this game need :

Denthors
Level 4
3 months ago (edited)

+ 50 locations on the map with random encounter and repeatable quest. on top on the main quest ones. to make it feel like its a open world.

Base building ala X-com

lv 20

you game could be a dream come true,     final fantasy tactics + x-com + DnD


Redglyph
Level 12
3 months ago

What would be the point of repeatable quests? I hope you don't want that just to level-up?

3 months ago

It would be cool to rebuild the Caer Lem Outpost and use it as a base of operations for the party.

Denthors
Level 4
3 months ago (edited)

What would be the point of repeatable quests? I hope you don't want that just to level-up?


gathere ressourse for base builing / crafting / exp yes / building reputation. and many more reason I can't think of atm.


for the same reason people keep playing to lvl 99 in final fantasy tactics without going to the last fight.

there was content in the game allowing us to do so. and we could play 500+ hours on the same save.



it does not matter when the game is designed properly with adequate difficulty scaling.

mark tidd
Level 4
3 months ago

Tey could add loot to be highlighted by the alt

Heldred
Level 7
3 months ago

I completely agree, the game, with proper scaling (manual or/and auto-adjusted), could provide hundreds of hours of additional game play. Players will always follow the main quest(s), but a significant number of people enjoy the option of hunting for better magic items, leveling up (hitting cap), improving a keep/stronghold, etc. There are multiple successful games (Witcher series comes to mind) that enable the player to enjoy 50 hours of primary quests or 1,000 hours of leveling, item hunting, etc. 

Great games do not force a player into a specific play-style (core-only-quests, treasure hunting, min-maxing, etc.), but provide some degree (or a lot) of flexibility.  After playing this current version of the game through three (3) runs, it is an ideal platform to allow for dozens of map locations to be explored (FF Tactics) with challenging bosses and difficult mob fights that would yield more experience.  Even if the player's experience is capped (max level for the release), players can continue to quest for better items and the satisfaction of just overcoming tough encounters (which could come with a sweet title or badge, like Litch Slayer). With a future patch/DLC, players could also gain more gold to rebuild/build a stronghold.  

In short, the game has a great foundation for endless encounters that players "can" choose to enjoy or stay focused on the main quest log.  

sarge33rd
Level 11
3 months ago

geebus...how any people are gonna keep asking this small team, to replicate Bethesda or something similar?


Y'all wanna bankroll it, I'm sure the devs would be happy to oblige. You ready to invest 75k+ USD/m?

Ironcrown
Level 1
2 months ago

It would be cool to rebuild the Caer Lem Outpost and use it as a base of operations for the party.

This would be awesome! A forward outpost with a scavengers representative and a dedicated priest/healer.

AlienZeAlien
Level 1
2 months ago (edited)

It's already hard enough to design a balanced D&D experience with a main quest and a few side quests with the experience system they picked.
It would be very difficult if even more side content were added.

I think a lot of people within this community have a biased view of how leveling works in RPGs, and how it interacts with the game experience. If you design a game in a way that the players can farm xp somewhere so they can beat easily the main quest, then the game shouldn't be designed in the same way as if you want every encounter to be a challenge, which is clearly the case for Solasta.

So please don't ask changes that would require Solasta to become a different game entirely, and be aware that the goal of Solasta is to enjoy the main story. So everything else in the game should be designed to gravitate around the main quest - side quests should provide a little help (like magic items) and so on. The goal shouldn't be to blindly add hours to the gameplay. If you want to be able to reach the max lvl with repeatable quests, play a JRPG that is designed around that mechanic. Solasta and D&D in general aren't designed for that.

Which is the reason why a majority of groups play with on-completion level ups (meaning that they don't manage experience like in Solasta). Btw imo, not doing this in Solasta was a mistake. The game would probably be better and easier to balance if the devs knew exactly when the party would be at a particular level. And it would free the player from trying to find the most xp-optimized path. We would just be trying to resolve the situations in any way we can find/imagine. If people want to trick the game by finding the best way to get the most xp, they can play something else.

cisconetdude
Visitor
2 months ago

I for one would really like to see facing maneuvers, when seems like this should be simple.  nothing like running into a way and not turning around.  like a move then click and drag your cursor in the direction you wish to face.

Heldred
Level 7
2 months ago

No one is asking or expecting Tactical Adventures (TA) to be a Tier-1 dev house.  However, this doesn't prevent them from creating a great product (which they have all the signs of becoming). In addition, no one "forces a player" to do side quests, for items or experience, that is the players decision. Lastly, if someone believes an encounter isn't challenging, a difficulty slider can alleviate much of the problems (multiply the number of mobs and/or increase threat level). Hopefully, the dev team can deliver on that roadmap item!

Some members of the community are suggesting they enjoy combat encounters (as much as the story), not to make future battles easier, but because we like new challenges and want to enjoy the world of Solasta for as long as possible.  With the said, a few more places to explore on the map would be fun.  I understand there are clearly limited dev resources and if this can't be done from TA, I'm sure a community mod might appear to add some excitement to the map. Cheers.

avariambush
Level 2
2 months ago

I'd say BG3 already has the hunormous interactive world thing covered.  This game with this small company should stay true to the D&D profit model and just keep dishing modules/races/classes as DLC's.

Daelen
Level 4
2 months ago

I'd say BG3 already has the hunormous interactive world thing covered.  This game with this small company should stay true to the D&D profit model and just keep dishing modules/races/classes as DLC's.

I generally agree with this. TA has the superior tactical combat game in DND style, they should double down on that strength. I can already feel my wallet opening up for Bards and Druids and Barbarians .. but we need high replay variance for that to work! Players drawn to this game over BG3 are looking for Xcom so give them some.