Posted May 11, 2015
Coelocanth: I am as well, but I found the reality (in my runs at least) didn't live up to that. Very rarely was there ever a question of whether it would be worth it to res that downed character. And despite Obsidian's attempts at eliminating the 'degenerative gameplay' of the IE games where you rested after every battle, I found the limited camping supplies to be a complete non-issue. So you could rest up whenever you needed anyway (and if you ever found yourself short of camping supplies, it was easy enough to run off to an inn and get more, as well as rest there for bonuses - even if you were in the middle of a dungeon). I don't know, I just found the mechanic didn't seem to accomplish its purpose.
Yeah, I would have liked to see other factors limiting resting other than just convenience - like you get more XP for this quest if you don't leave the location or something like that. Still, I like good ideas, even if execution is flawed, and when they require me to enforce limitations of my own, so be it. All it took for these mechanics to matter was to try and roll with how the game was supposed to work. Obsidian is already working on an expansion, they'll probably release more - I'm hoping for more classes and generally more options. While the comparison to complexity of old IE games is certainly relevant, I don't find it fair given how much time did DnD get to develop and how much time PoE was in development. So more such development can only bring us good stuff, especially if Obsidian learns from mistakes they've made in Pillars. The only thing I hope for is that they don't listen to "Game is not epic enough" or "Companions are not quirky enough" - while I absolutely understand these, pretty much all fantasy games are epic with quirky companions, this is pretty much the thing which made Pillars stand out in my eyes. Oh well, wait and see, wait and see.
Post edited May 11, 2015 by Fenixp