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I've really been enjoying Pillars of Eternity. But one thing that's a little strange is the various ways the game insensitivizes you to run back to the inn/stronghold to rest. As far as I can tell, there's no downside, and it allows upgrades at the stronghold to be built. In addition, camping supplies cost a suprisingly high amount at the beginning, further insentivizing you to run back to town for the free rest instead of wasting 80 copper. Insentivizing players to waste real-life time to avoid in-game expenditures doesn't really make sense. I would suggest that camping supplies just be made free and automatically refill whenever at town. I've only played on hard where you only get 2 supplies at a time, so I don't know how well this would work on other difficulties.
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Resting/Camping doesn't heal
Kavadh posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So I was in Dryford Crossing and tried to camp, for some reason none of my party members healed or regenerated their spells. I did use a camping supplies and 8 hours did pass. I was sort of confused so I tried to go back to town and rest at an inn and the same thing happened. My party is not healing with resting, no matter how I rest or where I rest! I also, went back to my past three saves (I save often), but they were also affected by this. I have an older save where resting is working normally, but it was several in-game days ago and I would lose a lot of progress if I had to restart from there. Does anyone know a fix for this? Obviously I can't get much farther in the game until resting is fixed, I've been struggling along as best as I can but Durance and Aloth literally have no spells left and everyone is about one hit from the grave. Haha. Thanks! -
Greetings, all! I'm currently soloing Path of the Damned. How common are camping supplies? I'm level 3 going on level 4 and my character (a Fire Godlike Chanter with full stats here) hasn't rested yet. I'm relying on kiting and summoning to get foes' attention. Yes, I'm at Critical Fatigue, but there's no Critical Critical Fatigue in this game, meaning I'm free to stealth and steal things throughout the game world! Mwahahaha! Yes, camping supplies. How prevalant are they? Can I run out? I'm still exploring the overworld map's northwest portion. I found 3 sets of camping supplies so far (1 in Cilant Lis and 2 in the next area). I have money to stay at inns, but there's the matter of avoiding fatigue when I transition maps. (I have 0 Athletics and no Stronghold.)
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Sorry but it's really really really terrible! You have to rest everytime you have been in combat just to regenerate your spells. So basically, you need to run around with 8000 campfire kits in your stash? You even run out of spells DURING combat!!! What kind of amateur wizard has to take a nap after casting 4 spells? Wtf, man? Why couldn't you just make the spell system work like Neverwinter Nights or something like that? What's the point of this? I did one hour of playing wizard and got so annoyed and tired of it that I rage-quit the game. Lame, lame, lame.
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Hi everyone I;m new to the forum and I hope I can contribute my thoughts to help Project Eternity in the best way possible. I've just watched the latest update **Water, Trees, Day/Night, Lighting... All That Jazz**, and i think it was fantastic. This is a huge step towards my most anticipated game since the realease of BG2 SOA. Lighting is something that I have a particular interest in. Nearly all games, including many of 2013's, havnt had very realistic lighting mechanics that work how light does in real life. This is the use of shadows and night lighting. The use of shadows and realistic night lighting wont just make the game have a realistic aesthetic, but will open a whole new area of game play. I have a few sugestions that I hope can help. Shadows I noticed in the most receint video update, the shadows stayed in place even though the sun set and eventually the moon came out it would be cool if these shadows can move while the suns position changes, this would make a more realistic feel, and certain areas would gain shadows during certain times of the daty and night. Night lighting (Mechanical and Magical) The main aspect I would like added, is realisiic night lighting, and how un-natural shadows from mechanical or magical lighting, effect the environment around the character(s) Let me explain how it works in real life. Say you are walking down the street after leaving a friends house. There are stree lamps to your left and right creating un-natural lighting so you can see where you are walking. However your eyes have naturally adjusted to the lighting you are looking at. So if you look away from the area litten up, and into a dark alley, your eyes take a certain amout of time to adjust and see what is ahead. So basically, you have a shorter sight while in the light and you almost walk blind into certain areas waiting for your eyes to adjust. This is an aspect i would love added to the game. As I mentioned earlier this would add certain gameplay aspects to project eternity. - It would be great to walk down a street and not be able to see what is in an alleyway unless i casted a spell of light into it or had a torch. - Certain characters could perform perfect assinations from dark areas and not be seen for a few seconds, giving valuable time to escape. - When camping in the wilderness you should have to have your characters face away from the camp fire to gain maximum vision incase you get attacked during the night by bandits or wild monsters. - Your *sneak/stealth* stats increases should you paint you're armour black while in the city at night. Or should you muddy you're armour and attach leaves during the day in the wilderness. This is just a few of the gameplay aspects I thought of in relation to realistic night lighting. I hope this is a valid sugestion. Please leave your comments and/or sugestions that could be added. Thanks alot Cheers, Bhaal_Spawn