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#715115 24/10/20 12:29 PM
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80% of all my attack rolls are misses or even better critical misses. You need to fix this garbage. I am going to name my next character "Critical Misses A Lot" It seem very fitting for this game.

Last edited by Killerjunior; 24/10/20 12:39 PM.
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Originally Posted by Killerjunior
80% of all my attack rolls are misses or even better critical misses. You need to fix this garbage. I am going to name my next character "Critical Misses A Lot" It seem very fitting for this game.

Sounds like a good name for a khajiit, at least.

Edit: actually, no, it's argonians with names like that, isn't it...

Last edited by vometia; 24/10/20 01:08 PM.

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Originally Posted by Killerjunior
80% of all my attack rolls are misses or even better critical misses. You need to fix this garbage. I am going to name my next character "Critical Misses A Lot" It seem very fitting for this game.


So what do you propose they do? They've already made a lot of changes from 5e to make hitting more likely and now people are upset about it. Or are you claiming it's bugged? It's not particularly useful feedback to just rant so I wanna know more in depth what you're thinking

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Something needs to be done. I do not create games. I just play them. However, when 80% of the time all four of my characters go two or three rounds without one single hit something needs to be done. change the algorithm again or something.

Last edited by Killerjunior; 24/10/20 02:25 PM.
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*sigh*

At the buttom right corner is a arrow. Clicking on it expands your combat log. Here you can see your dice rolls. See if advantage or disadvantage was at play or if damage was maybe reduced by Resistance.

Thats the third time today that I have to bring it up -_-

You are either unlucky or had disadvantage of some kind. Check what the issue is first before you comlain that you keep missing.

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Originally Posted by Killerjunior
Something needs to be done. I do not create games. I just play them. However, when 80% of the time all four of my characters go two or three rounds without one single hit something needs to be done. change the algorithm again or something.



As always, RNG is RNG. Some people can not deal with RNG and should not play RNG games.

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I have noticed alot of people using the
gloves and not knowing they bane you to if you don't have the mark.


Also if you get a race cantrip you may not have the ability score to hit as often. eg: high elf using a int based cantrip.

Not the mention the 80% thing is a fallacy since people only notices the misses and not the hits. Tho I must admit saving throw cantrips seem to have a way lower to hit then attack roll cantrips at this stage of the game. Wonder if it has something to do with the HP bloat and lower AC of all the creatures, maybe they didn't alter the saves or increased them.

Last edited by 00zim00; 24/10/20 02:44 PM.
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What is your actual complaint?
because now it translates to:
"I don't know how the game mechanics work, and klicking on enemies isn't enough to win, so something needs to change."
do you know what the cause of your misses are?
do you have disadvantage alot?
do you know about advantage and disadvantage mechanics?
is your attack modifier low?
is the enemy AC to high?
do you know what contributes to your hit chance?

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Originally Posted by 00zim00
I have noticed alot of people using the
gloves and not knowing they bane you to if you don't have the mark.


Also if you get a race cantrip you may not have the ability score to hit as often. eg: high elf using a int based cantrip.

Not the mention the 80% thing is a fallacy since people only notices the misses and not the hits. Tho I must admit saving throw cantrips seem to have a way lower to hit then attack roll cantrips at this stage of the game. Wonder if it has something to do with the HP bloat and lower AC of all the creatures, maybe they didn't alter the saves or increased them.

Early level your spell DC to overcome the effects is relatively low. For example to overcome sacred flame the enemy has to pass a dex test. Your DC is (most likely) 8+2+3=13. Goblins (to name an easy example) have a dex of 14 so get +2 on that roll and only need a 11 to pass it. Meaning they pass half of the time. If you find one with a higher dex or if your spellcasting mod isent optimized it would be worse.

That said, those spells cant miss; only be resisted so in some cases are still the best option to take with regards to attacking spells.

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Originally Posted by denhonator
Originally Posted by Killerjunior
80% of all my attack rolls are misses or even better critical misses. You need to fix this garbage. I am going to name my next character "Critical Misses A Lot" It seem very fitting for this game.


So what do you propose they do? They've already made a lot of changes from 5e to make hitting more likely and now people are upset about it. Or are you claiming it's bugged? It's not particularly useful feedback to just rant so I wanna know more in depth what you're thinking



That is the right mindset, being constructive instead of just ranting. A possibility would be to add hidden numbers or hidden rolls that give some kind of advantage once you have failed a lot already. For example if you already had one or two Critical misses during this fight it would be possible to re roll any other Natural ones for the rest of the fight without even telling the player. Or you could add bonus to hit right after a miss or a critical miss, I don´t know, there are so many ways. The same goes for the AI, the AI is missing a lot too!


I know these are things that diverge from the original tabletop experience, but after all this is a video game it is not Actual D&D where missing can be fun because the DM can make up a funny description for the situation. Missing here is just like "OK I have to wait another whole round" and it is boring and time consuming when it happens too often

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Originally Posted by drimaxus
Originally Posted by denhonator
Originally Posted by Killerjunior
80% of all my attack rolls are misses or even better critical misses. You need to fix this garbage. I am going to name my next character "Critical Misses A Lot" It seem very fitting for this game.


So what do you propose they do? They've already made a lot of changes from 5e to make hitting more likely and now people are upset about it. Or are you claiming it's bugged? It's not particularly useful feedback to just rant so I wanna know more in depth what you're thinking



That is the right mindset, being constructive instead of just ranting. A possibility would be to add hidden numbers or hidden rolls that give some kind of advantage once you have failed a lot already. For example if you already had one or two Critical misses during this fight it would be possible to re roll any other Natural ones for the rest of the fight without even telling the player. Or you could add bonus to hit right after a miss or a critical miss, I don´t know, there are so many ways. The same goes for the AI, the AI is missing a lot too!


I know these are things that diverge from the original tabletop experience, but after all this is a video game it is not Actual D&D where missing can be fun because the DM can make up a funny description for the situation. Missing here is just like "OK I have to wait another whole round" and it is boring and time consuming when it happens too often

So dont play a game with RNG? Uses spells and abilities that dont need to beat AC. Use bombs or something. Plenty of ways to avoiding missing 24/7

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Originally Posted by Demoulius



So dont play a game with RNG? Uses spells and abilities that dont need to beat AC. Use bombs or something. Plenty of ways to avoiding missing 24/7


Maybe you didn't know but all other videogames with RNG have these secret tweaks and extra calculations that go unnoticed. Video games aren't as simple as tabletop dice rolling, it kind of takes the magic away once you know it but dice roll are not real dice rolls in most videogames. If it improves gameplay quality who cares what is going on behind screen anyways?

Again I think the difference here is the lack of a DM to soften up things or make "Failing fun", something else besides just "you missed" "you missed again" "sorry you missed for third time in a row"

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I know. I also know that not all rng games use these mechanics. But some do, yes. I also play tabletop and dm for groups so know that bad luck is part of the game and can have some destructive results.

I also offered other solutions you are completly ignoring. To be honest it sounds like people dont want to change their approach and keep hitting their head against the wall to break through it rather then look for alternative solutions.

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I'm guessing that 80% of the complaints about too many misses (just to pick a number at random, hah!), are from people not understanding how Larian likes to use the "verticality" in the game, with the AI sending archers and other ranged enemies to a higher level than the player party. That, or not understanding why enemies like to get behind you.

The Advantage-Disadvantage mechanic for influencing dice rolls is powerful in this game. You have to learn to work with it.

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It seems like the problem OP is having is that he doesn't understand why he is missing so much. So maybe they need to explain these mechanics better? Generally the HUD on the left side of the screen when hovering an attack over an enemy is quite descriptive, but maybe not everyone realizes that's there and has useful information.

As for offering an advantage for a streak of bad luck: some games use RNG mechanics where the actual chance is lowered each time it is successful, and the chance increases each time it fails, resulting in statistically same probability but reducing variance.
I don't personally want it, as it doesn't feel true to how a d20 works. But overall it isn't a bad RNG system.

They could also implement an easier difficulty mode where you get guarenteed successful rolls every now and then or something along those lines. Just throwing ideas here

And to make missing less annoying, I think speeding up AI turns would help a lot. Simultanous AI and animation speed setting. So you get to try again soon rather than wait 1 minute just to miss again.

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That does seem to be problem yes and tbh the is horrible at explaining its mechanics. Better tutorials are defenitly needed!

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I do a lot of the encounters again and again. Testing what works and what not. Sometimes I get unlucky too. Sometimes I roll really really well. I wish it would change from 50% to a dice roll. Spells that have saves should show their rolls better too. I almost wish their was a combat log that shows actually showed the dice rolling. It could be done like NWN2 and just be text. I hate seeing this % crap. I know the combat log is there, just wish there was a combat tab where it can be seen a lot easier without me having to hover over it. Quick feedback.

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Just shoeing the info upfront instead of requiting you to mouse over it you mean?

I think they wanted to keep it compact. But offering us to expand it and show the results all the time sounds like a nice touch that id appreciate

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Showing the rolls does add some flavor to it. Let's say the chance is that 50%. In other words, you need 11 or higher. If you roll a 3 you might go "wow that sucked". But if you roll 10, you might think "aah so close!"

Right now it's just hit or miss. Deal damage or don't deal damage. The upside of this is cleaner, less cluttered UI. But at the very least, you should be able to show it on the log by default rather than having to hover over, I agree.

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Originally Posted by Mezbarrena
I do a lot of the encounters again and again. Testing what works and what not. Sometimes I get unlucky too. Sometimes I roll really really well. I wish it would change from 50% to a dice roll. Spells that have saves should show their rolls better too. I almost wish their was a combat log that shows actually showed the dice rolling. It could be done like NWN2 and just be text. I hate seeing this % crap. I know the combat log is there, just wish there was a combat tab where it can be seen a lot easier without me having to hover over it. Quick feedback.


The game has a combat log with dice rolls. Click the arrow in the lower right portion of the screen. There's no tutorial or anything telling you about it, but it's there. And you still have to mouseover the "missed" or "hit for x damage" text to see the actual dice rolls. There's a lot of room for improvement, that I agree on.

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