CrustyBritches
Gold Member
I should be all wrapped up on Final Fantasy XVI and ready to move on to BGIII by release.
This is my thinking also, Dark Urge first run, 2nd run once DLC/Expansions are out with probably Wyll or Gale story.
3rd run through in 2026, the future.
I fully expect a story creation tool well aftee launch. I only hope its extended to consoles. Would be amazing for online D&D campaigns.I think they said there would be no DLC/expansions? Or maybe they're just being sneaky and say that they didn't have any planned DLC at launch.
Is this refering to the fact there is no risk of monster spawning if you rest too often or is it some other change i'm not aware of?Play testers whining about rest restrictions and making the feature basically go away is heart-breaking.
Focus testing keeps confirming itself an absolute scourge of good game design.
That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.Is this refering to the fact there is no risk of monster spawning if you rest too often or is it some other change i'm not aware of?
They need to add a Hardcore/Core option then.That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.
Because, you know, focus testers (so not even EA players, that never had a chance to try this feature and comment on it) thought it was "annoying" being limited with resting... when the entire fucking D&D system is basically built around the idea that you have to manage limited resources through multiple situations and you aren't supposed to be able to rest "as much as you want, wherever you want".
But this is game design today: listening to the whiners that want the cheats basically integrated in the native game UI for the sake of convenience.
I fully expect a story creation tool well aftee launch. I only hope its extended to consoles. Would be amazing for online D&D campaigns.
They need to add a Hardcore/Core option then.
Well, except these options aren't there now, so no, we aren't fucking winning.Pretty much this. As long as the options are there, no problem. No one forces you one way or the other. Everybody wins.
Well, except these options aren't there now, so no, we aren't fucking winning.
And it's more than a bit weird that I'll have to rely on mods to have an actual implementation of the rules (probably even flawed because of some modding tool limitation) while people who beg for what are basically natively-integrated cheats (like full unlimited respect for everyone, including the compation's starting class) will get what they were asking for.
Seems about right, all in good humor etc?Whats with this cringe OT name?
They have said that they aren't planning on any, but a ToB type of expansion at some stage I'm sure would be welcomed by all. There'll also be modded in quests and such, but I'm not too sure how much modders can tutu with it.I think they said there would be no DLC/expansions? Or maybe they're just being sneaky and say that they didn't have any planned DLC at launch.
They have said that they aren't planning on any, but a ToB type of expansion at some stage I'm sure would be welcomed by all. There'll also be modded in quests and such, but I'm not too sure how much modders can tutu with it.
I think that ties in to other core changes to the game mechanics (at least compared to BG1&2, not sure the exactitudes of DnD rules here).That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.
Because, you know, focus testers (so not even EA players, that never had a chance to try this feature and comment on it) thought it was "annoying" being limited with resting... when the entire fucking D&D system is basically built around the idea that you have to manage limited resources through multiple situations and you aren't supposed to be able to rest "as much as you want, wherever you want".
They "hated" being forced to backtrack out of a dungeon to do that.
Except the system isn't even in place to force you to backtrack, you fucking morons. it's there to discourage you from doing it unless strictly necessary.
But this is game design today: listening to the whiners that want the cheats basically integrated in the native game UI for the sake of convenience.
Can't you just... not use rest so freely?And it's more than a bit weird that I'll have to rely on mods to have an actual implementation of the rules
Actually, something want to know.Can't you just... not use rest so freely?
(Actual question, not sarcasm)
I think that ties in to other core changes to the game mechanics (at least compared to BG1&2, not sure the exactitudes of DnD rules here).
BG3, at least that i know of, has no random enemy encounters. It would make sense to stop you from teleporting back to camp if there was a risk of encountering enemies on the way back. But without that, it would indeed be just a pointless annoyance to force the player to walk all the way.
I think this also ties in with the fact they wanted camp to be on a fixed spot, rather than something you can set up anywhere. They probably made it that way because they wanted it to be a place where you'd have interactions with your party members and other story developments. I imagine developing the cutscenes and other interactions would be much harder to do if you could just lay down (almost) anywhere like in the previous games.
I personally don't mind those changes, i like the idea of camp being this place where you can deepen bonds with other party members, rather than just some resource management mechanic. And i think it was all done for that sake.
It's pretty much an insult to use the DnD 5e rules and alter a big component on what makes 5th edition, 5th edition.Can't you just... not use rest so freely?
(Actual question, not sarcasm)
Their way of discouraging long resting too much is by making the act consume food resources. If you don't have enough you can only partial rest which isn't as effective.If there's no random enemy encounters inside and outside dungeons then yes, it would seem like a pointless trek. Understandable in that case. On the other hand, if the point is to discourage resting on demand, then making it boring for the player would serve the same purpose, random encounters or not.
Not sure about this. Guess I'll have to play the game and see.
That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.
Personally speaking I think you are completely wrong, since in three years of EA I've never seen any Larian designer deviating from the core rules AND making a change for the better. Even when they buffed notoriously weak classes they went for the most hamfisted solution.
That aside, resting restrictions aren't even a matter of adherence to P&P since that's not even something needed there (as the DM is the ultimate judge of where you can or cannot rest).
Resting restrictions are something needed specifically in videogames adaptations.
And for the record the argument "I can just backtrack 15 minutes and rest anyway so it's just annoying" is a terrible one, too. Because the point is PRECISELY that the "annoyance" is supposed to be your deterrent to abuse the system unless absolutely forced by an extreme need.
When you remove that annoyance you get something that is just up to your will to not abuse without restrictions. Which makes for some fucking Awful design, mechanically speaking.
Isn't the restriction the comsumption of food resources? Not only you lose items to use during battle you're also limited by the amount you have.And for the record the argument "I can just backtrack 15 minutes and rest anyway so it's just annoying" is a terrible one, too. Because the point is PRECISELY that the "annoyance" is supposed to be your deterrent to abuse the system unless absolutely forced by an extreme need.
When you remove that annoyance you get something that is just up to your will to not abuse without restrictions. Which makes for some fucking Awful design, mechanically speaking.
That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.
Because, you know, focus testers (so not even EA players, that never had a chance to try this feature and comment on it) thought it was "annoying" being limited with resting... when the entire fucking D&D system is basically built around the idea that you have to manage limited resources through multiple situations and you aren't supposed to be able to rest "as much as you want, wherever you want".
They "hated" being forced to backtrack out of a dungeon to do that.
Except the system isn't even in place to force you to backtrack, you fucking morons. it's there to discourage you from doing it unless strictly necessary.
But this is game design today: listening to the whiners that want the cheats basically integrated in the native game UI for the sake of convenience.
Food mechanics in this game are a fucking joke, so no it isn't.Isn't the restriction the comsumption of food resources? Not only you lose items to use during battle you're also limited by the amount you have.
What are you asking exactly?Can't you just... not use rest so freely?
(Actual question, not sarcasm)
grysqrl wrote:
- It is the job of the designer and/or developer to create a set of rules and then pose a problem to the playtester.
- It is the job of the playtester to try anything and everything allowed within those rules to try to solve the problem and then report on what happened. This helps the designer to understand what is working well and what isn't.
- "I found this thing that you can do (or are incentivized to do, because it's good at solving the problem) and it feels bad" is useful feedback. A good designer should be trying to avoid situations that make their players feel bad.
- Telling people that their feelings are invalid because they can choose to not do that thing isn't helpful. They're doing what they're supposed to be doing and giving feedback on it.
My feelings with regards to exploits:
Combats in this game (from what I've seen) are pretty simple - if you want to progress in the game, you have to win the fight. There is no notion of failing forward; if you lose the fight, you die and have to load an old save. Therefore, winning the fight is paramount and it is expected to do anything that you can within the rules to kill your enemies. If I find a tactic like this that works, but feels like cheating, it makes me think less of the game. It isn't fun to be torn between progressing the story and feeling like you are exploiting an oversight in the rules.
If winning at any cost weren't ingrained into the structure of the game, it would feel less necessary to rely on exploits. But stumbling on a tactic that works, even if it feels bad, usually means that I'm not searching for better tactics to use - a local maximum is often good enough. That's not fun. It's easy to say "just don't use that exploit," but I want to feel like I'm struggling to solve the problem, not holding back because an obvious answer feels like cheating.
My feelings on a larger, related issue:
Like many of the other exploits that have been pointed out in the past (e.g. bonus action projectile shove, hide shenanigans, attack advantage from height, etc.), this is an exploit that (nearly) every character can take advantage of. Some of the most powerful things in the game have nothing to do with the choices you've made about your character. Class features are severely diminished in the face of a toolbox of exploits that anyone can use. I want my character to feel powerful. I want to feel like the choices that I've made about how my character grows are important. But time and again it seems like my character is overshadowed by what pieces of fancy gear they have collected and how good I am at flogging the same loopholes in the rules over and over again. It feels really bad and makes me not want to play the game. I really don't care about how pretty the graphics are or how many voiceover options I can choose from if the gameplay feels bad.
You can just not abuse it, when you play. Why does it bother you if other people don’t like this “mechanic”.Personally speaking I think you are completely wrong, since in three years of EA I've never seen any Larian designer deviating from the core rules AND making a change for the better. Even when they buffed notoriously weak classes they went for the most hamfisted solution.
That aside, resting restrictions aren't even a matter of adherence to P&P since that's not even something needed there (as the DM is the ultimate judge of where you can or cannot rest).
Resting restrictions are something needed specifically in videogames adaptations.
And for the record the argument "I can just backtrack 15 minutes and rest anyway so it's just annoying" is a terrible one, too. Because the point is PRECISELY that the "annoyance" is supposed to be your deterrent to abuse the system unless absolutely forced by an extreme need.
When you remove that annoyance you get something that is just up to your will to not abuse without restrictions. Which makes for some fucking Awful design, mechanically speaking.
I just explained precisely WHY in the reply precedent to your post, the one you conveniently ignored.You can just not abuse it, when you play. Why does it bother you if other people don’t like this “mechanic”.
The point is, what constitutes “abuse” in a single player crpg is a subjective matter.I just explained precisely WHY in the reply precedent to your post, the one you conveniently ignored.
TL,DR: because "You can just not do it" is a retarded argument.
P.S. And it doesn't become any smarter every single time is repeated.
Can't wait. I'm just trying to decide if I should jump in and play on steam deck or hold out for the PS5 version.
I seem to recall something about some of the romance options being gender specific, some not, could be wrong.Well, mods are a given, so I'm not counting those in.
I hope you're right, I don't want to have to wait years for the next game (whatever that is). A meaty expansion or two would be very welcome.
Two questions, by the way:
1) All romanceable NPCs are romanceable no matter what gender the PC is, right?
2) Do we know what the D&D license entails, like Larian got the license for BG3 specifically, or for a certain amount of time, or what?
I do think this isn't a good justification to implement mechanics that break the game, however i just don't think this is the case here. For me it just looks like Larian juggling the DnD mechanics, which weren't designed with the constraints of videogames in mind, in order to make it work in one without having everything feel like a chore or to the detriment of other parts of the game.You can just not abuse it, when you play. Why does it bother you if other people don’t like this “mechanic”.
I seem to recall something about some of the romance options being gender specific, some not, could be wrong.
Larian tried for years to get the licence - I'm so stoked they stuck to their guns and got it in the end, match made in heaven
Which reminds me, what are the chances that a video of shadowheart about to be fucked by a bear will cause outrage online among certain purple colored communities?I should have just googled: they're not gender specific. Huff.
Which reminds me, what are the chances that a video of shadowheart about to be fucked by a bear will cause outrage online among certain purple colored communities?
I do think this isn't a good justification to implement mechanics that break the game, however i just don't think this is the case here. For me it just looks like Larian juggling the DnD mechanics, which weren't designed with the constraints of videogames in mind, in order to make it work in one without having everything feel like a chore or to the detriment of other parts of the game.
Things like treking back to camp, having to wait a set timer to rest, having to deal with random enemy encounters that either repeat themselves or aren't designed to be interesting to engage in... just think for a moment, would any of these things even be fun? Would they be anything other than an annoyance thrown there for the sake of filling some balancing hole? They're in the rulebook because having a DM directing everything can surely improve these aspects of the experience with some creativity. But there's no DM here, everything has to be automatized as its just a computer game.
I know these differences can make the more purist players angry, but keep in mind balancing a game through annoyance is not - and never will be - good game design. Rules that work in a tabletop campaign will not necessarely translate well into a videogame format. Personally i think they did a good job with what they had in hand.
What about those that "get" the reference, but think it's a pathetic juvenile attempt at humour?I feel for those that don’t get, and thus cannot find mirth in the thread title.
They'll just have to bear with itWhat about those that "get" the reference, but think it's a pathetic juvenile attempt at humour?
Very reddit-like humour at that.
What about those that "get" the reference, but think it's a pathetic juvenile attempt at humour?
Very reddit-like humour at that.
EA files wont carry over to the final build.I just copped the pre release, should I just dive in normal? Don't need to worry about starting over on the official release?
Seems like the least interesting class so far.. but even then very good
Youre not "teleported to your camp", you set up a camp where you are.That, and the fact that no matter where you are in the game, you'll be ALWAYS able to press a button, teleport to your camp, rest and be teleported back as long as you are not in combat.
Because, you know, focus testers (so not even EA players, that never had a chance to try this feature and comment on it) thought it was "annoying" being limited with resting... when the entire fucking D&D system is basically built around the idea that you have to manage limited resources through multiple situations and you aren't supposed to be able to rest "as much as you want, wherever you want".
They "hated" being forced to backtrack out of a dungeon to do that.
Except the system isn't even in place to force you to backtrack, you fucking morons. it's there to discourage you from doing it unless strictly necessary.
But this is game design today: listening to the whiners that want the cheats basically integrated in the native game UI for the sake of convenience.
Yeah, thats not a good expectation to have. Especially since its basically impossible to see everything in one, two or even three runs. Not to mention you're gonna have your fair share of failures because of the way the game is designed.
The main idea in a crpg is really as the name says, role play. Create a character, impersonate it, make decisions based on what you think it'd do, and see where it takes you.
I think thats for short rest right? Or its the same for long rest also?Youre not "teleported to your camp", you set up a camp where you are.
In a forest? Your camp will be forested.
In a cave? Your camp is in a cave.
Etc.
I think thats for short rest right? Or its the same for long rest also?
The post-rationalization is worthless.Youre not "teleported to your camp", you set up a camp where you are.
In a forest? Your camp will be forested.
In a cave? Your camp is in a cave.
Etc.