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yes, there is more than enough food. even on honor mode with the doubling. and i expect if you triple it up on the custom mode you'd still be fine. BUT i have to question the wisdom of trying to make long rests more food costly (as if it is a resource you must balance, since that is what i assumed when i noticed the foods costs can be raised) but the 'story' DOES NOT want you to treat it as a resource or else the 'story' suffers. So, it's in your best interest to long rest as much as possible so the story feels properly paced, and characters sound LESS deranged.
even if i long rested lets say 8 times in the first half of the first act (so before you go goblin camp, khaga investigation or githyanki), which in my opinion is now the minimum times you should long rest to get adequate pacing, you'd still end up with shadowheart gushing that you are unlike anyone she has ever met, and is ever likely to meet, etc. So pretty much in one week, she went from stranger to stalker-like. And the others are not any better. ugh.
anyway, point is, Larian should have a warning notation at the start of the game, that you MUST long rest as much as possible inorder to experience a story that is less immersion breaking and has better pacing. I would have found such a note very useful and it would have improved my experience and perception of the story significantly.
useful note, to spam longrests for story progress. thanks. but still doesn't solve the pacing problem.
possible solutions are further distances. so when you move from one area of the map to another (eg, the lower beach/upper cliffs to the grove area) a cutscene plays showing that days passed as you hiked thru the forests to eventually find the grove.
similar with moving from the grove to the first ruin of a town, a cutscene plays to represent a few days of travel. ie. divide the act 1 map locations up with travel distance cutscenes.
sure once you unlock the travel gates, you can bypass this, however the first time you travel/explore the map these cutscenes of passing days would add a LOT to the sense of pacing (in addition to the recommendation to long rest as often as possible).
It's really bad and nobody talks about it because most ppl are really really bad at video games.
There should've been a fatigue and/or day night cycle system to force you to long rest (you know like how BG games worked 25 years ago) and see the story events when they are relevant.
Additionally, there was a patch in early access that made approval easier to hold on to, and eventually Larian also softend companions' demeanor as well. Both factors make getting to know the companions feel too fast.
oh wow. nice! thanks for the insight. but ffs, now you making me want to restart.... yet again. i'm never going to get past act 1 it seems :)
Act 1 feels exactly like it did during EA. Only thing that was added was the transition to the shadow-cursed forest and the creché.
But yeah, overall the pacing can be a bit off, if you're not doing some long rests here and there. Especially during launch, some scenes triggered way too early if you've had high affinity with partymembers.
I'll never forget the first long rest I took and Lae'zel mounted me like a dragon almost instantly. It was magical.
its not too bad. the thing Larian got right was the gameplay. I have no complaints about that, and when you co-oping with friends (we always do max difficulty and no karmic dice) so things can go sideways in new unexpected ways. those 10 fights i've experienced from different physical directions, sometimes peaceful resolutions, sometimes new dialogue, and sometimes hilarious, barely recovered, combat fumbling.
y'know, now that you mention it, it won't be so bad to restart one last time, and this time, long resting after every fight, and companion encounter, as long as the food holds out.
Using the "Partial rest" will trigger story cutscenes if you don't want to use supplies.
The sheer amount of stuff most people probably don't see because of it is remarkable. There's a specific story bit for the Dark Urge that I'm willing to bet 95% of people who play Durge don't see, because so far as I can tell to trigger it you have to rest right after getting off the Nautiloid, before you ever speak to any of the other party members, and I can't think of any reason why you would do that other than 'I heard about this cutscene and want to see it.'
Having some of the event triggers be a little less restrictive and/or letting more than one event trigger per night when that makes sense would have gone a long way.