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If i click the other side of a gap, why does the game insist that i click Jump first? Why doesn't the game just do the jump?

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Either it's a way to artifically create landscape puzzles that you have to "solve". or it is something that they are working on and will be fixed on release, or maybe they are just lazy.

Those are my guesses, but who knows.

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All are equally likely, i suppose. Though i don't really think they are too lazy to make it work, considering everything they've got in Act I already.

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In combat jump uses bonus action, so that's something player needs to opt into. Also in early iterations, jump and disengage were one and the same.

I do agree that jump feels really tedious to use during exploration - from from having to click, lound "thump", control being taken away from the player as characters finish their skill animations, companions not quite managing to follow you without stepping into surfaces.

I think it would be nicer if during exploration, it were taken into account when pathfinding - automatically jumping over hazards, and when necessary.

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Originally Posted by Wormerine
In combat jump uses bonus action, so that's something player needs to opt into. Also in early iterations, jump and disengage were one and the same.

I do agree that jump feels really tedious to use during exploration - from from having to click, lound "thump", control being taken away from the player as characters finish their skill animations, companions not quite managing to follow you without stepping into surfaces.

I think it would be nicer if during exploration, it were taken into account when pathfinding - automatically jumping over hazards, and when necessary.

+1

Originally Posted by williams85
Either it's a way to artifically create landscape puzzles that you have to "solve".

I suspect that Larian may be thinking along these lines, and in fact sometimes that can work, such as finding a way to jump down the big mushrooms at the Arcane Tower (either at the tower itself, or the ones leading from the forge). It would take something away from that if we could just click in the Arcane Tower garden and the game would just find our path there with no need for us to carefully examine possible paths.

But still having to do so many little manual jumps during exploration is boring enough that I’d probably be willing to sacrifice the rare instance in which jump forcing us to manually pathfind adds some interesting challenge.


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I got stuck on "Why are these sound effects ridiculously loud?"

Party jumps over a tiny crack - STOMP STOMP STOMP STOMP

I'd like auto-jump when exploring. And for combat too actually, just costing movement. Why shouldn't someone be able to make 3 quick jumps in rapid succession if needed?

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Originally Posted by 1varangian
I got stuck on "Why are these sound effects ridiculously loud?"

Party jumps over a tiny crack - STOMP STOMP STOMP STOMP

I'd like auto-jump when exploring. And for combat too actually, just costing movement. Why shouldn't someone be able to make 3 quick jumps in rapid succession if needed?
+1, toggle auto jump would be great in exploration, especially for places where jumping is just the rational conclusion if you click on a certain space.
I would also like the option to toggle other abilities or spells to auto-cast or auto-use in certain situations. Particularly exploration-utilized spells. Or toggle auto-stealth for a rogue if an NPC appears in your field of view.


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Originally Posted by Wormerine
In combat jump uses bonus action, so that's something player needs to opt into.

On this point, of course, there’s the question of whether it should use a bonus action, or whether jump should just consume movement speed. I think I’ve seen folk say that the latter is per 5e?

If jump were changed (fixed?) to not use a bonus action, then auto jump would become feasible in combat too.


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Originally Posted by The_Red_Queen
On this point, of course, there’s the question of whether it should use a bonus action, or whether jump should just consume movement speed. I think I’ve seen folk say that the latter is per 5e?
I am pretty sure jump in 5e jumping doesn't extend ones movement range. In BG3 one can go pretty high vertiacally as well, making it a worthwhile bonus action investment to get to a high ground. WIth "jump" spell, if jump consumed movement only, it would be almost indistinguishable from flight.

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Originally Posted by The_Red_Queen
[...]whether jump should just consume movement speed. I think I’ve seen folk say that the latter is per 5e?

That's correct - Jumping is just considered a part of normal movement in 5e, and there are some simple rules to govern how far individual characters can jump without risk or stress; attempting to jump further is recommended to call for a check (athletics), and there are some guidelines for how far one could reasonably extend their jumping in this manner. The main rule outside that is that you consume one foot of movement for every foot you jump, and you cannot jump more than your movement allows (i.e. that is simply consumes your movement directly).

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The one that gets me is dash. Having to click or keypress dash, and then click or keypress again to cast it, is horridly redundant.

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+1 for autojump when exploring (for such a long game this one feels very hectic to manage) and agree that sound effect of it sounds very overtuned. Also agree that multiple clicks for dash feels tiring as well after some hours.

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Originally Posted by pachanj
The one that gets me is dash. Having to click or keypress dash, and then click or keypress again to cast it, is horridly redundant.

Yes, that and then the overdone animation, perversely, makes dashing so SLOW!


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What is odd is that I have seen my companions jump all on their own. It is only the character that I am controlling at the moment which requires the extra action. My guess is that it is something that is being worked on.


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