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Its so frustrating to lose an argument due to a game of....

Rock paper scissors?

Really? Why not just leave it up to a roll, more charisma means more dice rolled for a chance to succeed an intimidate, etc. Maybe not do what I suggest exactly just...
Please... Something that isnt rock paper scissors. It seems really trivial and just ruins the game for me. It's like a wall and u have to do it over and over and over until the outcome is in your favor.

I'm pretty annoyed with it. Just my 2 cents. Love the game smile


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have to? You can simply accept that the outcome wasn't in your favour and move on.

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Not always. I did just accept the roll in my first game. Due to that I could not escort a guy back to town for exp., I could not talk some mushrooms into letting me in a witch's house, I could not kill some slavers who were transporting slaves, I could NEVER pass the initiates test since my other PC kept saying my correct answer was incorrect. I could go on, but the point is the RPS needs some kind of override as opposed to just reloading until you win. Maybe let you force the issue and win, but the other PC losses some approval towards you in return. Something, anything is better than what we have.

I had to start my next game with setting both PC's with the agreeable personality, which I really hate since I didn't mind them disagreeing, I just had an issue with how that got resolved.

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Originally Posted by LeBurns
Maybe let you force the issue and win, but the other PC losses some approval towards you in return. Something, anything is better than what we have.


Approval means nothing within the party. Companions do not argue with you, and the PCs can never turn on each other due to the nature of their mission and their own origins.

Rock Paper Scissors was clearly designed to facilitate cooperative decisionmaking in multiplayer. Whether due to shortage of time or lack of inspiration, Larian decided to use it *everywhere* in place of what would be a Charisma/Wisdom/Intelligence check in any other CRPG - including dialogue where only one PC gets the chance to talk.

It's highly unlikely for Larian to revisit every NPC argument in the game and implement something else, and it's unclear whether modders can do anything about it either. Aside from dumping points on Charisma to reduce reloading and setting both characters to Loyal, there isn't much you can do.

Originally Posted by Ludovician
have to? You can simply accept that the outcome wasn't in your favour and move on.


Considering an average playthrough of this game takes over 100 hours, I think it's more than a little unfair that you can be locked out of content branches by failing a dice roll. The CRPGs DivOS is inspired by generally did not leave charisma checks to dicerolls.

Last edited by Emberstrife; 31/08/14 04:45 PM.
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Isn't that what spacebar does? A roll based on charisma?
At least it seems to be random who wins the argument.

If you'd reload anyway, just use the keyboard to switch to the next party member and back during RPS and you'll auto-win the argument with NPCs (don't use this in player-player dialogue though, the conversation will be stuck in a loop)


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Originally Posted by jog
Isn't that what spacebar does? A roll based on charisma?
At least it seems to be random who wins the argument.

If you'd reload anyway, just use the keyboard to switch to the next party member and back during RPS and you'll auto-win the argument with NPCs (don't use this in player-player dialogue though, the conversation will be stuck in a loop)



Spacebar seems random. Using it I've won battles where the opponent had +6 points to my +3. So it definitely doesn't go to the one with the most charisma.

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Originally Posted by LeBurns

Spacebar seems random. Using it I've won battles where the opponent had +6 points to my +3. So it definitely doesn't go to the one with the most charisma.


No, but it might go more often to the guy with the most charisma.

If the program rolls d20 internally, +3 charisma difference means a 65% chance to win instead of a 50% chance. In effect 2 out of 3 decisions are won by the more charismatic. With 5 points charisma difference that would be 3 out of 4. Not that random anymore.




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Originally Posted by Meganoth
Originally Posted by LeBurns

Spacebar seems random. Using it I've won battles where the opponent had +6 points to my +3. So it definitely doesn't go to the one with the most charisma.


No, but it might go more often to the guy with the most charisma.

If the program rolls d20 internally, +3 charisma difference means a 65% chance to win instead of a 50% chance. In effect 2 out of 3 decisions are won by the more charismatic. With 5 points charisma difference that would be 3 out of 4. Not that random anymore.


"IF" being the key word. I can find no pattern that suggests that it makes any difference. Not that it matters, since people just reload any bad results whenever they want.

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Larian's RSP system works against traditional RPG stats check. RSP is a game of chance, stats check means certainty. like the Spider Queen encounter, that's how traditional RPG works, only if you have 5 in Charisma can you win any argument over her.

imo, a better and more inline with overall game design is stats/skill check: charm -- charisma check, intimate -- STR (or CON?) check, reason - INT (or scoundrel?) check. some NPCs are more vulnerable to certain kind of persuasion type, and some situations call for certain type.


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I certainly don't like the RPS system. I didn't expect it to be present in every discussion.

I've played for many hours now, and I understand why Larian decided to use it; in a simpler way, the system reflects your investment in charisma points, and at the same time gives your companion a fair chance to win some arguments. Despite this, I don't like it, and I think the RPS mechanic should be limited for souce hunter discussions. I would rather win arguments with NPCs with traditional roll checks, or any other system that makes me feel that spending points in charisma is truly worth it.

Last edited by Zerael; 04/09/14 08:49 AM.
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Unless it's been patched recently you can always game the system by selecting a non-talking character portrait, then switch back to the talking character. Gives you the "Win" response every time (at least for me).

EDIT: If you use the default keys, pressing "]" then "[" will do the same...

Last edited by Oldweasel; 05/09/14 01:25 PM.

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