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#481770 10/02/14 06:47 AM
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[ Difficulty modes]

Hi everyone, i've played the game and i find that the combats are a bit easy, so i'm asking if Hardmode will be added ?

[Area spells hitting friends]

Maybe adding an option would be nice.

[ Heal efficiency ]

I think the thing that makes combats that easy is the heal, it's to strong when you upgrade some Water Magic points.(maybe adding another round CD would help)

[ Ice should melt with time]

We are around Cyseal, not in a fridge. Why Ice don't melt alone ? Even if its only out of combat, but it should.

[ Archers NPC]

They should come to your line of sight, instead of shooting in a wall whole fight.

[Should add Shortcut to end turn]

[Should add a x2 speed]

Fights with many many Mobs that use 2 or 3 attacks each rounds are very long, that's not that i don't like to watch a Crab hitting my tank 50 times but i have to say, its a bit boring.

[Social skills in COOP]

When you are using a social choice , that should use the Highest skill in the group.

[Option to delete Quest markers]

To me RPGs goal is to read quests and stuff. Not to reach a point on map. smile

[COOP "FOLLOW" mode]

Chaining our character to another in COOP should FOLLOW him.




I think i'm not the first to suggest some of these points. smile



Stigmath #481777 10/02/14 09:17 AM
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There will be different difficulty modes, but the game isn't balanced yet, either.

Some types of ice do melt properly. There are currently some poison cloud effects that stick around too long, as well.

For your characters, there is still work to be done with indicating line of sight and area effect on attacks and skills/spells. For opponents, there are still improvements to made with the AI.

The Enter key will end the current character's turn.

There should be an option added to toggle quest markers off on the map.

Raze #481785 10/02/14 12:33 PM
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There will probably be better feedback indicators to help you realize when friends will be in the line of fire, but I doubt that they'll turn friendly fire off - having to deal with that is part of the challenge.

The healing will likely be toned down, I agree that some of the spells are too powerful right now.

I'm not sure that having social skills use the highest in the group is a good idea - it will let those who don't bother investing in them get the benefits for free, which seems wrong.

Stabbey #481798 10/02/14 04:25 PM
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Thanks for tips Raze, didn't know about ENTER (i feel a bit stupid :p)

Sorry for my bad explanation i'm not English native (Oh really ?), that's not that i want to turn friendly fire off, but actually there is spells that don't hit your friends, like Phenix dive (something like this) and it should. And for line of sight, i speak about range NPC (like archers) that don't move when they are shooting in a wall. AI issue smile

About social skills, we are a team of IRL friend, and i have to admit that changing the guy who speak to NPC just to have the good social skill is not "fun".

I'm really looking for an hardcore game, we want to see challenge in fights, where a decision can change evrything, a wrong placement, a bad focus... combats are slow due to Turn by turn gameplay, so it should be exploited a maximum in hard mode smile.

Otherwise, this game seems really really awesome, for now it looks like a Morrowind or Baldur's gate ! good luck dev team !

Stigmath #481962 10/02/14 10:09 PM
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I agree, having a combat speed up option would be great. While it's fun and engaging. It's not so much fun to just sit there for 30 seconds over and over again not interacting with anything.

Edit: It doesn't really seem fair to me to automatically use the highest person's social skill as default. You don't become a smooth talker just because you're grouped with Billy Mays.

To me, it's like saying, "I'd like to use my buddy's archery ability while I'm using a bow because I'm grouped with him." If someone maxes out their social skill; the only one who should use it is that character.

Last edited by Sonnington; 10/02/14 10:16 PM.
Sonnington #482250 11/02/14 08:23 AM
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The trouble with not sharing social skills is that one character will end up doing all the talking (and buying/selling) while the other sits and watches. This isn't much of an issue in single player, where the logistics of it don't really matter, but it's not particularly multiplayer-friendly if one player gets stuck twiddling their thumbs all the time because the other one has the social-skilled character.

Nor is it a good idea to expect both characters to crank their social skills because - apart from putting a serious damper on character concepts for your two-person party - it's also largely redundant in single player, which means that it ends up as a 'multiplayer tax'.

Either one of these is particularly bad given the design intent of drop-in multiplayer.

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Originally Posted by NeutroniumDragon
The trouble with not sharing social skills is that one character will end up doing all the talking (and buying/selling) while the other sits and watches. This isn't much of an issue in single player, where the logistics of it don't really matter, but it's not particularly multiplayer-friendly if one player gets stuck twiddling their thumbs all the time because the other one has the social-skilled character.

Nor is it a good idea to expect both characters to crank their social skills because - apart from putting a serious damper on character concepts for your two-person party - it's also largely redundant in single player, which means that it ends up as a 'multiplayer tax'.

Either one of these is particularly bad given the design intent of drop-in multiplayer.


When you say, leveling up social skills, you're talking about only the barter skill correct? Because sharing the entire social tree would completely ruin the in-game party discussion role play element.

Besides, your argument for the lack of interaction during trade falls flat. Some monsters you can't dispatch with melee attacks, sometimes you need to pick locks or sneak. Should the player who didn't level up their sneak/lockpick/dexterity be subjected to the mind dulling boredom of passing turns and not interacting with locks? If you want your character to excel in something you need to level it up.

All in all though, if I'm chillaxing with Vince Shlomi, the shamwow guy, it doesn't make me a good people person. The same way as if Legolas is chillaxing with Aragorn, Aragorn doesn't become a master archer.

Sonnington #482297 11/02/14 11:56 PM
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NeutroniumDragon explained it well, only one player will do all dialogues because he got the social skills. What we mean when we are speaking about sharing skills is not giving the same skills to everyone, if you got 0 un Barter you'll still have 0, but when you got a social choice that will :

- When you select an intimidate option that use the highest skill in group

OR

- When you select an intimidate option, the game automaticaly change the Character that is talking to the one with highest skill (maybe in a limited range to avoid abuses), that would be RP, and user-friendly.

This sharing could be a choice in game options. Everyone can have what he want to.


Stigmath #482304 12/02/14 01:49 AM
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I could see sharing Barter. Charisma shouldn't be shared, because the game is specifically programmed to allow for separate attitude modifiers for the two main characters. Luck shouldn't be shared, Leadership's bonus is provided for the team by design.


If you're talking about Charm/Intimidate/Reason, most of the choices have input from both characters. I've only seen one case where there's a single Charm/Intimidate/Reason dialogue check - with Roberts. Sure, in a situation like that, I guess giving control to the one with the highest skill could probably be done in a seamless and smooth... oh wait.

Hmmm... Actually that might be more complicated. First of all, not all situations are equal. Roberts has a situation bonus to Reason and a penalty to the other ones. So if you have one character with 2 in Charm, and the other guy has 1 in Reason, which one gets picked to do the talking? Second, there's no guarantee that the person who gets picked for the higher stat is going to pick the option that matches their high stat - they could pick something else.

Stabbey #482318 12/02/14 07:40 AM
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Originally Posted by Stabbey

Hmmm... Actually that might be more complicated. First of all, not all situations are equal. Roberts has a situation bonus to Reason and a penalty to the other ones. So if you have one character with 2 in Charm, and the other guy has 1 in Reason, which one gets picked to do the talking? Second, there's no guarantee that the person who gets picked for the higher stat is going to pick the option that matches their high stat - they could pick something else.


Or one more layer of complexity, the party could be separated at the time. With the ability to split the group I think dialog needs to remain tied to the one doing the talking only.

Now what would be handy is the ability to select your other character without exiting conversation.


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