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Originally Posted by JandK
It's a signal to slow down in that area. Move forward carefully. Take your time and *FEEL* the tension.
Tension in a wacky slapstick goat fantasy cosplay simulator?

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Originally Posted by Wormerine
Originally Posted by JandK
It's a signal to slow down in that area. Move forward carefully. Take your time and *FEEL* the tension.
Tension in a wacky slapstick goat fantasy cosplay simulator?

Is this comment meant to be constructive and helpful?

Or is it just sneering and snide?

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Originally Posted by JandK
I like the traps. I enjoy sneaking forward, carefully and cautiously, exploring the environment. Finding traps and disarming them. It builds up the tension and feels great when I'm immersed.

I also think it makes sense to have the trap go off even when you make a perception check. That, to me, just means you were moving too fast. You noticed the trap at the last minute, but it was too late. You saw it right as you put your foot on it.

It's a signal to slow down in that area. Move forward carefully. Take your time and *FEEL* the tension.

*

I do agree that things like perception checks should happen in the background. It's too much of a "give away" the way it works now, in my opinion.

Well. You DO make a valid point. In D&D, it has kinda always been a thing with traps that players who just run up to a door and throw it open often get hit by traps. You need to "search for traps", not just run around constantly as if you have no care in the world.

Maybe a tooltip then in the beginning letting players know that if they want to detect traps with enough time, they need to be in Stealth mode, so at least players are warned. Then it's on the player for sure if they spot traps too late.

I still think a bit more time to spot them and stop is needed. And I definitely think if they are on some ledge you have to jump to, the check should be made before you jump on a trap, not after the jump. I also think disarming them options needs some work. If you make it so all you have to do is set pots on them, the Disarm Traps skill check is invalid. Plus, killing statues with crossbows is just ridiculous in my opinion.

Last edited by GM4Him; 09/09/22 11:05 AM.
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More tooltips are always good, in my opinion. Personally, I understand the game very well by this point, but I notice a lot of Youtubers who seem confused by some of the most basic stuff. Like some of them don't even know when they come out of stealth and start blaming the game when enemies notice them while they were "hiding." It's weird. In fairness, a lot of that is on the player for not noticing and paying attention, but I suspect a few more tooltips might help.

*

I agree that destroying statues with a crossbow is weird. I'm willing to look past it, though. Mostly because of the way physical damage is separated into three types. Rock is damaged by piercing weapons, for instance, reflecting that it's damaged by pickaxes, chisels and such. Crossbows happen to do piercing damage. So the game lets crossbows damage the statues.

It's not ideal, sure. But I can accept it.

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Originally Posted by JandK
Originally Posted by Wormerine
Originally Posted by JandK
It's a signal to slow down in that area. Move forward carefully. Take your time and *FEEL* the tension.
Tension in a wacky slapstick goat fantasy cosplay simulator?

Is this comment meant to be constructive and helpful?

Or is it just sneering and snide?
Meant to be cheeky, but I might have missed a mark. But I did find your comment about imagining that traps create a tension endearing. Stab was meant at BG3, not yourself.

Last edited by Wormerine; 09/09/22 12:08 PM.
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GM4Him Offline OP
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Originally Posted by JandK
More tooltips are always good, in my opinion. Personally, I understand the game very well by this point, but I notice a lot of Youtubers who seem confused by some of the most basic stuff. Like some of them don't even know when they come out of stealth and start blaming the game when enemies notice them while they were "hiding." It's weird. In fairness, a lot of that is on the player for not noticing and paying attention, but I suspect a few more tooltips might help.

*

I agree that destroying statues with a crossbow is weird. I'm willing to look past it, though. Mostly because of the way physical damage is separated into three types. Rock is damaged by piercing weapons, for instance, reflecting that it's damaged by pickaxes, chisels and such. Crossbows happen to do piercing damage. So the game lets crossbows damage the statues.

It's not ideal, sure. But I can accept it.

You know... I didn't notice that they worked it that way, that piercing damage works against rock. Hmmm. Another valid point. Knowing that, I agree. It's still weird but not necessarily a game crushing mechanic. I can live with that.

I will say this as well. I do recognize that computer programming is SUPER detailed and technical. If something works, even if not perfect, it is often better to leave it than to try to fix it and wind up screwing up 10 other things because 1 minor code is connected to all those other items. This would be a great example of that. They'd have to try to change the code of the crossbows and arrows so that they have a separate piercing type than picks and chisels and such. If they did that, they could wind up screwing up who knows what else. For something so trivial, I get why they might be like "Screw it. It's a video game. Live with it."

Well, geez, JandK. Just shut down the whole dang thread why don't ya. 😄

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For those that complain about resting up after a trap.
If you want for your own personal game a dangerous, intense, anxiety-ridden playthrough...
Then don't rest.

For everyone else no.

I'm old, I'm slow to react. It's why I play Turn-based games. I don't have the reaction speed of all the young kids.
So waiting until it's too late to tell me there's a trap makes Perception useless to me.
To all the speed head folks with quick twitch reactions, it may be fine.

Some of us don't play on the edge of our seats with instant reaction times.

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Originally Posted by Mjiton
For those that complain about resting up after a trap.
If you want for your own personal game a dangerous, intense, anxiety-ridden playthrough...
Then don't rest.
I don't think most people want a dangerous, intense, anxiety-ridden playthrough, but for traps to serve a more interesting function then an annoyance. There were some neat ideas earlier in the thread - perhaps alarming nearby enemies to your presence. As it is, traps are not interesting to interact with - they add damage, that can be immediately mitigated. Not a problem unique to BG3 or Larian, but one that would be nice to try to address.

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