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#599326 05/02/17 10:04 PM
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I discovered that you can send one of your weaker characters to trigger dialogues with NPCs, then switch to the rest of your team and freely loot the room and kill a couple at a time because the others are frozen in dialogue.

**Spoilers but tried to take out details to not ruin the story for anybody**

Two examples you can test:

1.)
When you pull the lever to expose the hatch door under the shrine and go underground to find the hound master torturing someone he calls a traitor, you can trigger dialogue with one character and use the other 3 to kill an archer and a soldier without the others aggroing. You can then move around the room killing everybody and looting everything except for the hound master and then heal up before attacking him.

2.)

When you teleport up to let that ladder down to get into the monastery place and the chat triggers with the guy who demonstrates the cure, you can leave one character in dialogue with him and use the others to go around the room killing everyone that doesn't have a dialogue bubble above their head.

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Agreed - this is a major problem; hope Larian somehow fixes it.

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Personally, I think this is a great exploit that should be kept in. IF you don't care about lore and suc hb and just want to win all fights, then by all means turn the battlefield into a giant trap before killing everyone without talking to them.

The game IS meant to be like a tabletop in ways like this, where while the NPC is distracted you can sabotage his plans for battling you or w/e.

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Slaughtering every single of his men without him even flinching is not sabotage, it's massacre and pretty illogic. If a fight starts, the talk should get auto disrupted and he should join the fight, everything else is odd. You are not silently assassinating them, in that case it would make sense, but this is hardly possible in this game from start.

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Right - if you were somehow sneaking around with the other characters picking off enemies without the enemy in dialogue being able to see or hear what was happening in a real game-world sense, it would be fine. But "locking" one enemy into dialogue with one character, then killing the enemy's buddies right next to him/her without the enemy reacting is both a silly exploit and (to break out the cliche) immersion-breaking. I'm not aware of any other RPG that allows for this kind of thing, and for good reason.

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Wait, you mean actually KILLING his friends? Like you do damage to the other NPCs and they don't go into combat mode? Because when I messed around in release 1 with the final battle and barrels, that wasn't the case at all, and attacking the other NPCs would trigger full combat.

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Originally Posted by TraceChaos
Wait, you mean actually KILLING his friends? Like you do damage to the other NPCs and they don't go into combat mode? Because when I messed around in release 1 with the final battle and barrels, that wasn't the case at all, and attacking the other NPCs would trigger full combat.


They go into combat mode, but the boss doesn't if he is in TALK-LOCK. Meaning you can slaughter his henchman without him being part of the battle because he is frozen in the talk.

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Originally Posted by TraceChaos
Personally, I think this is a great exploit that should be kept in. IF you don't care about lore and suc hb and just want to win all fights, then by all means turn the battlefield into a giant trap before killing everyone without talking to them.

The game IS meant to be like a tabletop in ways like this, where while the NPC is distracted you can sabotage his plans for battling you or w/e.


I agree that chatting to distract NPC's should be kept in for thieving and pickpocketing. But it does not make any sense for NPC's to not react and engage in combat when they are attacked just because someone is talking, and that goes for the NPC you are talking to as well. If you're attacking his allies, he should break off and start combat immediately.


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