Grumpy Grognard
Inn Between Worlds
Sounds like they are gonna copy the excellent rest system of Expeditions: Viking.
I'd rather they copied Ultima 5/6's camping system.
Sounds like they are gonna copy the excellent rest system of Expeditions: Viking.
Seems they might copy Pathfinder P&P. Now the guy is saying this:Sounds like they are gonna copy the excellent rest system of Expeditions: Viking.
I'd rather they copied Ultima 5/6's camping system.
I've just answered some questions in the update 7 post, which I'll also repeat here in the comments section, so you won't miss em:
There will probably be some spells and magical items, that ease/enhance camping, though they could differ in name and exact mechanics from ones mentioned, as they should be tailored to the way camping is presented in the game.
And yes, of course the game will remember our preferred camp settings (e.g. Bob goes out to hunt, Sir Whatshisface takes the first watch and so on and so forth).
We are still working on class-related features for camping (familiars, guarding spirits etc.)
Usually parties like to camp for so much time that every character gains the required amount of sleep, but if you decide that you want to camp for less time or you decide that your only character with perception will stand watch for the whole time - that character will be fatigued.
At fucking last someone has his heart in the right place, knows what his core audience wants and lives thinking how to improve things THAT do matter not to him but to his audience. To an untrained eye it may seem like luck. But it actually takes careful planning, thinking about the players, thinking about the product and genuine passion about the product. Something I thought was lost long ago.
And this wild, unrestrained optimism stems from where? Did we miss something?
Well I sort of explained from where it stems. It's a smaller scale project. However, what they are doing shows that they are thinking how to improve their product not by dumbing down or creating some useless mechanics that makes the game less playable. Think of it as challenge>accessibility. It's an interesting mechanic and I know you guys will get more excited about useless stronghold or a companion who has three lines of text and one of them is "I want to be a dragon", but to those who value substance I think this is great.
At fucking last someone has his heart in the right place, knows what his core audience wants and lives thinking how to improve things THAT do matter not to him but to his audience. To an untrained eye it may seem like luck. But it actually takes careful planning, thinking about the players, thinking about the product and genuine passion about the product. Something I thought was lost long ago.
And this wild, unrestrained optimism stems from where? Did we miss something?
Well I sort of explained from where it stems. It's a smaller scale project. However, what they are doing shows that they are thinking how to improve their product not by dumbing down or creating some useless mechanics that makes the game less playable. Think of it as challenge>accessibility. It's an interesting mechanic and I know you guys will get more excited about useless stronghold or a companion who has three lines of text and one of them is "I want to be a dragon", but to those who value substance I think this is great.
That's ironic considering kingdom management is one of those mechanics a la stronghold you mentioned. And judging by the companions writing is terri-terrible. So far there is nothing which suggests extensive dialogue branching either.
Edited to add: I'm sure it will be better than PoE, Tranny or Numanuma, however. Just because it's using a proven ruleset and not that autistic garbage.