Larian Banner: Baldur's Gate Patch 9
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Joined: Oct 2020
Omkara Offline OP
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While Turn-Based Mode, in its essence, provides a satisfactory gaming experience, there are certain aspects of its manual activation that merit discussion. This mode's manual initiation raises some issues that could be addressed for a more cohesive gameplay experience. It is worth mentioning that these observations stem from a desire to enhance the overall quality rather than to seek a shift towards real-time gameplay.

The expectation with manual activation of Turn-Based Mode is that time would come to a standstill for all characters involved, friend as well as foe, yet this is not consistently achieved. For instance, initiating combat with one character while others remain concealed leads to an illogical rotation, seemingly disregarding the presence of the hidden characters. This phenomenon disrupts the immersion and flow of the game.

It's noteworthy that a strategic advantage could be derived from positioning hidden characters without being constrained by Turn-Based Mode's limitations. Swiftly selecting these characters followed by activating Turn-Based Mode can indeed mitigate the issue to some extent. However, the underlying concern revolves around the lack of synchrony in character rotations, even after taking these measures.

Moreover, the manner in which enemies adhere to the activation logic of the mode exhibits inconsistency. Their alignment with this mode's mechanics appears to be effective only in close proximity, deviating from the common expectation of universal adherence to the time-halting principle. This design choice departs from the conventional approach observed in Turn-Based games, appearing as an unnecessary divergence that may inadvertently and subjectively negatively impact the overall gameplay experience.

To exemplify this, let's consider a scenario involving a Rogue character endowed with the Alert feat, thereby securing a consistent early initiative. In the interest of tactical maneuvering, the Rogue's stealthiness is prioritized, albeit this inadvertently leads to their exclusion from Turn-Based Mode upon combat initiation. Consequently, a Fighter character's triggering of combat allows adversaries to execute attacks unimpeded, despite the Rogue's potential for a decisive first strike. This disjointed situation necessitates manual reactivation of Turn-Based Mode for the Rogue, even after it had been previously enabled for the entire party before combat. Regrettably, this unforeseen disruption hampers gameplay integrity and can lead to suboptimal outcomes.

In closing, it is apparent that the manual activation of Turn-Based Mode, while harboring potential advantages, struggles to consistently align with intuitive expectations. Instances of disjointed character rotations and illogical behavior among enemies challenge the immersive nature of the gameplay. While the intention of innovation is admirable, it's essential to acknowledge that these deviations from established norms may inadvertently hinder the overall experience. The need for a smoother, more coherent implementation is evident, in order to fully realize the potential of this feature and ensure its seamless integration into the gameplay mechanics.

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Another case where the developer wants players to be able to "break the game" or do something cheaty and feel good about it. But it doesn't feel good. It feels wrong and broken.

The only thing that really happens is highlighting the weaknesses of a turn based system. Traps are frozen in time, characters are not. A Gargoyle head that breathes fire every 6 seconds won't be able to do so while you take your turn and move 18 meters. Combat is frozen in time, but hidden characters are not. They can move from deepest depths of the Underdark directly behind someone at Mountain Pass and stab them in the back. They can run about the battlefield dropping down explosive barrels or whatnot to completely alter the battlefield without any kind of time constraints.

If cheating feels good there's something wrong with the player. It shouldn't be built into a game's systems.

Last edited by 1varangian; 09/08/23 05:54 PM.
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Yes the radius for the turn based mode should be bigger and not only be connected to line of site. Stealth characters feel like they are not part of the game anymore, more like Mythic Trickster breaking the rules. This was already a problem in Divinity 2. This breaks so much, makes stealing no risk at all, traps useless, by locking characters in dialgoue or combat sneak character can easily do whatever they want. There is really no reason to exclude stealthed characters from turn based rules while in the battle zone, I don't have high hopes Larian will fix it as they don't see it as a problem but hopefully a mod will take care of that.

Also this can really bug out the turn base mode. I had a case where my pet wolf wasn't in combat yet, because somehow they didn't see him behind the cupboard or something. So he was allowed more or less to use his jump attack. This screwed with the complete order in which characters took turn. Furthermore some of the characters only had the button shown to skip and could only move them around not even ending their turn. Save and reload helped to solve the problem.

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Omkara Offline OP
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Thank you! When posting this on Reddit, nobody seemed to agree, but luckily you people get it and I fully agree with your points as well. I was starting to think I over analyze everything and that I am too critical.

Then again, the average people on Reddit are... well let's say "sP3c1uL".


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