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A fight starts. You roll initiative. 1st round, your normal mates start fighting and doing things. Your turn comes up. You start eating. You were hungry before the fight. Like hell the enemy gonna stop you from filling your stomach. Perfectly good chaotic stupid character there. Happens all the time in Dnd.
But I guess I underestimate the power of Chaotic Stupid alignments...
I think a lot of people are confusing RP and immersion. The OP was talking about immersion inot the world and lore. So far, I just do not get into the story either. I don't really care about my character. I don't really know why I was on that ship or what my life was before. Now look at solasta, they are filled with bugs. I can only play it for about 20 minutes before I hard crash, but I already care more about the characters I made just because of the initial introduction around a tables in a tavern. They each used a story to get to know the party and blended that with a tutorial. It is very well introduced. Now they can hit me with something and I'll care. Immersion is not always about statistically breaking down how races work within the lore. Its the feeling, and I don't feel it either.
I agree with a lot of this. This is part of what I mean when I say it does not feel like Baldur's Gate to me. It's got all kinds of junk that gets between me and my enjoyment of the story.
...If only the characters didn't look like potatoes I might have stuck with it, you wanna talk immersion breaking? That's what took me out of it.
See, this kind of over the top nonsense it just helping the game at all. Just because something is possible in PnP does not mean it makes for a good RPG on a computer. It is just not immersive at all.
The graphics suck to be sure. But graphics are the lowest priority for a good RPG. Story > Gameplay > graphics. A pretty turd is still ♥♥♥♥.
The environments and even some of the monsters I've seen look solid, so I find it a bit odd that they dropped the ball with faces so hard.
The faces are bad, but the core concept of bring in characters in a small setting, giving some background and initial relationships for you to care, then pushing the bigger narrative is just spot on. Larian could stand to learn a few things from them in this case.
Shove moves the target 5', not 50'. High jump is also around 5', not 15'.
You don't get advantage by moving behind someone every turn. 5e doesn't have facing. Even if you use the optional rule for it, you can change facing as a reaction so you can't cheese for free advantage 1v1.
Exploding oil barrels don't exist and barrels have realistic weight. You don't throw them.
What did you mean exactly?
The fact that there was a big discussion board discussing whether or not Solasta should just ditch cutscenes entirely points towards it being a pretty bad narrative tool that's doing more to detract people from the experience rather than immerse them.While graphics aren't everything, the actual dialogue both mechanically and narratively is really bad.
Narratively speaking, while it does have some charm in a low-budget b-movie kind of way, not everyone is going to be interested in playing the equivilent of the room in terms of rpg games. You really have to be able to really forgive terribly written/voice acted lines in order to get any kind of genuine investment in Solasta's story.
Mechanically speaking, the story is also a mess because its just one awfully paced railroad with almost zero ability to role-play your characters. While you can give then specific personality traits the game will often have them act counter to those traits in order to fit them within the game's rigid 4 dialogue options. The biggest example of this was how the game kept forcing my lawful good extremely kind halfling paladin be the one who constantly wants to kill people on sight just because it needed someone to offer up the "lets kill the sad and kind ghost just for existing" option and none of my party's personality traits matched it. This not only took me out of the experience multiple times as my characters kept acting out of character, but it also eventually became extremely frustrating when it came to dialogue skill checks and it would have my uncharasmatic and cold ranger be the one with the persuasion check to try to end a encounter peacefully while my super charasmatic paladin would be the one who has the attack option. So not only were my characters being forced to act out of character, but the game was also forcing me to use characters with worse charisma skills to try to talk my way out of fights.
The only thing Larian should take away from Solasta's story-telling is custom character personalities to use for dialogue animations and being able to create a custom party.
Yeah, it's got too many bugs for me to get very far and I can see what you are saying. I still like their opening structure much more. If Larian would add a opening background story, sort of like Dragon Age origins did with each race, or how Solasta is in a tavern, or how Fallout 4 did their opening family routine. There needs to be something that comes before being captured that gets the player into the world before blowing the world up around them or it does not have any affect at all.
I thought you got a bonus for this, not Advantage.
Who said food heals? No one said that.
Shoving action needs improvement. Only legitimate counter-arguement. You CAN jump ridiculous amounts of space though.
Didn't say anything about having advantage. You seem to have problems with understanding words.
Exploding 'oil' barrels? Was this said too? You have a strange imagination, friend. Also, I'm 100% certain you can rig something up with oil in a barrel cause that does exist in DnD.