Cool, Topgoon. I never thought we were getting cutting edge builds, even during the panels from hell we see them calling out old bugs, nevermind what we get. That's why I thought there might be some hope for a bigger patch in the future as the EA catches up with them.
I think another aspect is the recency bias of first learning the term 'Gold' from Cyberpunk's ill-fated release, so a little of my pessimism might be unwarranted
If I had to guess, I personally wouldn't bet on a Day/Night cycle. I'm not too sure if we'll even get an anniversary updates because the last update was actually relatively recent.
Patch 6 was October 14, 2021 Patch 7 was February 15, 2022 (124 days later) Patch 8 was July 7, 2022 (142 days later)
We are currently only 65 days since Patch 8. October 6 would be 91 days since Patch 8.
If we take the average of the last 2 gaps in patches, the next update would come Nov 17.
but patch 5 was July, 2021 that brings patch 6 just in 3 months plus unlock a new area. patch 5 is a small though it's a meaningful update for dice system that cost 5 months. but the complete update is patch 6 for the anniversary huge update.
and I don't think patch 8 is a big project that needs to cost 5 months to be organized. so patch 9 is possible coming October 2022, and might bring a new area unlock for 2nd anniversary.
If we take the average of the last 2 gaps in patches, the next update would come Nov 17.
But in this patch they should introduce either Paladin or Monk ... presuming it will contain another class ofcourse ... Wich both are allready done by moders for more than a year ...
So ... feel free to disagree, but i cant help the feeling that is some nerd (said in as positive way as possible!) was able to stitch them together so long ago ... so should be proffesional company with hunderts of employees. O_o
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
This is confusing to me…why is everyone expecting…new classes…As updates to a game in that is now nearly 2 years on EA and probably way longer since early development. Arent stuff like all CLASSES the first thing you fully design and test early on? This game’s core design and updates really feels like a runaway locomotive with devs setting up franticly the tracks in front….
Last edited by Count Turnipsome; 11/09/2208:55 AM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
Well ... you still need some ground rules first. But yeah, that would be my expectation aswell ...
Even tho, on the other hand, what else would you add if you would have all classes released since day 1? Subclasses maybe, but they arent *THAT* different in this settings. :-/ So they would need to release story content ... or have whole EA dryed out after few weeks ... months at best. :-/
//Edit: Still i cant help the feeling that last class released will have fragment of testing aviable compared to first 5 we get. :-/ Same goes with races that will be "kept hidden until full release" ... even tho when i look at depth of feedback Niara provided for Halflings, and absence of any changes around them ... it seems like it dont really matter. :-/
Last edited by RagnarokCzD; 11/09/2209:15 AM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
To be fair, modders haven't introduced new classes with new VFX, SFX, dialogues and armors up to the maximum level the game will offer. Sure they may functionaly work but it isn't that easy to match Larian quality.
Here is a great read from an article in 2001 regarding the development strategies into making Baldurs gate 2! Lots of great points I believe still is revelant today. I really hope Larian could give us more detail insites on their strategies and vision for the game!
Thanks for the recommendation! It was really interesting to see the developper lay out the design guidelines for BG2. BG3 seems to follow them fairly closely.
For reference, from the article:
Basic Design Rules:
The player must always feel as if it is HIS actions that are making him succeed. He should feel that through his smart decisions and actions that he has solved a puzzle or battle. The player must feel as if he is having an effect on the environment. His actions are making a VERY visible difference with how things are running in the game world. His actions have consequences. When designing, a good and evil path must be considered. Several plots should be marked as changing according to the player's alignment. Story Design:
The story should always make the player the focus. The player is integral to the plot, and all events should revolve around him. It is important that the player is kept informed about the progress of the villain. This can be done through cutscenes during chapter transitions, or through integrating him/her into the main plot from time to time. It is important that there be a twist in the story (or even more than one). This is where a revelation is made to the player that makes him reevaluate what's going on with the story. All of the twists should involve the main player. Twists that the player figures out on his own are also better. It is good to keep the ending of the story open ended, especially if a sequel or expansion packs are being planned. Environment Design:
The game world should be divided into chapters. Each chapter should be of equal size and exploration potential. Each of these chapters should have a rather obvious goal, but one that the player can achieve in any fashion that he wants. Certain areas should be marked as core areas. These areas are usually towns or similar places that the player will be returning to often. Core areas should change as the environment changes. As the player performs actions in other areas, there should be changes to reflect this in the core areas. The player must always feel that he or she is exploring interesting areas. This means that areas always need to have a unique feel to the art. It is not a good idea to have the player moving between areas often. This becomes annoying. Plots should be kept within the confines of a single area. 5. It's good to show things to the player that he cannot use or places that he cannot go. Later on, these objects or places will become enabled.
A well thought out reward system must be created. The player should be rewarded OFTEN during the course of the game. These rewards can come in the form of XP, items, story rewards, new spells, new monsters, new art, romances, etc. It is important that the player is able to personalize his character. This means that he should feel that the character he is playing is his own. It is important that the world reflect the ways in which the player has personalized his character.
Writing Guidelines:
No modern day profanity. This excludes lesser profanity, i.e. damn, hell, bitch, bastard. Each of the dialogue nodes (dialogue piece) spoken by an NPC should be limited to two lines. Only in VERY RARE circumstances are more than two used. All character responses should be one line when they appear in the game. There should be no reason for them to be longer than this. Try not to use accents in dialogue. For certain characters (Elminster, sailor types) it is all right, but for the most part it should be avoided. When using player choices, try to keep the visible number to about three. Two or four are all right, but only when really necessary. When an NPC talks directly to the main player, this should be noted for scripting purposes. Other dialogue should be included for when someone other than the main player talks to this character. Random dialogue should be avoided, or at least used sparingly. Commoners should have only a few random dialogue lines, but there should be several different commoners to talk with.
Here is a great read from an article in 2001 regarding the development strategies into making Baldurs gate 2! Lots of great points I believe still is revelant today. I really hope Larian could give us more detail insites on their strategies and vision for the game!
Thanks for the recommendation! It was really interesting to see the developper lay out the design guidelines for BG2. BG3 seems to follow them fairly closely.
For reference, from the article:
Basic Design Rules:
The player must always feel as if it is HIS actions that are making him succeed. He should feel that through his smart decisions and actions that he has solved a puzzle or battle. The player must feel as if he is having an effect on the environment. His actions are making a VERY visible difference with how things are running in the game world. His actions have consequences. When designing, a good and evil path must be considered. Several plots should be marked as changing according to the player's alignment. Story Design:
The story should always make the player the focus. The player is integral to the plot, and all events should revolve around him. It is important that the player is kept informed about the progress of the villain. This can be done through cutscenes during chapter transitions, or through integrating him/her into the main plot from time to time. It is important that there be a twist in the story (or even more than one). This is where a revelation is made to the player that makes him reevaluate what's going on with the story. All of the twists should involve the main player. Twists that the player figures out on his own are also better. It is good to keep the ending of the story open ended, especially if a sequel or expansion packs are being planned. Environment Design:
The game world should be divided into chapters. Each chapter should be of equal size and exploration potential. Each of these chapters should have a rather obvious goal, but one that the player can achieve in any fashion that he wants. Certain areas should be marked as core areas. These areas are usually towns or similar places that the player will be returning to often. Core areas should change as the environment changes. As the player performs actions in other areas, there should be changes to reflect this in the core areas. The player must always feel that he or she is exploring interesting areas. This means that areas always need to have a unique feel to the art. It is not a good idea to have the player moving between areas often. This becomes annoying. Plots should be kept within the confines of a single area. 5. It's good to show things to the player that he cannot use or places that he cannot go. Later on, these objects or places will become enabled.
A well thought out reward system must be created. The player should be rewarded OFTEN during the course of the game. These rewards can come in the form of XP, items, story rewards, new spells, new monsters, new art, romances, etc. It is important that the player is able to personalize his character. This means that he should feel that the character he is playing is his own. It is important that the world reflect the ways in which the player has personalized his character.
Writing Guidelines:
No modern day profanity. This excludes lesser profanity, i.e. damn, hell, bitch, bastard. Each of the dialogue nodes (dialogue piece) spoken by an NPC should be limited to two lines. Only in VERY RARE circumstances are more than two used. All character responses should be one line when they appear in the game. There should be no reason for them to be longer than this. Try not to use accents in dialogue. For certain characters (Elminster, sailor types) it is all right, but for the most part it should be avoided. When using player choices, try to keep the visible number to about three. Two or four are all right, but only when really necessary. When an NPC talks directly to the main player, this should be noted for scripting purposes. Other dialogue should be included for when someone other than the main player talks to this character. Random dialogue should be avoided, or at least used sparingly. Commoners should have only a few random dialogue lines, but there should be several different commoners to talk with.
Yes I think its a great piece on basic game design (and the difficulty in making sequels...). Really shows how even with new incredible technology, the basics really remains the same to make a timeless great game
Last edited by Count Turnipsome; 12/09/2208:52 AM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
To be fair, modders haven't introduced new classes with new VFX, SFX, dialogues and armors up to the maximum level the game will offer. Sure they may functionaly work but it isn't that easy to match Larian quality.
I take issue with this as they are in no way comparable. You have larian who has all the tools to actually add the content to the game, where as modders are basically just editing and glueing the output files to make something.
If the modders had the tools, then it would be a bit more of a fair argument, but currently as a modder I physically can't edit VFX, as a simple example.
Instead of just adding the information and having all the necessary files generated, we have to manually edit all the output files. So for a display name entry, for instance, if we want to do it correctly, it means I have to edit 3 different files at the minimum.
Anyway if they are about to introduce Monk ... i really hope he get some motion-captured moves, so we actualy feel like martial fighter ... not like just a dude who slaps his oponent once per 6 seconds.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Anyway if they are about to introduce Monk ... i really hope he get some motion-captured moves, so we actualy feel like martial fighter ... not like just a dude who slaps his oponent once per 6 seconds.
Yeah I really loved Tyrannys short Leg Sweep AOE (at 19:48 min.) and would love to see something familiar in BG 3.
I hope I'm wrong, but we had nothing special for the 1st anniversary so I think we won't have anything for the second. At least we had a patch in october 2021. I don't think we'll have one in october 2022 (still nothing new on steamdb).
I'd like to have a real devs blog in which they finally communicate about their datas (important data, I don't care at all to learn that most of us are using a brown hair white human male as a custom character), the systems that's going to change, teasers about the upcoming companions or visual of the next act maps or creatures,... I don't know but real news about the game and its development.
That said, I have NO confidence anymore in Larian's ability to create hype during the EA, except for a very short period around the patches. At best I guess we can hope for a few articles on video games website in which they don't have anything concrete to say/show about the game.
Originally Posted by Flooter
The community managers are adamant that Larian are interested in active communication
I don't know where you get that. Is there a thread / post somewhere ?
yes. It was also the patch where larian said: -So, we heard you don't like surfaces. Well...'queues Icona Pop and wait for chorus'..."I DON'T CARE, I LOVE IT!" Giving us their "improved" Chromatic orb :P
Its basicaly Swens game, so Swen does it as he presume it would be best ... also water is wet, fire is hot, ground is solid and coment section is full of spoilers ... anything else new in the world?
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Its basicaly Swens game, so Swen does it as he presume it would be best ... also water is wet, fire is hot, ground is solid and coment section is full of spoilers ... anything else new in the world?