I love the lighting system, don't change

Blaze
Level 2
3 months ago

I don't see how removing mechanics and strategic depth from the game would make it better.  I'm trying to imagine how the game would be if I could ignore dim light and it looks boring and without challenge.  It shouldn't be easy to shoot arrows at mysterious figures in the darkness while raiding a necromancer's lair.  If you change this, allow for an option in game settings to keep it how it is now.

3 months ago (edited)

I'll agree that Dim Light shouldn't have the same penalty as Darkness, but other than that the Lighting system shouldn't undergo a significant change. The idea that it's bad because "that's not how it works in Table Top" is silly, it's an interesting decision that fits the locations you're venturing into and makes lighting/shadows/related spells actually relevant in a CRPG setting (which is rarely the case).

Add more methods of lighting the area, give players more interesting choices when it comes to overcoming the challenge. Don't rip it out completely or neuter it to the point where it's easily ignored like every other CRPG.

Mindbender
Level 5
Discord Link Newsletter Link
3 months ago

I am happy someone started a thread on this.  I have read many negative comments about the current lighting rules for Solasta and I couldn't disagree more.  I love the system you put in place.  It is much better than 5e RAW.  Now please just fix the fact that everyone can regenerate full HP by sleeping for 8 hours and this game will be perfect!

Denthors
Level 4
3 months ago (edited)

why change rules ?

and ruin Dark vision and I don't know how many spells.

Simon B
Visitor
3 months ago

I agree, please keep this mechanic, it adds some difficulty to the game, requiring some tactical thinking to overcome, as suggested perhaps just add an option to disable it for all those that aren't happy about it? I think the game would be far too easy without the lighting mechanic, if the devs do remove it please compensate by adding selectable difficulty modes or something else to up the challenge!

3 months ago

Seeing as this thread title is self explanatory, I am just here to lend support to this topic. Tactical Adventures , I trust you will do whatever is needed to ensure a fun gameplay experience for all without compromising what makes you unique to begin with with the focus on lighting and verticality. There is an ambiance to this game that is very high in comparison to many other rpg titles. 

Please don't remove the Tactical from Tactical Adventures. I genuinely appreciate the effort to make players think about the environment.

Heminized
Level 2
3 months ago

Too be perfectly Honest the current lighting system is a main reason I have not purchased this game. That and no dual wielding feat. For whatever it's worth.

3 months ago

Too be perfectly Honest the current lighting system is a main reason I have not purchased this game. That and no dual wielding feat. For whatever it's worth.


That's fine, not everyone is going to like it. But it's also important for the developers to know that players enjoy it as well, and it's not just the majority of players who dislike it (which they're already aware of).

Nortar
Level 8
Kickstarter Backer Mayor's Ring (Bronze) Weaponsmith (Bronze) Armorsmith (Diamond)
3 months ago

Too be perfectly Honest the current lighting system is a main reason I have not purchased this game. That and no dual wielding feat. For whatever it's worth.

Well, there are no flawless games. Especially if perception of what is a flaw is subjective, like in the case with the lighting system.

As the saying goes, - love is not when it's "because", love is when it's "despite".

So I guess this kind of games is just not really your cup of tea, or you have a very limited number of games you've ever purchased.

3 months ago

The lighting system needs a rework. Not only because it is based on D&D 5e and there is no penalty for being in dim light there, but also because it is unreasonable. I can see you, I can hit you. Especially in close quarter combat. If we were talking solely about ranged fights, perhaps, but as it is right now it is ridiculous. There is also the problem that my dwarf, who does have Darkvision, still gets that penalty, even though he was fighting in close quarters.

Nortar
Level 8
Kickstarter Backer Mayor's Ring (Bronze) Weaponsmith (Bronze) Armorsmith (Diamond)
3 months ago (edited)

The lighting system needs a rework. Not only because it is based on D&D 5e and there is no penalty for being in dim light there, but also because it is unreasonable.

I understand why anti-light speakers use core-rules purism as the basis for their arguments. 

But all the visibility and darkvision rules are not core defining.
Hardly anyone would ever describe Dungeon & Dragon as "the game where races with darkvision have no penalties in darkness" 

What defines D&D for me is the 6 stats, d20 rolls, classes and vancian spellcasting.
Not the torch-light radius and not the particularities of fighting in dim-light.

So all these "but it's not in PHP" arguments are not very compelling in my eyes. What the current implementation of lighting does is make combat more difficult interesting and the game more memorable, and it's a very good thing.

Heminized
Level 2
3 months ago (edited)

The lighting system needs a rework. Not only because it is based on D&D 5e and there is no penalty for being in dim light there, but also because it is unreasonable.

I understand why anti-light speakers use core-rules purism as the basis for their arguments. 

But all the visibility and darkvision rules are not core defining.
Hardly anyone would ever describe Dungeon & Dragon as "the game where races with darkvision have no penalties in darkness" 

What defines D&D for me is the 6 stats, d20 rolls, classes and vancian spellcasting.
Not the torch-light radius and not the particularities of fighting in dim-light.

So all these "but it's not in PHP" arguments are not very compelling in my eyes. What the current implementation of lighting does is make combat more difficult interesting and the game more memorable, and it's a very good thing.


Well I guess that is where I went wrong. What you define as D&D is truly how everyone should feel.  *Rolls Eyes*

Simon B
Visitor
3 months ago

Too be perfectly Honest the current lighting system is a main reason I have not purchased this game. That and no dual wielding feat. For whatever it's worth.


The game is still a blast with the current lighting mechanics, I wouldn't let that hold you back.



Heminized
Level 2
3 months ago

Too be perfectly Honest the current lighting system is a main reason I have not purchased this game. That and no dual wielding feat. For whatever it's worth.


The game is still a blast with the current lighting mechanics, I wouldn't let that hold you back.


I did purchase and game is a blast. Much smoother than BG3. I did have my first battle with the lighting effects. Didn't like it. I Truly hope they change it. We will see what happens. :)


goumindong
Level 8
3 months ago

I don't see how removing mechanics and strategic depth from the game would make it better.  I'm trying to imagine how the game would be if I could ignore dim light and it looks boring and without challenge.  It shouldn't be easy to shoot arrows at mysterious figures in the darkness while raiding a necromancer's lair.  If you change this, allow for an option in game settings to keep it how it is now.


The short answer is that the current lighting system does not increase strategic depth. It changes how strategy plays out. There is a misconception that characters with darkvision in RAW do not need light. This is false. And Solasta's current rules for lighting do not penalize darkvision but actually make it much much stronger.

Darkvision in RAW has a range of 60 feet. A torch in RAW has a radius of 20 feet bright and 20 ft dim. What this means is that the vision distance advantage in RAW for a character with darkvision vs a character without is only 20 feet. Anything outside of 60 feet both characters needs to have light thrown in front of them to see. In RAW putting a light 100 feet away from a party both the darkvision and regular vision characters have the same vision profile around that light. In Solasta's rules the darkvision character has double the radius or quadruple the area of effective lit up area as a non-darkvision. In RAW 5e a torch illuminates 40 feet of distance for a character without darkvision. In Solasta it lights up only 20 feet. Half the radius, one fourth the area!

Additionally if we are fighting an enemy that has darkvision and they're within 60 feet but not within 40 feet lighting a torch is bad relative to RAW rules. In RAW the darkvision enemy will have advantage on this attack with or without the light(they cannot be seen and so are treated as invisible), and lighting the torch does nothing. They still cannot be seen and as a result you lose nothing by lighting the torch(but gain knowledge) But in Solasta the enemy is attacking normally as they cannot be seen (+ advantage) and you are in darkness (+disadvantage). Lighting the torch removes their disadvantage because now you're in bright light! This makes lighting a torch a bad tactical option against creatures with darkvision unless they're within 40 feet of you! And because darkvision does not have a range in Solasta the darkvision character can attack you at any range with disadvantage and the range they can be at to gain advantage as a result of you lighting the torch extends far beyond the small area of 40-60 feet!

If you know how to use light then darkvision is so much more powerful in Solasta. There are situations where the entire map is coated in dim light, giving darkvision characters advantage over non-darkvision to any range!. You can light a candle... which only provides dim light. And so have an effective advantage against any non-darkvision enemy... (especially because no enemies make their own light as of current).

Johannes
Level 10
3 months ago

You can tell that the people who like the current light system do not play D&D 5, otherwise they would realize that A) there is no penalty on dim light in the rules and B) D&D 5 has a finely tuned action economy, which is ruined by constant light management. Your characters have a set amount of actions in one turn. Having to activate light sources, reapply light effects, and run after enemies who have moved out of light radius, all of that costs actions and movement. You could spend these actions fighting instead of managing a resource that does not even exist in standard rules.


A hoopy frood who really knows where his towel is.