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Do you have a system that limits the amount of resting you can do without limiting the distance you can travel outside the central hub? Please share.
The enemy have huge AC cast buffs that gives you more BAB, enemy have displacement/blur, use true sight, enemy uses level drain so use death ward.
You lack carrying capacity use bull str or get a bag of holding.
Don't wan't to deal with corruption build teleporters have someone to do rituals and or use your army for exploration instead of walking around.
Why do my health drop if can use healing spells?
Why I have to bring a divine and a arcane caster or a rogue with me?
Why i can't play with 6 barbarians ?
Of course it's a me issue. It is an annoying system that harms my preferred playstyle of taking long expeditions and only resting when getting fatigue/exhaustion. It's annoying. And I'm mentioning it because it's poorly implemented and doesn't do any of the things it attempts to do.
It could certainly be made to be a toggle-able option in the difficulty menu if they were wanted it to, since the exploration system is taken and modified from Kingmaker and corruption didn't exist at all there. It's very doubtful that it's such a core system so as to be unfeasible to remove or create a toggle for.
Except... it literally doesn't do its job at all. You yourself say that it's easy to avoid by setting up outposts and teleporters. If someone who was rest spamming just did that, then they literally wouldn't be effected by it at all, beyond being occasionally forced to sit through some loading screens. How exactly is it well-designed or effective in that case? Like I said, it's a minor waste of time at worst, and a complete non-issue at best. You haven't given me one actual reason for how it improves the game at all, beyond being slightly annoying to rest-spammers.
This is accepting that it's worth creating annoying systems to stop rest-spamming in the first place, which is incredibly dubious given this is a singleplayer game and trying to enforce a certain playstyle on players by punishing them with annoying systems almost never leads to a better game.
Just because you "explicity explained" it doesn't mean it's a good point. DM's probably won't create a ♥♥♥♥♥♥ system like corruption either. They will just limit how much you can rest directly. You know, something actually intelligent and reasonable? No DM is going to be like "Alright boys, your corruption has gone up by 5%. You're now at 13%. Remember that if you hit 21% your DEX is going to decrease by 2!" Everyone at the table would walk out if you put some ♥♥♥♥♥♥♥♥ like that in there.
Your very reasonable suggestion is for me to just walk everywhere at half-speed with massive stat penalties at all times just to avoid a mechanic that shouldn't even exist in the first place? You realize that you're agreeing with me, right? That the mechanic is inconvenient and annoying and you have to waste your time dealing with it? Because that's functionally what your comment is saying.
It's obvious because there's a teleportation option in the hotbar on the worldmap at the bottom of the screen that tells you that you can teleport, but it's greyed out. Anybody could deduce that some requirement must be fulfilled and would either look it up, or, the more likely of the two options; They would go into Drezen's building mode when they get it, and see one of the immediately available options: Teleportation Circle. If they explored the build menu a bit more, they'd see the Shelter as well, which protects from corruption if you rest at the city while on it while on the world map.
I'd also like to point out that it's optional through difficulty options, but if you want to control that aspect of the game, then it is not optional. You are choosing to ignore it, willingly.
It's how I found these two buildings. You chose to ignore this, willingly, so you did not.
As long as we're talking about choosing to ignore aspects of the game, you could choose to ignore fatigue and exhaustion, quicksave occasionally while moving, and only rest once you get to your desired location. Unless you have the option flipped on to have movement speed on the world map affected by fatigue and exhaustion, this has no ill effect besides perhaps occasionally being stopped by encounters, which is why you quicksave. I will also assume based on new posts that you DO have this on, in which case I ask you: If you want to play the game a certain way, why do you have difficulty options on that are making it painful for you? If you're willingly doing it, complaining about the state of the game is completely unjustified. It would be justified if it were being forced upon you. It isn't.
As for it doing it's job, it is clearly succeeding. You don't seem to be planning ahead very much, so it's punishing you for over-resting. You're not looking to fix the issue, and are instead complaining about it.
I agree. That would probably be the best middle of the road solution, though it should still have the consequence that difficulty alterations on core offers: Inability to get core achievements.
I feel as if you are choosing to plainly ignore what I've been saying. Again, I will repeat: It is best avoided by managing your time effectively. I did not circumvent it completely by building teleporters and shelters, that was just an aspect. I made it so I did not have to rest as often or as long through many methods, many of which you can read about in my previous posts. I will not repeat these now, because I have already repeated myself in a previous post. I will ask you nicely to stop putting words in my mouth.
I will however repeat this: The issue is circumvented if you so much as manage your time effectively. Corruption, like timed quests in Kingmaker, is there to punish you for not making effective use of your time, your spells, your abilities, and the time those spells and abilities are active, or how many charges they have, and I much prefer this loose management of time over Kingmaker's version of it, which is to micromanage every single second of your time.
You are choosing to ignore an aspect of the game. You are free to ignore other aspects of the game, this is why things like auto leveling and automated builds are included in the difficulty options, which is what your decision is comparable to. You are effectively leaving an aspect of the game out-of-hand and then complaining that you have no control over it.
You're essentially complaining that you left a character on auto level/auto build and then didn't like the build the game gave him/her, and then instead of respeccing the character to fix the issue, or turning to any other options, you are demanding that the game be changed mechanically.
Again, I will repeat: If you want to play the game how you want, do not demand sprawling systemic changes, instead alter the experience with mods or difficulty changes. Don't come here and complain about it. This is like the people playing on Unfair, and complaining that the game has become... unfair.
Tackling the issue of having too many buffs to cast when I enter an enemy area. Don't have to complain about it though, because I just downloaded a convenient mod that lets me set up queues I can cast from any point afterwards at will. I'm gonna go play now, see you later.
I never once looked at Drezen's building mode, or anything like that. And no, I didn't notice any hotbars while out in the world exploring, so I'm not sure what you're referring to.
You, like many others, seem to have this weird notion that just because you can play in a certain way to avoid the impact that a system has on you necessarily means it's a good system, which isn't true. It's not like I'm hardstuck at corruption 3 and can't progress. I know that you can play around it. It's just annoying to do so.
You bringing up having to constantly quicksave while fatigued and exhausted, or having to plan out your time effectively, or any other annoying method of avoiding the system is proving my point for me. You have to play in ways that are tedious and annoying in order to avoid engaging with a system that is... well, tedious and annoying. It's a net loss. And I find it frustrating, so I'm complaining about it.
To bring up a familiar example, did you go up to people who complained about the camp supplies system in Kingmaker and go "Just stack strength and use bags of holding. You can deal with it. Stop complaining."? Is your response essentially just "Here's how to play around it, deal with it." to every criticism of the game?
Finally, some common ground. That's a perfectly acceptable trade-off to me.
I am very aware that you personally didn't do these things for the sole purpose of avoiding the corruption system. But your using these methods as an argument for how trivial it is to circumvent and how little it impacts your gameplay, which proves my point that it's poorly designed and doesn't do it's job effectively.
My entire problem with your posts is this line right here.
This is the basis for your entire argument against me. And it's literally not relevant to what I'm saying. It doesn't matter that it's easy to circumvent. It's that you have to circumvent it at all to begin with.
This example is completely incomparable. A better example would be if you could only level up in safe havens. Such a system would be annoying and tedious, and accomplish almost nothing to fix any of the problems that the game has. And when I would bring up how dumb this system is, your response would be to go "Just set up a teleporter to Drezen and level-up. The system is easy to avoid. You can also toggle it off in the settings.", which, just like this conversation, addresses nothing that I said.
Your response is essentially just: "Any issue you have can be avoided if you play a certain way, so don't complain". It is an argument against the concept of criticism. It's not a "sprawling systemic change". It is an annoying, self-contained system that has little impact on the experience of playing the game. And the impact it does have, is negative. Thus, my argument is that it should not be there. That's it.
Have fun though.
Kind of hypocritical to complain one thing breaks the game while breaking it in other ways.
I'm confident that, if it didn't exist, there would be a multi-page thread of one person arguing with everyone else about how there is no penalty or narrative consequence of spending whole weeks in the Worldwound completely ruins their immersion (no, I would not be that person). And being an opinion, they wouldn't necessarily be more right or wrong about their position that you are of yours. (Personally, I do think the first stage is too penalizing on it's own to be fun, would be better if it didn't immediately go to having a flat chance at spell failure)
Anyway, I've recently discovered that armies use your own party's perception when making checks on finding hidden locations. I know you've been trying to avoid doing anything more with crusader management than what's absolutely necessary, but I found it to be an excellent way to find out where things are and the best way to get there so I can still rest at least once when I get there before the penalties kick in.
I don't think it's unsalvageable or anything; I've proposed a solution a couple of times before (stacking rapidly upon frequent rests, decreasing over time), but I certainly think it's poorly done in its current implementation.
Also yeah I probably do have to engage more with the Crusade system. Right now I'm experiencing a performance issue where the more loading screens I go through, the worse my performance gets until I'm basically at a constant 30 fps in Drezen compared to my steady 80-90 fps in Drezen upon launching the game. And from what I've experienced of it, Crusade management has a lot of loading screens. But it is what it is I guess. If I have to do it I have to do it.
Strong builds remain strong and limited builds are significantly worse. Which combined with the overtuned meat sticks that sometimes rear their ugly head put extra emphasis on greater enduring for anybody that can benefit from it or be made redundant by it.
i.e; I can manage my rests strategically throughout the dungeon given I only get 2-4 of them for things like my DD dragonform.
OOORRRRR I could take greater enduring, buff, transform, rest, and have both another dragonform for any dispells I could possibly catch as well as a full spell list which will last me for the entirety of the dungeon.
When mechanics exist that limit strategy players are generally rewarded for taking the path of least resistance. Which in this game can be a 24 hour haste.