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General Discussion Jump to new posts
Re: What races are planned for Divinity and party size? Expecting more or less? papercut_ninja 2 hours ago
Though all of the races are pretty cool, I'd rather take a shorter list of playable races if it means that choosing your race has some real interesting impact in the game and feels like setting a unique experience and playstyle.

An elf that is just a human with darkvision and one basic spell is mostly just a superficial and cosmetic difference.
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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Re: Love & Extreme, Utter Disappointment with Leveling: Level 12 Cap Issue Taril Yesterday at 05:23 PM
Originally Posted by Halycon Styxland
level is exceptionally important and hard to do without.

It is not.

In many cases, level is completely redundant and easily done away with.

Originally Posted by Halycon Styxland
The point of leveling is that you have a measurement of the power of the character.

Which is not unique to "Levels".

There's plenty of methods to measure character power without levels. Such as equipment quality (Gearscore), stat points, skill points and basically everything that is normally acquired alongside a "Level" without the actual "Level" itself.

Originally Posted by Halycon Styxland
In an open game world, its even less desireable to not have level. It basically means you cannot have progress at all.

That is so laughably untrue.

There are and have been many ways to have progress without levels.

In the DLC for Elden Ring, Shadow of the Erdtree, they created progression by way of having your character collect "Scadutree Fragments" something independent of levels that provided progression (Which was implemented as they wanted to create a form of progression irrespective of player levels. So even a "Max Level" character would have to progress through the DLC like a non-max level character). This is on top of the base mechanic of the entire Soulsborne series where "Level" simply means how expensive it is to gain stat points (As well as online matchmaking)

In GTA you progress by acquiring new homes and opening up new locations on the map to be able to acquire better weapons and vehicles.

Many open world games feature some sort of skill points or other forms of character progression from doing certain side activities, which are independent of levels. (For example, Cyberpunk 2077's DLC Phantom Liberty has the Relic points from interacting with Relic Point nodes. It also has Cyberware Capacity which can be obtained through Cyberware Capacity Shards)

Heck, we can even look at something like GW2, where you have Hero Points as a non-level based progression system. In an MMO. As well as Elder Scrolls Online and its Skyshards to gain skill points (ESO also has its Champion Point system. Whereby after Level 50 CP 160 you stop "Levelling" meaning gear, stat and enemy scaling ceases. Your only progression is then through acquiring Champion Points and investing them into the Champion Skill Trees)

Originally Posted by Halycon Styxland
It by the way also helps the player. If I can see the level of the opponent, I can know if I should avoid them for now.

Which is again, independent of levels. It's plenty possible to convey enemy threat level without levels. Heck, even with levels you still often have the basic quantifier of colour (Grey = Trivial. White = Equal. Yellow = Slightly tougher. Orange = Fairly strong. Red = Tough. SKULLS = DANGER). Which is again, not reliant on levels.

Originally Posted by Halycon Styxland
And games that keep the level of your opponents the same as your own are really bad. They remove all meaning from level.

Which is literally all games.

Either they dynamically scale with you. Or your natural progression means you are constantly facing equally strong enemies. Which is the point as to why levels are redundant when all "Progression" from them is rendered moot when enemies simply scale equally with you.

The only exception is static enemy levels means you can sequence break to encounter easier or tougher enemies. (Or in the case of things like JRPG's, you can grind to artificially inflate your level). Which is usually a minor aspect of the game and not generally the intended way of playing (With again, exceptions. In this case, based on poorly balanced level curves. Such as in Kingdoms of Amalur: Reckoning where you very quickly and easily outlevel zones by just doing their story)
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Baldur's Gate III - Modding Jump to new posts
Mod Requests: Subclass + Makeup / Facial Scar EchoGG Yesterday at 02:51 PM
Hello! I am looking to work with a modder(s) for getting a homebrew subclass I created added into the game and for a custom makeup/facial scar option to be added.

I'm new to the forums overall, but here are the details for my requests;

Subclass:
https://homebrewery.naturalcrit.com/share/3WFnIOTI2fIq

Makeup / Scar option:
[img]https://media.discordapp.net/attach...format=webp&width=960&height=960[/img]Image Attached/Available upon request if the link doesn't work.


Thank you!
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Baldur's Gate III - Latest News Jump to new posts
Re: Hotfix #36 Now Live! Version Number: 4.1.1.7209685 Halycon Styxland Yesterday at 08:24 AM
Originally Posted by Street Hero
Visible shield mod fix?
Must I ask every god damn time?

Hahah lol.

Apparently you really have to ?

I can get over such details though, so that doesnt bother me too much. The vast majority of my games dont use mods at all anyway.

Astarion suddenly no longer having the inventory tab in the overview bothers me a lot more.

The bugs of the current hotfix are a bit much though, so I reverted to the one between the official hotfix 35 and 36 (GoG called it Patch 8 Hotfix 7). Of course unless you keep past versions, you wont have access to it anymore.
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Baldur's Gate III - General Jump to new posts
Re: Enemy Health Turned Off Halycon Styxland 25/04/26 08:08 PM
No idea what your question is.

Yes that option exists.

Yes I once tried that. I didnt like it. Not knowing your opponents health is kind of very unrealistic and really not fun.
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