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Gyson Offline OP
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I'm still running into examples where both characters are present at an event, but only one of them receives an attitude adjustment score.

For example, if you have your two adventurers (Tom and Sue) file a report about the lost sheep to its owner, Bertia, the only one who Bertia ends up liking is the one who had the conversation with her. In this case, if Tom is the one that informs Bertia that her lost sheep has been found dead at the hands of the mortician, then Tom receives a massive attitude bonus with Bertia, while Sue (who is standing right there thinking "I helped too!") receives nothing.

I feel that if both party members are present at the time when an attitude adjustment is made, then the adjustment should apply to both of them (particularly in the case of positive adjustments). In the case above I feel like one character should be smart enough to say "Bertia, both Sue and I found the corpse of your sheep during our investigation. Together, we confronted the mortician and got a confession out of him. We came here to tell you the news right away.".

Now, I realize the developers want it to be possible to create a situation where one character is loved by the town and the other is hated. And that is why I'm specifically speaking about events that happen when both characters are together. When they're adventuring apart or speaking to NPCs while separated, then treat them as individuals. Otherwise, it should be a team effort.

Part of the problem here is with multiplayer. Right now the game is creating a situation where one player can either intentionally or unintentionally hog all positive attitude adjustments by simply being the person who initiates a conversation with an NPC first, perhaps because they have the best social skills of the group and have been designated by the co-op duo to do the talking, or they just happen to be the character who always runs out front/leads. I just don't think people in multiplayer sessions should be pressured into feeling like there's a contest to see who can race to Bertia (and other events) with the good news first. Again, a team effort should equal team rewards or team consequences.

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Sounds nice. Now I will be waiting for hiver to come flame you because the game is perfect, so you have no right to think differently than him, and the game could be improved.
Popcorn's ready, hiver.


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I guess as long as you actually flame me - without any real reason or cause, you can then freely go to accuse me of flaming someone ... because i think the game is perfect? - even before i do anything like it. Which i of course have no intention to do.


- harsh words edited out -



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A random, uncalled for (and unsupportable) attack could have been left to speak for itself...

Not that there was any point in posting it in the first place.

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Crap. It seems I spoiled your post so far Gyson, sorry.
Wow, and nice summary hiver, I could understand everythings and not waste my time reading it, thanks hehe.


Last edited by Cromcrom; 24/05/14 05:57 AM.

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@Gyson
I was aware the things you mention were lacking to some extent, I'm glad someone having observed the problem as a whole. I agree 100%. It should defenately be gone by release time.

--Edit-- It seams 'defenately' is actually spelled 'definitely'. Learn from my mistake!

Last edited by Lotrotk; 24/05/14 04:47 PM.
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Originally Posted by Raze

A random, uncalled for (and unsupportable) attack could have been left to speak for itself...
Not that there was any point in posting it in the first place.

In my view, if you subscribe to that way of "letting that stuff speak for itself" means that ultimately you enable people like cromcrom to splurge whatever nonsense and insults they manage to come up with - while the rest should keep their mouth shout and not reply.

Im usually forcing myself not to reply to his outburts, but i cant force myself all the bloody time.
In the interest of ... something or other, im going to delete or edit that reply, he saw it so that should be enough. While removing him from the list of posters i see will improve future relations.


As for the Gyson post, which i didnt even see at first because i also removed him from my sight i agree. Of course. Nothing wrong with that suggestion or request.



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Edit: shooting a fire Arrow on an oil barrel is not needed.

Last edited by Cromcrom; 24/05/14 05:53 PM.

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I apparently missed some drama. Oh, Google Cache to the rescue. Yikes. In all honestly that's pretty standard behavior for Hiver when he gets combative, though, and I'm more than a little surprised that this is the first time he's been called out on it.

Anyway, original post? Anyone? This is kind of important (well, to me it's important).

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Aside from people making their fun where fun is not meant to be made and Raze firing up the mod cannons a little, all I can say is that I agree with the idea. Did that brighten your day? :p


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Originally Posted by Gyson
I apparently missed some drama. Oh, Google Cache to the rescue. Yikes.

Anyway, original post? Anyone? This is kind of important (well, to me it's important).


My two, I agree. Posting here reports it to devs. Now wait and see. In terms of importance vs all issues to me, mild.

Last edited by Horrorscope; 24/05/14 04:12 PM.
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Makes sense... especially since Attitude affects store-pricing it's important. Also for rep-changes to affect both after quests are done.

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Originally Posted by Horrorscope
In terms of importance vs all issues to me, mild.


I suspect this is more important to players who will be mainly playing Divinity : OS co-op. Outside of testing during the alpha/beta, my plan is to play Divinity : OS post-launch with a friend rather than solo. When playing solo, you can just switch to the appropriate character when needed (the one with the better attitude score). But when playing multiplayer, you have one character who can interact with NPCs and it's really important to have received credit for all the actions of your team.

Otherwise, it's like your only character never even did the quests.

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Ok, this problem still exists in the newest update and it just has to change by launch. It just doesn't make any sense not to allow both characters to receive the same positive adjustments to attitude/reputation for their actions. This is really important for co-op sessions where each player doesn't have the option of switching to the "favored" character.

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So this means if I'm playing divinity with my friend we are going to have to take turns handing in or finishing quests to keep one of our characters from getting left out and basically gimped? I don't want my friends character to be gimped and I don't want mine to be gimped. My friend feels the same way about this issue. We will have to keep up with who turned in the last quest I guess which is difficult to do when you are playing with a friend and with a varied reward will end up with both characters gimped a little most likely. What a tedious thing to have to keep up with in an otherwise beautiful game. You guys need to fix this one before release.

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Originally Posted by Shylo
So this means if I'm playing divinity with my friend we are going to have to take turns handing in or finishing quests to keep one of our characters from getting left out and basically gimped?

I'm not even sure that approach will alleviate the problem, as there are NPCs who present limited opportunities to impress them. In those cases, taking turns "handing quests in" isn't going to be a viable option to allow both party members to receive an adjustment to the NPC's attitude score. frown

Originally Posted by Shylo
I don't want my friends character to be gimped and I don't want mine to be gimped. My friend feels the same way about this issue. We will have to keep up with who turned in the last quest I guess which is difficult to do when you are playing with a friend and with a varied reward will end up with both characters gimped a little most likely. What a tedious thing to have to keep up with in an otherwise beautiful game. You guys need to fix this one before release.

Agreed. There is just no logical reason why, when in a situation where praise is going to be lavished upon a character, that the characters would not make certain the NPC rewarding them understands that more than one person was responsible for their happiness. My party should be smart enough to tell an NPC like Bertia that they *both* resolved the case of her missing sheep *together*. And she, in turn, should be happy with *both* of them, not just the one who happened to speak with her at that moment.

Sadly, at the moment it works more like this instead:

[Linked Image]

Please, please, please fix this.



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Originally Posted by Gyson

[Linked Image]



Cindy: "Oh Jan"

Jan: "What? It's always Marsha Marsha Marsha!"

Last edited by Horrorscope; 09/06/14 11:01 PM.
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That is strange becuase right across the way, the fishmonger will have a 25 point adjustment to both characters if you talk to her about stopping the fish thief. If Bertia was a merchant, I'd be pissed that my rep was lower with her. Since she has no inventory, it really isn't worth bothering to fix just her. If the rep happens with a merchant, like Arhu, then it is vital to fix.


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O.o I feel like my game is broken..We kept our characters close to each other and gained from it.
if it is broken for majority I do hope they fix it.


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Originally Posted by Gyson
I apparently missed some drama. Oh, Google Cache to the rescue. Yikes. In all honestly that's pretty standard behavior for Hiver when he gets combative, though, and I'm more than a little surprised that this is the first time he's been called out on it.

Anyway, original post? Anyone? This is kind of important (well, to me it's important).


^ as for this, not nice to point fingers~ specially when it's been proven that no one is a saint on here ^_~

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