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Created account to say: (a word or two about camping supplies)


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31 replies to this topic

#21
Fenixp

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Oh sure, I jumped too, I just thought that it seems like a terrible idea and made a save before doing so.
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#22
Amentep

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I thought about jumping and ultimately decided it was a bad idea and didn't. 



#23
aweigh0101

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i read this thread. i empathize with the OP; brings fond memories of when i imagined fantastical outcomes to game states before finishing it and realizing that nothing ever lives up to what you hope for.

be thanks for your PotD experience: it sounds like it was hella fun!!! dungeon crawling takes HARD WORK :)

lastly i wish to randomly point out that on potd level 4 of caed nua has a total of 21 Troll enemies, and a TRULY inspiring 34 oozes of various types. Way to go Obsidian! TRULY these paths are ENDLESS indeed. I can only hope their area designers and combat implementers are at this very moment enjoying life and sipping a fine win becasue these heroes are the veneer of dedication.

a single-minded and never ever! questioned desire to stoke the primal and atavistic spark only beginningto embre in the PoE player as he or she descends these ENDLESS paths by posing them with a masterful narrative that is as old as time:  to be or not to be. yes, such a quandary of being, of states, of value creation both internal and external. they achieved this through the incessant and almost draconian repetition of of ENDLESS paths and halls that lead the player through their journey of getting from one circular room where they must duel wits with hideous manifestations of their fears, i.e. actual trolls that exist independantly from them!

wow! inspiring subversion is not often seen like this, my friends. each of these trolls, and be wary for as i mentioned before they are truly ENDLESS in repetition and and also in their approach! each time the hero, ever on his way down these magnificently ENDLESS flights of starways and and cramped corridors that serve both to enhance the spiritual significance of the journey itself; for what is life? the ENDLESS repetition of man's venture from one small room where he bested wits with 5 trolls and thrice as many spores by going to them and engaging in a philosophical debate of a puzzling nature: questions of fire and piercing steel, but would result in a curious outcome to the imaginary observer with every single one of the ENDLESS encounters with these repeating every floor in greater quantities and with even smaller corridors and the hero accepting the inevitable fate that awaits the man who seeks englightment and thus engage every one of the ENDLESS amounts of ENDLESS enemies in ENDLESS corridors and ENDLESS use of kiting.







IMO endless paths are p. boring. too many trash mobs and super lazy design. 10/10 would play poe again.


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#24
Cantousent

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That just confused the hell out of me. I think you're losing your touch.

I don't think overall Caed Nua is bad. I enjoyed it quite a bit. However, and I'm not one of the folks who clamors for everything to be 'more like BG2,' I think it fell short of my favorite dungeon in the IE series, which was Durlag's Tower. In fact, while I enjoyed the action better in IWD and PS:T is one or two on my all time favorites list, Durlag's Tower was a masterpiece. There was plenty of action, but the tricks, traps, and puzzles really made it shine. If I replayed BG:TotSC again, it would be specifically for that dungeon.

Caed Nua fell short of it. Good solid dungeon, but it just didn't flow as well, wasn't as creepy, and was actually a bit long in my opinion.

EDIT: damn it, forgot my main point for posting in the first place. I reread the first post and it doesn't seem to rise to the level of spoilerism. Someone mentioned spoilers in the thread, but I think we've been general enough not to break anyone's ability to play the game fresh. It's simply a reality that, although we try to keep everything spoiler free, things do loosen up in that regard just a wee bit after the game's been out for a while. However, if you see something truly spoilerish, just report it and we'll try to clean it up or move it as needed.

#25
Fenixp

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So uh... Aweigh... What you're saying is they should have put one of each enemy type on each floor to keep your attention? The floors are supposed to be constructed around a theme and a story. At any rate, you can do a lot with 21 troll enemies. Obsidian didn't sadly, because encounter design was rather poor in most of Pillars (White March helped), still - that alone is not an argument against anything. What made Endless Paths special in my eyes is how the dungeon evolved and changed as you progressed. There was a lot of story told purely trough environment. Could use more puzzles tho.
 

If I replayed BG:TotSC again, it would be specifically for that dungeon.

I might be doing precisely that thing largely for that very reason. I just got Dynaheir (long time from the tower's level requirements)

Edited by Fenixp, 06 November 2015 - 03:11 PM.

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#26
Gairnulf

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Well, they promised 15 levels, they had to do all 15 of them. grin.gif I think they used pretty much every enemy type that wasn't wildlife.

#27
Electrogasms

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Reading this thread almost two years later is absolutely as entertaining as it was the first time; just like PoE! :) 



#28
scythesong

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I'm surprised no one pointed out that from a game perspective it's obviously a dev intent vs player compromise thing.

 

The devs obviously intended for camping supplies to be an important resource, but they didn't want people to waste time lugging massive amounts of loot into/out of dungeons ala the infinity engine backpack weight system. So you instead get a bag of holding by default, and it's up to you to roleplay how that factors into your game. You can simply rationalize that you're actually performing multiple merchant-runs when you finally sell all your loot, for example - the game is simply allowing you to skip all that mindless back-and-forth travel.

 

You people also have to understand that when Bioware abandoned the RPG strategy genre after DA:O we basically lost a decade's worth of progress in that direction. If you turn on the design commentary for the various areas of the game, it should be obvious that the people behind PoE are basically starting from scratch - from rediscovering the importance of negative space to the importance of points of interest/symmetrical balance in maps (this is especially obvious if you track their progress from the original areas maps to more recent maps like WM2's Whitestone Hollow, which is a much better designed wilderness area both visually and mechanically - it even has a unique interaction with Zahua's personal quest).

Caed Nua is basically a product of their "Baldur's Gate phase" and should be taken as such. PST and BG2 didn't exactly spring the minds of their developers fully formed - it took a lot of work/time/trial and error/player feedback to get there.

 

And so while Caed Nua may seem rather "meh" hopefully the devs are learning from that experience and will be able to give us a much better experience in the future (and given WM2 content, I'm pretty optimistic).



#29
Borissimo

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Let me preface this by saying that I absolutely adore Pillars of Eternity. Obsidian did an amazing job (among many other things) improving the player's quality of life, letting you focus on the fun of playing the game rather than fiddling with the inventory.

 

So that being said, I simply do not understand the rationale for the camping supply limit. It would make sense as a measure to prevent rest-spamming if and only if camping supplies were an unlimited resource. But they are not. There is a finite number of them in the world, and there is no merchant that sells an unlimited number. A player who tries to rest-spam will literally run the game out of camping gear.

 

Writing down where all of the camping gear is located so that you can come by later to pick it up after your pack isn't full is exactly the kind of tedious BS that Obsidian did away with in pretty much every other facet of PoE.



#30
Boeroer

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Well, you are wrong.

Nearly every merchant sells camping supplies. And the stock of every merchant gets refilled (when it comes to consumables, ingredients and camping supplies). So you have an unlimited number of camping supplies in the game. Their number is in no way finite. And I think that's pretty obvious.

So maybe one should double check before calling something tedious BS. Just sayin'...

#31
scythesong

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Writing stuff down is a nice way to use your journal, and as pointed out there are numerous camping supplies in the game. Ultimately a better system should just be created that rewards proper character ability/skills/endurance/HP/etc resource management (like the inn bonuses, which only stick around for a limited number of rests).

 

But this is one of those things the seem "pretty obvious" mostly n retrospect.



#32
Boeroer

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Sure one could get the impression that camping supplies are limited - if one played the game for a few hours only.

But I still think it is pretty obvious that this is not the case - especially if you double check if the thing you complain about really is a thing.

I mean it's not really hard to see that every merchant always sells camping supplies even though you bought all of them on a former visit.




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