Cat Headed Eagle
Learned
- Joined
- Jan 21, 2023
- Messages
- 3,769
Does this mean that there will be no more DLC?
To me, this really depends on whether they build a new game around user generated content and focusing on capabilities to that end. If they are going to lay a new foundation, make it count. Otherwise, Solasta has solid combat and a modding community willing to stick around even with current limitations.I would much rather see them continue to build their ecosystem than see them spend all their profits on a sequel with better graphics and fewer features.
I would agree, but several things scream "placeholder". A good coat of paint would help severely.I would much rather see them continue to build their ecosystem than see them spend all their profits on a sequel with better graphics and fewer features.
I would agree, but several things scream "placeholder". A good coat of paint would help severely.I would much rather see them continue to build their ecosystem than see them spend all their profits on a sequel with better graphics and fewer features.
No.Aside from that obvious fact, is there anything else good about Solasta?
The combat is solid with features not typically found in crpgs like verticality/flight and a tactical lighting system. It also has custom campaigns where the combat can take more advantage of cover systems and enemy variety. There is also a healthy modding community currently involved with it. Full party creation and, thanks to those modders, the capability of having five or six man parties as well.I've been rather busy lately (family stuff mostly) so I'm somewhat late to this discussion. But I genuinely wonder why does everybody praise this game so much? A disclamer: I acknowledge that the devs did implement some parts of 5E SRD more or less faithfully. Aside from that obvious fact, is there anything else good about Solasta?
Actually implemented major/minor actions, push, shove, etc.But I genuinely wonder why does everybody praise this game so much?
Name one digital Dungeons&Dragons implementation that is a proper role playing game, where you play as a character with such and such principles, such and such desires and drives, and you are rewarded for observing them and punished for not doing it.First of all, it's not even an RPG
Mask of the BeraterName one digital Dungeons&Dragons implementation that is a proper role playing game, where you play as a character with such and such principles, such and such desires and drives, and you are rewarded for observing them and punished for not doing it.
Darkest Dungeon II.I would agree, but several things scream "placeholder". A good coat of paint would help severely.I would much rather see them continue to build their ecosystem than see them spend all their profits on a sequel with better graphics and fewer features.
These are good on paper, but they are shockingly irrelevant in practice. It's very rare that shoving something 1 square in any direction makes any kind of noticeable difference. This is doubly true in D&D 5E where movement is independent from other actions (as opposed to, say, Gloomhaven). Positioning usually requires much more impactful distances, f.e. luring an enemy away from the main group. What verticality in Solasta managed to do is force every character in the party to have a ranged weapon to swap to, that's it. The encounter *and* map design just wasn't there to support anything more dramatic. Light matters insofar as you don't play humans in order to natively negate the light maluses.Actually implemented major/minor actions, push, shove, etc.But I genuinely wonder why does everybody praise this game so much?
Verticality, climbing, flying, enemies doing these too.
Light mattering (maybe even too much).
Knocking a sucker prone is advantageous.It's very rare that shoving something 1 square in any direction makes any kind of noticeable difference
Why? Plenty of positions to whack them in melee.What verticality in Solasta managed to do is force every character in the party to have a ranged weapon to swap to, that's
4 human run is plenty viableLight matters insofar as you don't play humans in order to natively negate the light maluses.
I mean, that's you being a munchkin. Obviously if you were ROLE PLAYING you would've made a human and solved the light via torches, or enchantments, or some spell.These are good on paper, but they are shockingly irrelevant in practice. It's very rare that shoving something 1 square in any direction makes any kind of noticeable difference. This is doubly true in D&D 5E where movement is independent from other actions (as opposed to, say, Gloomhaven). Positioning usually requires much more impactful distances, f.e. luring an enemy away from the main group. What verticality in Solasta managed to do is force every character in the party to have a ranged weapon to swap to, that's it. The encounter *and* map design just wasn't there to support anything more dramatic. Light matters insofar as you don't play humans in order to natively negate the light maluses.Actually implemented major/minor actions, push, shove, etc.But I genuinely wonder why does everybody praise this game so much?
Verticality, climbing, flying, enemies doing these too.
Light mattering (maybe even too much).