R@tmaster
Liturgist
- Joined
- Dec 4, 2014
- Messages
- 108
I don't get the 6-person party fetish some people seem to have.
In D&D you are obliged to have 2 warriors, mage and cleric. There are literary no combinations with 4 characters party limit.
I don't get the 6-person party fetish some people seem to have.
Please don't do that if it ends up being a couple of pointless menu's that I have to click through, which is the case in basically 99% of games.More important than a large number of character classes is having a larger party size than the meager four PCs in the first Solasta:We want to have all 12 classes at 1.0 launch. Just to set things straight, the 1st time around it was simply because our size / budget did not allow us to do that. It's not like we wanted to make a D&D game with only 6 classes, but we were like 15-20 people and it was our first game and money don't grow on no money tree... So yea, no promises but we'll do our best to have 'em all this time.Looks pretty enough. Hopefully the content is better this time around. I still haven't been able to force myself to finish (or even play much, frankly) the first one. And don't drip feed us classes again, pl0x.
...
- More logistics and other effects to improve exploration
- ...
Plus it is not about any specific number. Six is simply used most often but 5 or 7 would also be better than 4 in most cases. More than 8 OTOH becomes too much, you may stop treating party members as individuals and start as just units.I don't get the 6-person party fetish some people seem to have.
In D&D you are obliged to have 2 warriors, mage and cleric. There are literary no combinations with 4 characters party limit.
Aren't we a bit premature with the doomposting here? All they've said is "we have new unfamiliar tools and are currently not sure how we'll implement things" not "we're dumbing things down because UE." I never played Endless Space 2 - did they dumb it down compared to 1 much?
And besides, as much as I hate UE's bloated file sizes and system requirements, I'll take it over the piece of shit that is Unity any day. At least UE doesn't turn your machine into a supernova while running games that look like 1999 would be ashamed of them, doesn't load saves for 5 minutes, and doesn't have suttters whenever you open any menu. Anything is better than Unity.
I'll list the good things I recall from the twitch presentation:Aren't we a bit premature with the doomposting here?
Should be the tagline of the forum.Aren't we a bit premature with the doomposting here?
I'll be curious to see what their encounter design looks like this time. Including area/arena design. I put clutter all over the place for visual and tactical reasons in the DM. But then random encounters during travel have to use base game battlegrounds that tend to be far too open and spacious imo. Obviously I prefer my approach."The campaign intends to be much more freeform in exploration, which I personally think sounds great. Not every random encounter will be combat."
It’s not a good thing if it means encounters will be designed in a free-form style, with no real challenge as usual. Simply bloating HP in higher "difficulty" modes is not the way to make things challenging. 5E is still meant for dungeon crawling.
But when were we wrong?Should be the tagline of the forum.Aren't we a bit premature with the doomposting here?
Could make leveling extremely slow to compensate."The campaign intends to be much more freeform in exploration, which I personally think sounds great. Not every random encounter will be combat."
It’s not a good thing if it means encounters will be designed in a free-form style, with no real challenge as usual. Simply bloating HP in higher "difficulty" modes is not the way to make things challenging. 5E is still meant for dungeon crawling.
Verticality and utilization of light/dark is better than in BG3. Everything else might be worse, but its not an objectively inferior product. Honestly everyone should play both.Kinda sad that this entire franchise exists in a "we have BG3 at home" way, though.
Art is engine agnostic. I imagine they'll be reusing at least some art from the first game, otherwise, what's the point?f they can make the game prettier then it's already a plus. Goddamn that one was ugly as fuck. Not just the characters.
Kinda sad that this entire franchise exists in a "we have BG3 at home" way, though.
I did play both, but I think Solasta relied too much in the fact that they'd create an audience willing to make thousands of modules, like what happened with NWN. Larian themselves understood this and only brought back mod support in a very limited manner once they learned how audiences behave. Harebrained Schemes tried it and went out of business.Verticality and utilization of light/dark is better than in BG3. Everything else might be worse, but its not an objectively inferior product. Honestly everyone should play both.Kinda sad that this entire franchise exists in a "we have BG3 at home" way, though.
They aren't out of business? They made 3 games after Shadowrun and are currently making one right now. They just couldn't continue with Shadowrun because it's not clear who holds the IP rights to it iirc.Harebrained Schemes tried it and went out of business.
I actually disagree with this one.Wilderness exploration, rather than merely selecting a destination on a map
I thought they went out of business actually, they had made a game that died soon after release, and to be fair, they might as well be dead in the larger scheme of things. my bad though.They aren't out of business? They made 3 games after Shadowrun and are currently making one right now. They just couldn't continue with Shadowrun because it's not clear who holds the IP rights to it iirc.Harebrained Schemes tried it and went out of business.
HBS did well enough for themselves with Shadowrun and Battletech (Microsoft owns the rights to both) that they were purchased by Paradox who proceeded to mismanage them into the ground with The Lamplighters League. Now they seem to be barely more than a garage dev. Nothing to do with modding though.I thought they went out of business actually, they had made a game that died soon after release, and to be fair, they might as well be dead in the larger scheme of things. my bad though.They aren't out of business? They made 3 games after Shadowrun and are currently making one right now. They just couldn't continue with Shadowrun because it's not clear who holds the IP rights to it iirc.Harebrained Schemes tried it and went out of business.
No-one reputable would be calling for Solasta and other RPGs to imitate the type of mindless wilderness exploration in which the player simply traverses every square in a "lawnmowing" fashion to trigger any hidden content on that square. I merely want a semblance of wilderness exploration rather than the original Solasta's method of having the player passively watch as the party follows a pre-determined path to a destination, with the possibility of random encounters but no other content. Dungeons & Dragons from the beginning recognized wilderness exploration as the counterpart to dungeon exploration with book three of the original D&D rules being titled "The Underworld & Wilderness Adventures" while page 5 of the first rulebook suggested the use of the Outdoor Survival board game by Avalon Hill as "recommended equipment" along with dice, graph paper, et cetera. This distinction and the importance of wilderness adventuring was emphasized in 1981 B/X Moldvay/Cook D&D where the Expert Set covered wilderness adventuring and again with the same structure for 1983 BECMI Mentzer D&D's Basic and Expert Set, while AD&D eventually had a Dungeoneer's Survival Guide and a Wilderness Survival Guide published in 1986 (at Gary Gygax's instigation, though he was ousted from TSR before their completion). Similarly, numerous classic D&D/AD&D adventure modules, starting with Gygax's D1 Descent into the Depths of the Earth have wilderness exploration as a major element or even the main focus.I actually disagree with this one.Wilderness exploration, rather than merely selecting a destination on a map
The problem with having large open outdoor areas to "explore" is that you wind up replicating one of BG's most irritating aspects: lawnmowing the terrain. It detracts from the game's authenticity imo and unnecessarily vastly increases development time, effort, and need for more quality control.
It's better to leave it like they did: you already are simulating (realistically) vast areas of wilderness that are almost completely uninhabited thus uninteresting, but you're still including "encounter areas" that, while they can still be relatively large in size, are not attempting to model the world's entire landspace.
Incidentally, this is the way D&D and its clones are run. The DM can't and shouldn't try to have all outdoor areas detailed down to the last pine cone.
Zed does have a point. Specific to Solasta, you can't exactly travel without having a destination picked. Solasta travel is pretty much picking a destination out of a list and you may find something on the way there, but there isn't a free roaming component to it, like strike out in a direction and see what you find.Zed, I have no problem with wilderness exploration in an RPG. Of course not. But how do you propose to do that in an isometric computer RPG without resorting to how BG did it? Do you want some sort of slowly-moving radar-like thing scanning the area constantly with random wildlife encounters and actual areas of interest (a cave, a dungeon, etc.) in "secret" locations that you stumble upon? That's going to result in lawnmowing.
Please describe how you'd handle it, exactly.
I want to say Fallout, but arguably that counts as lawnmowing.If there's a better way to do it, I'm all ears