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apprentice
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With the currently-clunky party movement system, I would like to suggest a slowed-down realtime 'downed' timer adjustment.

In the system we have at this time, damage usually happens in combat , and combat is slowed down into six-second turns. However, say combat ends with a character downed; unless you're really on it and ready to focus in on the downed character, have another selected, and mouseover (and be lucky enough to get the downed character selected with the currently sometimes-inaccurate targeting system ) post-combat is sometimes even more stressful and frustrating than combat!

I can't tell you how many times I've finished a tough fight, leaned back to breathe a sigh of relief, only to lean back in to see that I have to rush to try and pick up characters that have gone from no checks to on their last check in what feels like two seconds flat.

Please give us the option for auto-get-up after combat OR slow down the rapid-fire checks in realtime so we have a moment to adjust from the focused puzzle turnbased back into realtime! Thank you!

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I wouldn't mind combat simply continuing while a character is downed. The assumption being that if someone in your party is dying, then the situation is very much not yet resolved.

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Originally Posted by Zer0
I wouldn't mind combat simply continuing while a character is downed. The assumption being that if someone in your party is dying, then the situation is very much not yet resolved.


Yep. I'd be all for this.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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I'm glad to see that I'm not the only one frustrated by this. I also vote for continuing the turn based timing after combat is over when a party member is downed. Or at least make it something players can choose in the options menu.

Last edited by MrDioneo; 20/10/20 08:10 PM. Reason: Clarification
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Originally Posted by Zer0
I wouldn't mind combat simply continuing while a character is downed. The assumption being that if someone in your party is dying, then the situation is very much not yet resolved.

This. I'd also like to see an auto engagement of the timer if you get hit by traps, like they did in the tutorial in that tomb, if only because I nearly lost once because of bleeding due to the turn based button taking too long to engage.

Or we just auto-stabilize at the end of combat, on the assumption you're not an idiot, ignoring edge cases where you end on two failed death saves.

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Originally Posted by Mister Monster
Please give us the option for auto-get-up after combat OR slow down the rapid-fire checks in realtime so we have a moment to adjust from the focused puzzle turnbased back into realtime! Thank you!

Not sure if i understand it properly ... so maybe im going to sugest the same thing ...
But how about keep forced-turn-based-mode after combat is ended, if any member of party is downed?

Or even better, to autosuccess saving rolls for downed targets, since there is some enounters that start with conversation and you have no chance to react even if you are fast as flash. frown


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by RagnarokCzD
Originally Posted by Mister Monster
Please give us the option for auto-get-up after combat OR slow down the rapid-fire checks in realtime so we have a moment to adjust from the focused puzzle turnbased back into realtime! Thank you!

Not sure if i understand it properly ... so maybe im going to sugest the same thing ...
But how about keep forced-turn-based-mode after combat is ended, if any member of party is downed?

Or even better, to autosuccess saving rolls for downed targets, since there is some enounters that start with conversation and you have no chance to react even if you are fast as flash. frown

Anything. It's terrible to have a character die, only because the turnbased combat ended and I'm not clicking fast enough. I had more team members die because of a 'victory' and their subsequent demise than every other cause.

Keeping the turn based combat on would be the cleanest solution to that.

Last edited by Akunu; 22/10/20 07:29 PM.
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Originally Posted by Zer0
I wouldn't mind combat simply continuing while a character is downed. The assumption being that if someone in your party is dying, then the situation is very much not yet resolved.

My thoughts exactly, glad to see this has been mentioned.

Also no story time while people are bleeding out, I'm looking at you Gale and your pompous backup plan when you die. Thanks to his windbagging my main character bled out while I was stuck trying to tell him to shut up. rabble rabble rabble! (ok, so I kicked him out of that party, but let him into the next one I made, still wary of him though!)

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Originally Posted by Zer0
I wouldn't mind combat simply continuing while a character is downed. The assumption being that if someone in your party is dying, then the situation is very much not yet resolved.


This is typically how it’s handled in tabletop – you don’t come out of combat until this is resolved, and initiative order is still very important – it can mean life or death for the dying PC.

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Originally Posted by Mister Monster

Please give us the option for auto-get-up after combat OR slow down the rapid-fire checks in realtime so we have a moment to adjust from the focused puzzle turnbased back into realtime! Thank you!


Yeah, I've had characters die to this weird behaviour a couple of times.
I'd probably like the game to remain in turn based mode until the downed character is either helped up or dies.


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