rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
And he's right.Sawyer looked at KotC, and decided that would be too punishing
There's a fine line companies like Obsidian need to walk to please both grognards and normies.
And he's right.Sawyer looked at KotC, and decided that would be too punishing
And he's right.Sawyer looked at KotC, and decided that would be too punishing
There's a fine line companies like Obsidian need to walk to please both grognards and normies.
Sawyer doesn't think this kind of gameplay experience is worth preserving though for reasons already gone over.
If one looks to Divinity: Original Sin, the most successful new crpgs by far, on how to do things, the key is to technically allow it but make durations so short that one shouldn't even bother (which isn't so different from PoE really) http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=512405 https://www.reddit.com/r/DivinityOr..._to_efficiently_buff_pre_combat_in_dos_2_and/And Sawyer’s wrong.
It’s the whole point of the thread.
Players have been conditioned that if they retry they will win, regardless of their actions.i watched a player repeatedly die in the same spot performing the same series of actions over and over again
Players have been conditioned that if they retry they will win, regardless of their actions.
Players have been conditioned that if they retry they will win, regardless of their actions.
Insanity: doing the same thing over and over again and expecting different results (Albert Einstein).
But I'd also attributed it to stupidity.
It's one of two or three pointlessly annoying things in what is otherwise a great game, D:OS. Main reason I made it halfway through instead of all the way on both I and II. That and the other obvious kludge: taking turns regardless of initiative.
If you don't like a mechanic, fix it or leave it out, don't gimp it to oblivion because you're too much of a Helicopter Dev to let a player fail. If it's a great game players will take the time and effort to figure shit out. If they're not, it's because your game sucks, not the players.
Skills like nature + stealth are for visible modifiers.I'd rather tie the ambush part to skills (nature) + stealth.Spawning random enemies that worth some decent xp usually works for me. Adding hidden checks that party is more likely to be ambushed when it is wounded and out of spells could be a nice twist on top of it.
Fully voiced dialogue would be nice.
IF punishing rest spam is too harsh, you could still reward players who don't rest spam.After thinking about this very important shit really hard I've come to the conclusion that the only way to go is to ignore the problem. Have unrestricted resting. If players want to rest-spam, let them rest-spam. If players don't want to rest-spam, more power to them. Any attempt to solve it will do nothing at best, or make the game actively worse at worst.
But with one exception you could rest as often as you wanted at those campfires, defeating the purpose of limiting resting in the first place.Knights of the Chalice let you only rest in specific spots, and it worked fine.
IF punishing rest spam is too harsh, you could still reward players who don't rest spam.
For example give more XP the quicker you finish a dungeon or more treasure.
How difficult would it be to make such campsites only usable once per game, or the very least, only usable once-per-entry to the area? Same goes for reinforced rooms in dungeons.But with one exception you could rest as often as you wanted at those campfires, defeating the purpose of limiting resting in the first place.
It sounds game-y, though, especially if there's a timer running somewhere. It depends on how they go about doing it, the first thing that comes to my mind is someone could start a fire and parts of the dungeon are progressively engulfed in flames, i.e. you can't loot the things in there.IF punishing rest spam is too harsh, you could still reward players who don't rest spam.
For example give more XP the quicker you finish a dungeon or more treasure.
I like this idea.
Swordflight had a very tense moment in a dungeon where you were only allowed to rest once, a ghost protected you from the other wandering undead in the area while you sleep.How difficult would it be to make such campsites only usable once per game, or the very least, only usable once-per-entry to the area? Same goes for reinforced rooms in dungeons.
IF punishing rest spam is too harsh, you could still reward players who don't rest spam.
For example give more XP the quicker you finish a dungeon or more treasure
PoE2 actually discourages resting at all because you lose your per-rest buffs which you can stack a stupid amount of
IF punishing rest spam is too harsh, you could still reward players who don't rest spam.
For example give more XP the quicker you finish a dungeon or more treasure.
Wouldn't be difficult, as I said, one campfire (in the Undead tower) in KotC was like that.How difficult would it be to make such campsites only usable once per game, or the very least, only usable once-per-entry to the area? Same goes for reinforced rooms in dungeons.But with one exception you could rest as often as you wanted at those campfires, defeating the purpose of limiting resting in the first place.
I still wouldn't go as far as to make a unique scripted story at every such locations. I'm simply advocating for specific resting locations and an adjustable rest control in the options menu (at least 7 settings between infinite rest and only rest at inns). e.g. a dungeon with 3 levels should have 1 such resting location halfway thru, that you may only use once or more, depending on your settingSwordflight had a very tense moment in a dungeon where you were only allowed to rest once, a ghost protected you from the other wandering undead in the area while you sleep.
Perfect, that's just the same thing I had in mind. I never played with that mod tho.The NWN2 mod Subtlety of Thay had a rest system similar to what others itt suggested, every once in a while inside a dungeon you would clear a room of monsters and the game would give you a message "This room looks safe for rest", then you could rest there - once.
In the city you had to rest at the inn.