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Maybe read the post before being a smart arse, I already said I do that I wanted other peoples opinions on it...
I understand what you are saying, but in real life obviously a DM will ambush you when you camp for the 50th time or maybe have some event happen to delay you're ability to fully restore all your health/spellslots/blahblahblah where as in this game you can just rest after every encounter
This quite literally is the best we've ever had for a D&D game... like ever. This is the first time you cannot run around and endlessly rest over and over by squatting down on the spot...
Like you know... in every other computer D&D game.
The only exception has been the old Gold Box edition games like Pool of Radiance and Curse of the Azure Bonds. And it was the same thing, you just had to track all the way back through the dungeon and go to town to rest.
Here you just have to track all the way back to the last campsite, then rest. Just like in real actual D&D.
I did read it, and you have my opinion
I think that a game - especially a tactical game - should have a balanced combat encounters without asking the player to judge if another rest will break this balance or not.
You can do this basically if your party includes a greenmage, ranger or cleric who casts goodberries or create food. With unlimited food the campfire makes it only more tedious.
You have to run back to the campsite first which could be a LONG ways away from where you were.
In previous games you could just squat down on the spot and insta rest. NWN was the worst for this. At the very least Baldur's Gate and Icewind Dale did have SOME random encounters while resting in dungeons, but they were easily defeated by just load/saving until you didn't get one.
Kingmaker at LEAST required Camping supplies. This game requires Rations and you still can't do it anywhere unlike with Kingmaker (Pathfinder).
This literally is the best we've ever had it.
Going back to town or going back to the camp site has no game play value, its just a little more tedious than resting on the spot there's no chance I could fail going back to heal there's no punishment it just means to me that every encounter I can use every spell or daily ability and it wont matter after the fight I can go back no matter how much time it takes ill be fully restored and go into the next encounter fully healed, Im just hoping they add some kind of optional hard mode when it comes to being able to rest.
Something like time-sensitive elements or quests to push the players just a little bit. It doesn't need to be a harsh game-over clock like XCOM series, but just enough pushing element for players not to exploit long rests and short rests all they want.
Time-sensitive quests are not only the tool for CRPGs or PC games like XCOM, but also many TRPG DMs use the same tricks. My DM used to enjoy to give us such time pressure. So, TRPG royalists will approve this options:
https://www.reddit.com/r/DMAcademy/comments/8vl20b/time_sensitive_quests/
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/32121-any-ideas-for-a-time-sensitive-door-puzzle
https://rpg.stackexchange.com/questions/162219/how-do-i-prevent-my-players-from-abusing-long-rests
I think this kind of time sensitive elements would work to prevent rest exploit at least in some degree. Difficulty custom option could add some multiplier number for time limit, something like normal 1.0, hardest 0.6, easiest 1.4, or some other proper numbers. The basic number for time limit should be very forgiving one IMO, so that players don't want to feel pressure should be able to enjoy without worrying about time element.
Another way to prevent rest exploit is survival elements. If foods and resources are harsh then players would not be able to rest as much as the want. There has been some discussions about this, and some ideas were there. But putting survival element and find the balance would not be an easy work to achieve, so I don't think such thing will be offered from devs. I'm interested to create a mod to adjust some variable to increase survival element in Solasta in the future, if my C# and Harmony skill get better.
For example playing the game on a harder difficulty removes several campsites from zones.
Problem is all you have to do is just run back to a town inn and you fully heal anyway nothing stopping you
No there is no "gripe".
You guys are going off on ALL kinds of tangents that have NOTHING to do with the reason the game has gotten unchallenging at this point.
Saying.... Oh its the "Caution Stomping", no its the "Camping Exploit"... umm no its not.
The very basic problem here is that at this point NONE of the actual challenges presented by the monsters in the game are even remotely anything to be afraid of anymore. They can't hurt you or damage you or even do anything significant. You are WAYYYY over the level needed to take on the current challenges when you fight them.
You don't even NEED to "Caution Stomp" or "Camp Exploit". Both of which are not a game problem anyway.
Part of that is the Devs increasing the EXP gain, so you are higher level now than when you first faced these in the initial EA where they WERE a challenge. Secondly they FLOODED the game with Magic Items... ALL of this was to test the new levels, spells, recipes, and magic items before release.
This is the most stringent Camping rules out of ALL of the D&D games at this point. Not just one or two, ALL of them. If you can't keep from being a Camp Zombie you REALLY suck at this point.
LAST but not least...
At the end of the day... you are talking about OTHER people doing it... there is nothing saying you HAVE to go out and be a Camp Zombie because... umm the game lets me. And there's no reason they shouldn't or can't do that if they choose.
Those are the rules of D&D and you CAN really do that if you want in the REAL game.
THIS is not an MMO, you don't control other people here.
If you want to do that in your OWN Dungeon Maker created Modules it takes like two seconds to strategically place the camps where doing that would be a major hassle.
If you don't have the self control to NOT do the very thing you're complaining about.... then that's on you. I cannot see ANY reason why the Devs should spend ANY more time on it than they currently have.