Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Sep 2016
L
Lewleit Offline OP
apprentice
OP Offline
apprentice
L
Joined: Sep 2016
And gold too. Why isn't it like this by default I have no idea, but it' way too annoying and time consuming to get every single item in the inventory of your party member with Bartering level up. Want to buy something and just short of a few golds? Better leave the shop and start shifting itens around to trade.

Is it better as a RPG mechanic for more immersion? Probably. Should it be a option? Definitely. Inventory management is already a pain with the loads of cheap and useless crap you loot along with the good stuff, and this makes it even more of a pain. Much like Blacksmithing and Crafting was mainstreamed, Bartering should too, to some extent at least.

Joined: Jun 2014
Location: DeepSpace8
P
apprentice
Offline
apprentice
P
Joined: Jun 2014
Location: DeepSpace8
Agree, speech as well. We will see in the final release.


Amberstar
Joined: Dec 2015
M
journeyman
Offline
journeyman
M
Joined: Dec 2015
Even for role play purposes, it makes perfect sense that if you have a negotiator, that they will influence the transaction. Hell, we do this all the time in real life. When friends and family want to find deals on tech or need someone to deal with agents or contractors, they come to me or bring me along to either do the talking or to advise. Even if they are the ones who sign over the money, the influence of a negotiator still applies.

Joined: Oct 2016
Location: Germany
veteran
Offline
veteran
Joined: Oct 2016
Location: Germany
Yeah, but inventory management pretty much sucks still in this game. The trader should be at least be able to sell items from teammates if they are cooperative and close by.

Joined: Jul 2004
Location: Canada
enthusiast
Offline
enthusiast
Joined: Jul 2004
Location: Canada
Originally Posted by Kalrakh
Yeah, but inventory management pretty much sucks still in this game. The trader should be at least be able to sell items from teammates if they are cooperative and close by.


Agreed but that is quality of life improvement. Not mandatory but nice to have.

Joined: Jul 2017
old hand
Offline
old hand
Joined: Jul 2017
Originally Posted by Lewleit
And gold too. Why isn't it like this by default I have no idea, but it' way too annoying and time consuming to get every single item in the inventory of your party member with Bartering level up. Want to buy something and just short of a few golds? Better leave the shop and start shifting itens around to trade.

Is it better as a RPG mechanic for more immersion? Probably. Should it be a option? Definitely. Inventory management is already a pain with the loads of cheap and useless crap you loot along with the good stuff, and this makes it even more of a pain. Much like Blacksmithing and Crafting was mainstreamed, Bartering should too, to some extent at least.


Totally agree. It's a quite annoying game mechanic. It's quite funny in a certain, diabolic, sense that we have a "magical hand" help for keys and such from a different backpack, but nothing similar for bartering. And I don't take the roleplay argument, is it reasonable to assume that your party members around you would not hand you or the trader the money, if it's in their bags?

Maybe the current bartering crap it is one of the restrictions single players have to suffer because of co-op play possibility.

Joined: Dec 2016
Location: Denmark
enthusiast
Offline
enthusiast
Joined: Dec 2016
Location: Denmark
Originally Posted by geala
Originally Posted by Lewleit
And gold too. Why isn't it like this by default I have no idea, but it' way too annoying and time consuming to get every single item in the inventory of your party member with Bartering level up. Want to buy something and just short of a few golds? Better leave the shop and start shifting itens around to trade.

Is it better as a RPG mechanic for more immersion? Probably. Should it be a option? Definitely. Inventory management is already a pain with the loads of cheap and useless crap you loot along with the good stuff, and this makes it even more of a pain. Much like Blacksmithing and Crafting was mainstreamed, Bartering should too, to some extent at least.


Totally agree. It's a quite annoying game mechanic. It's quite funny in a certain, diabolic, sense that we have a "magical hand" help for keys and such from a different backpack, but nothing similar for bartering. And I don't take the roleplay argument, is it reasonable to assume that your party members around you would not hand you or the trader the money, if it's in their bags?

Maybe the current bartering crap it is one of the restrictions single players have to suffer because of co-op play possibility.

Most definitely. Imagine saving up for a certain item in coop mode and then losing all of your money because your partner went ahead and bought a 1000 coin skillbook with his 50 coins and your 950.

As much as I'd love a party-wide way of sharing barter and persuasion stats I understand that it's there for [coop] gameplay and roleplay purposes. I mostly play these games in single player mode so it doesn't really bother me too much since I don't mind spending a couple of seconds sending most items to a certain character when I look them (right click -> send to) but the one instance it bothers me is when I enter an area where dialogue automatically is initiated with one of my characters. If the NPC automatically talks to my character without Pet Pal/Persuasion I essentially gain nothing from picking those stats in the first place.

It'd be a nice quality of life addition but I simply don't see it happening due to the way the game's made and intended to be played.

Joined: Mar 2017
S
member
Offline
member
S
Joined: Mar 2017
Shared Lucky charm would also be appreciated. However, as the game is designed as a "competitive coop", shared social skills should be an option to choose at the very start.

Joined: Sep 2016
L
Lewleit Offline OP
apprentice
OP Offline
apprentice
L
Joined: Sep 2016
Originally Posted by geala
Originally Posted by Lewleit
And gold too. Why isn't it like this by default I have no idea, but it' way too annoying and time consuming to get every single item in the inventory of your party member with Bartering level up. Want to buy something and just short of a few golds? Better leave the shop and start shifting itens around to trade.

Is it better as a RPG mechanic for more immersion? Probably. Should it be a option? Definitely. Inventory management is already a pain with the loads of cheap and useless crap you loot along with the good stuff, and this makes it even more of a pain. Much like Blacksmithing and Crafting was mainstreamed, Bartering should too, to some extent at least.


Totally agree. It's a quite annoying game mechanic. It's quite funny in a certain, diabolic, sense that we have a "magical hand" help for keys and such from a different backpack, but nothing similar for bartering. And I don't take the roleplay argument, is it reasonable to assume that your party members around you would not hand you or the trader the money, if it's in their bags?

Maybe the current bartering crap it is one of the restrictions single players have to suffer because of co-op play possibility.


That'd be a good argument, but the host can lock your character, and chances are you are playing with friends anyway. So unless you are playing competitively, which would mean you would only focus on your character and that'd be locked out for everyone else, it's something that would always be useful, specially if you're playing competitively but each with 2 characters, even more so then.

Originally Posted by Sotnik
Shared Lucky charm would also be appreciated. However, as the game is designed as a "competitive coop", shared social skills should be an option to choose at the very start.


Yup thinking back I believe the post should be about shared social skills altogether instead of only bartering, although that's what annoyed me the most and takes alot of time out of every playthrough with boring stuff.

Joined: Jul 2004
Location: Canada
enthusiast
Offline
enthusiast
Joined: Jul 2004
Location: Canada
Is lucky charm shared in single player ?
Like no matter who opens the chest, he gets the highest lucky charm value in the active group ?

Joined: Feb 2015
enthusiast
Offline
enthusiast
Joined: Feb 2015
I must admit that having played the first opus, the fact that those aren't shared (bartering, lucky charms, etc...) was totally annoying. To maximise profit the same character should have opened all chest, another sell everything and so on.

Roleplaying-wise this makes no sense whatsoever (it's not because a friend can barter that I can barter...), this would just be a gameplay addition, which indeed would be nice.

Joined: Sep 2016
I
journeyman
Offline
journeyman
I
Joined: Sep 2016
You could argue if your friend is great at bartering and stands next to you he could help you.

Joined: Oct 2016
Location: Germany
veteran
Offline
veteran
Joined: Oct 2016
Location: Germany
at current state lucky charm does not get shared, like all the other social skills.

Same problem goes with persuasion, if you are not replaying, you do not know, who will be a guy with Persuasion-challenge, so it can easily happen, that a talk will be triggered with a non-persuading character if you enter a new place.


Moderated by  gbnf 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5