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So my fiance and I started playing last night as Red Prince and Sibelle. We got to the part where Ifan is talking with Elodi and he initiated the discussion with Red Prince + Fane. I as Sibelle listened in, but attitude only went up with Red Prince/Fane.

Does this mean that I'm not in the same party as Red Prince/Fane and therefore won't receive the same benefits? If so, how can I be in the same party as player one and still be able to control the character as desired?

We tried it so Sibelle was under his control (no crown next to portrait) then given back to me, but I wasn't able to pick dialog options freely during conversations/conversations just automatically continued.

Is this an intended feature?
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Last edited by vometia; 15/09/17 06:28 PM. Reason: formatting
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(sigh) This was a problem in D:OS that eventually got fixed. I hope this is a bug and not a change in design philosophy again. I'll make the same argument now that I made back then:

Originally Posted by Gyson
Re: Guilt & praise by association, attitude score woes

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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The problem is, there is missing an option to form a group, if you want to play cooperatively.


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