Resting in an Inn
Resting in an Inn
Does it make a difference in the party which accomodations you select? If it doesn't, why would anyone choose anything other than a peasant-level room?
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- Jedi_Sauraus
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Indeed from a powerplaying perspective it does not matter. If you select the option rest until healed you'll rest for 1 gold until your healed in peasant accomodations, it will take longer though. However why not roleplay a little ?? I'm in chapter 5 out of 7 and I have over 100 000 gold. Burning a few hundred on a night of drinking and luxury accommodations on the rare event when I'm in town won't break me financially 
- Jedi_Sauraus
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Hehehehe Busted lol............ I use Tutu. I thought menu features stay the same between versions
Anyway why would anyone play the original when tutu has all those wonderful kits, not to mention better resolution. When I first started up BG1 without Tutu just to see it, my Sorceror
took up nearly 1/4 of the screen........ can you even fit your whole party on the same screen with a 6x4 resolution on a typical 17-19 inch monitor
??
My original point stands however, staying at inns is inexpensive and getting the better rooms is done for roleplaying reasons. If you had 100k gold in your pocket would you really be sleeping in a stable with donkey's or in some dirty rat-infested room that has not been cleaned for ages ??
took up nearly 1/4 of the screen........ can you even fit your whole party on the same screen with a 6x4 resolution on a typical 17-19 inch monitor
My original point stands however, staying at inns is inexpensive and getting the better rooms is done for roleplaying reasons. If you had 100k gold in your pocket would you really be sleeping in a stable with donkey's or in some dirty rat-infested room that has not been cleaned for ages ??
Here we go, again (for me)! I'm one of the people who actually hates tutu. I like the original game more. Those kits, although fun where not designed for level 1 characters. If anything, they unbalance the game. Having bonus to undead fighting with an undead hunter at low levels is bad for the game. And of course, avatars and paperdolls look way better. A helm with antlers looks like a helm with antlers not like pot.Jedi_Sauraus wrote:Hehehehe Busted lol............ I use Tutu. I thought menu features stay the same between versionsAnyway why would anyone play the original when tutu has all those wonderful kits, not to mention better resolution. When I first started up BG1 without Tutu just to see it, my Sorceror
took up nearly 1/4 of the screen........ can you even fit your whole party on the same screen with a 6x4 resolution on a typical 17-19 inch monitor??
When you are in Beregost, despite the large number of inns all you need to do is go to a house just across the street of where Silke is and in there you can rest just fine. That house can also be used for storing various things.My original point stands however, staying at inns is inexpensive and getting the better rooms is done for roleplaying reasons. If you had 100k gold in your pocket would you really be sleeping in a stable with donkey's or in some dirty rat-infested room that has not been cleaned for ages ??
- wise grimwald
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- Jedi_Sauraus
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Well the thing is, using various mods you can set tutu to use BG1: proficiency system (true GM), walking speed, spells, and even GUI if you like the classic grey one. If you ignore the BG2 specific kits and do not dual wield, you've got BG1 with a 10x7 or higher resolution, and really who can argue with that.
It is a bit of a hassle to track down the correct tutu-mod installation order but that's it. Once you have the order the mods are simple to download and install, Especially with Easy-Tutu. It does tend to crash a bit though, I'm guessing more than the standard version, once every 2-3 hours or so.
It is a bit of a hassle to track down the correct tutu-mod installation order but that's it. Once you have the order the mods are simple to download and install, Especially with Easy-Tutu. It does tend to crash a bit though, I'm guessing more than the standard version, once every 2-3 hours or so.
The crashes mostly take place upon entering or leaving Beregost.Jedi_Sauraus wrote:It does tend to crash a bit though, I'm guessing more than the standard version, once every 2-3 hours or so.
You can download an excellent tool to repair corrupted autosaves (and full saves) [url="http://forums.spellholdstudios.net/index.php?showtopic=24121"]here[/url].
You might need to update your Java runtime environment in order to use the tool, but it does exactly what it says on the tin, and will prevent an endless cycle of crash-reload-crash going to and from Beregost.
- Jedi_Sauraus
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I've heard of the notorious Beregost crashing bug but so far I've had no issues. My crashes are random in every sense of the word. Sometimes I will have 2 crashes in half an hour, but most of the time it's one crash every 3-4 hours of gameplay. It's a price I'm willing to pay for all the benefits of the BG2 Engine.
Thanks for the link anyway
it might help in case I do get a corrupted save
Thanks for the link anyway
- fable
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I'm using EasyTutu, and I always save before either entering or leaving Beregost. I've crashed too often in both respects to chance doing otherwise, because once you crash there's a good chance that savegame is corrupt. If you can go back and try it again successfully, you're fine.
Back to subject. I wish the different accomodations really had a significant impact. But how could that show? If you got diseases after sleeping in too many cheap rooms, players would complain. Perhaps the temporary loss of a point of charisma, until you stayed in a nice room, for a period of time? And perhaps have the nice room come with a free healing potion? Anything that can be personalize the experience positively is good, from my perspective.
Back to subject. I wish the different accomodations really had a significant impact. But how could that show? If you got diseases after sleeping in too many cheap rooms, players would complain. Perhaps the temporary loss of a point of charisma, until you stayed in a nice room, for a period of time? And perhaps have the nice room come with a free healing potion? Anything that can be personalize the experience positively is good, from my perspective.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- RPG Guy (sorta)
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My pet peeve (spelling?) with RPG's is stuff like this. It costs you 600 gold for a Potion of Insight or something but the entire party (6 characters) can rest in 'Royal' accomodations for 16 gold. That's too stupid.fable wrote: Back to subject. I wish the different accomodations really had a significant impact. But how could that show? If you got diseases after sleeping in too many cheap rooms, players would complain. Perhaps the temporary loss of a point of charisma, until you stayed in a nice room, for a period of time? And perhaps have the nice room come with a free healing potion? Anything that can be personalize the experience positively is good, from my perspective.
How about all these peasant looking mechants who have endless gold when you sell stuff, particularly magic items? Another RPG past time that destroys the role-playing experience. If these guys have that kind of gold, why the hell aren't they just being lazy nobles instead?
The game has numerous merchants and some sort of simple algorithm should have been implemented to limit their cash-allocated-for-stock-purchases and how those type of funds replenish over time. You should be forced to have to hit all the different vendors to liquidate your dungeon haul(s).
But to answer your question, I recommend just resting outside. It's free, it has almost no impact on your party and there's the chance you'll get interrupted by monsters for some extra experience.
[/rant]
On playing BG1, where you start from lvl1, I like to work my way up from the cheapest rooms to the best ones as my party becomes richer. I think it should cost more, because 10 gp for a room does not sound like a great deal for the innkeeper, does it?
When the party 'reaches' the best rooms, it gives an ambience of being someone - imagine the inn, a group of adventurers comes in, they're ragged and dirty, but they pay for the best rooms and big meals - fancy, too, because they can afford it - and the next day they come down, looking majestic and awesome in their armours and robes...
I often take off their equipment before resting, to give them some airing :laugh:
When the party 'reaches' the best rooms, it gives an ambience of being someone - imagine the inn, a group of adventurers comes in, they're ragged and dirty, but they pay for the best rooms and big meals - fancy, too, because they can afford it - and the next day they come down, looking majestic and awesome in their armours and robes...
I often take off their equipment before resting, to give them some airing :laugh:
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- fable
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Decent roleplaying, there.QuenGalad wrote:When the party 'reaches' the best rooms, it gives an ambience of being someone - imagine the inn, a group of adventurers comes in, they're ragged and dirty, but they pay for the best rooms and big meals - fancy, too, because they can afford it - and the next day they come down, looking majestic and awesome in their armours and robes...![]()
I often take off their equipment before resting, to give them some airing :laugh:
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Half of me agrees with this. But half of me wonders if it would add fun to the game, or just add drudgery.RPG Guy (sorta) wrote:The game has numerous merchants and some sort of simple algorithm should have been implemented to limit their cash-allocated-for-stock-purchases and how those type of funds replenish over time. You should be forced to have to hit all the different vendors to liquidate your dungeon haul(s).
The game does so many things to 'perpetuate' a suspension of disbelief that this is a living breathing game world, with weather effects, day/night transitions, cows & chickens, etc. But as you've indicated, the game's economy seems to 'de-perpetuate' this.RPG Guy (sorta) wrote:My pet peeve (spelling?) with RPG's is stuff like this. It costs you 600 gold for a Potion of Insight or something but the entire party (6 characters) can rest in 'Royal' accomodations for 16 gold. That's too stupid.
How about all these peasant looking mechants who have endless gold when you sell stuff, particularly magic items? Another RPG past time that destroys the role-playing experience. If these guys have that kind of gold, why the hell aren't they just being lazy nobles instead?
Innkeepers with varying accommodations, resulting in varying healing rewards, is a step in the right direction. Take it a step further with ideas in previous posts: having a repoire with certain innkeepers leads to unique rewards (or consequences). Now the game has a whole new roleplaying dimension. Do I save precious gold for equipment and risk resting in the wild, or do I risk resting in this shady dude's inn, or do I ante up for that other inn's more expensive room?
All this gets blown out of the water, when you look in your inventory and see you're carrying around sixty-thousand gold pieces, and merchants are buying and selling thousands of gold pieces' worth of equipment at every turn. Why risk stealing or pick-pocketing? Why be concerned about which room to purchase at an inn? Monetary resource management is a missed opportunity in BG.
If I was making a BG game (assuming the project's schedule permitted), I'd revamp the gold situation. Less is more. Gold, when it's an actual Rare & Valuable Commodity, could create a roleplaying ripple-effect throughout the entire game: thieves, merchants, inns, etc.
Alas, these forums are the closest I'll ever get to game design.
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
I feel like playing Baldur's Gate for the second time...
- RPG Guy (sorta)
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Fair enough.CFM wrote:Half of me agrees with this. But half of me wonders if it would add fun to the game, or just add drudgery.
It's not like BG has re-playability issues. But just consider how replayability would have been dramatically enhanced IF your party could not afford to buy every little piece of magic out there in one play-thru?
The economic system allows me to harvest enough to buy every little goody I want (with a little planning and pacing). *AND* I can do it without ever selling any magical weapons/items that are named. Darts of Wounding, +1's and +2's etc are enough for me to buy everything offered in the game including anything I want from Ribald's and all the intangibles like the magic license from the Cowled Wizards.
If the game manual made it clear to us players at the onset that you'd have some careful choices to make along the way, that would be another more passive source of tension thorughout the game which I, personally, would have really appreciated in the long run.
BG still rules though.
Couldn't agree more: enhanced replayability would be one of the several ripple-effects of making gold a Rare & Valuable Commodity. With gold for sure: less is more. Krypton's question unveils one of the only downsides to the best CRPG series ever made (or at least that I've ever played).
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
I feel like playing Baldur's Gate for the second time...
No, only the downside to BG2 system. In BG1, with better accommodation comes better healing. Alternatively, you can turn off "rest until healed" option in BG2 options.CFM wrote:Krypton's question unveils one of the only downsides to the best CRPG series ever made (or at least that I've ever played).
- Jedi_Sauraus
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I agree that there should be less gold in the game, it would make the game harder because you wouldn't get all those elite items 1/4 of the way through. However this should be done by lowering sale price (of the loot you sell) and not capping how much a merchant can buy.
They had this solution in Morrowind, and while it did at a bit of realism, it also got extremely tedious very quickly. For example, to sell the junk from 1 dungeon I would have to go to the other end of the map to find the secret crab merchant who had the most gold in the game (10000) where most others had 500-2000. Once there I would sell him a 10k piece of loot rest 24 hours so he could regenerate his gold and repeat as needed. When he had enough 10k pieces, I would then buy them back from him thus giving him the money to buy a single 50000 piece, but then I would get my 10k/piece loot back and would need to rest>sell>rest>sell all over again.
The end result was that having a full inventory from a dungeon resulted in putting everything else aside travelling to a god forsaken middle of nowhere and wasting a week of game time or up to 15 minutes real time simply to sell stuff. I resent that system and much prefer the BG system for its user-freindliness.
They had this solution in Morrowind, and while it did at a bit of realism, it also got extremely tedious very quickly. For example, to sell the junk from 1 dungeon I would have to go to the other end of the map to find the secret crab merchant who had the most gold in the game (10000) where most others had 500-2000. Once there I would sell him a 10k piece of loot rest 24 hours so he could regenerate his gold and repeat as needed. When he had enough 10k pieces, I would then buy them back from him thus giving him the money to buy a single 50000 piece, but then I would get my 10k/piece loot back and would need to rest>sell>rest>sell all over again.
The end result was that having a full inventory from a dungeon resulted in putting everything else aside travelling to a god forsaken middle of nowhere and wasting a week of game time or up to 15 minutes real time simply to sell stuff. I resent that system and much prefer the BG system for its user-freindliness.
- RPG Guy (sorta)
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Well Jedi, I can't argue with you. But from your own words, it's pretty clear that you were trying to exploit (rather than embrace) the developer's intent.Jedi_Sauraus wrote: They had this solution in Morrowind, and while it did at a bit of realism, it also got extremely tedious very quickly. For example, to sell the junk from 1 dungeon I would have to go to the other end of the map to find the secret crab merchant who had the most gold in the game (10000) where most others had 500-2000. Once there I would sell him a 10k piece of loot rest 24 hours so he could regenerate his gold and repeat as needed. When he had enough 10k pieces, I would then buy them back from him thus giving him the money to buy a single 50000 piece, but then I would get my 10k/piece loot back and would need to rest>sell>rest>sell all over again.user-freindliness.
I guess a 'Realistic Gold System' is best implemented as a ticky-box within the game's settings on launch.
The developer seems to have failed to foresee what people would tend to do in your case. Such efforts could have been easily snuffed out by adding consequence to excessive rest periods. For example, make quest logic nodes time sensitive to certain degree. If the PC doesn't meet up with NPC 'X' at location 'Y' within so many days, the contact opportunity is lost and the quest becomes frustrated/ You don't have to make the 'deadlines' uncomfortably tight, but just plausible enough to add consequence to unlikely player action such as resting for 18 days straight just to score a certain sword from a certain vendor in a certain area.
My 2 cents anyways.