PM
Originally Posted by Anung un Rama
At the moment we can see enemies and the structure of the place (buildings, dungeons, caverns...) behind walls and doors. This breaks the need to use strategy to deal with the unknown. I think a fog of war in those places would be an excellent way to raise the stakes.



More correctly, you think that for your playstyle the option to turn on fog of war would be the cherry on the top.

To me, myself, and I with my playstyle the option switch off fog of war it's the most appreciated (oh come on, why do I hear myself using the accent of oure lovely pale elf? laugh laugh )

Also you can ignore the map and concentrate only on what it's in front of your characters.

And if you feel weird about my last statement, well that's how i feel when I read people asking to eliminate this or that or to add this or that because tehy prefere harder games, it's like there is only your way of playing and what you think is likeable or not, specialy when you can easily ignore or not use some of the stuff thought to be nerfing the difficulty of the game (like healing foods: don't think they are coherent with the RPG idea you have? Don't eat them, ehy you can avoid picking food at all, the game mechanics don't force to pick food, while reality is more complex and the best option is not to ask to eliminate or add but to make the game options rich enough to allow personalized playstyles satisfiing enough to the single player.

That's why I hope Larian will put different difficulty levels, add the option to toggle on or off the minimap, and so on.

Freedom of customization of the difficulty for all ^^
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