Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 1 of 2 1 2
#729684 07/11/20 04:26 PM
Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
It would be nice if we had the option to defuse some fights, particularly when they are accidental or could be talked through. To be able to talk our way out of tricky situations and also gain experience for that

Joined: Oct 2020
D
member
Offline
member
D
Joined: Oct 2020
A good idea. But... it often hard to do even with a human DM. A pre programmed DM that doesn't have the concept of improvisation wouldn't be able to do this in majority of situations.

Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
they could code it so you can only persuade someone when you haven't inflicted any damage during the fight yet, so if you want to defuse it you have to refrain from hurting. And then you can roll persuasion or intimidation or whatever to try and talk them out. Not for every fight though, only when you are fighting an NPC that can see reason.

Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
And they could put some generic messages like "I mean no harm" "I'll be on my way" "This has been a misunderstanding" etc

Joined: Jul 2014
Location: Italy
veteran
Offline
veteran
Joined: Jul 2014
Location: Italy
I have no expectations in this sense, but at very least I'd like if on small scale fights with humanoid characters we were given more options to use non-lethal takedowns and have an unique interaction out of it.

Last edited by Tuco; 07/11/20 06:22 PM.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
Originally Posted by Tuco
I have no expectations in this sense, but at very least I'd like if on small scale fights with human characters we were given more options to use non-lethal takedowns and have an unique interaction out of it.

Yes that would be good, sometimes there are characters you don't want to kill and I hate to have to reload just because I triggered a battle in the area and an important NPC joined. That also needs fixing, sometimes the battle area is too big and NPCs join when they shouldn't have a clue of what is going on.

Joined: Oct 2020
member
Offline
member
Joined: Oct 2020
You bring up a good point. For instance, I'm not a big fan of the Aribella stand off dialogue. There is literally only a skill check for her life and nothing else can save her but your skill check. The whole instance just makes it something ridiculous that you can't even make a dexterity check to catch the snake or jump in front of the snake to take the hit. Or give you the option to give her a potion or antidote. Or cast a spell to save her life. You get tons of checks to get Us (intellect deviourer), but a tiefling girl gets only one skill check to save her life. Don't get me wrong I don't mind there being checks that determine such things, but you literally get only one line of dialogue to determine the DC to it. I mean Nettie poisons you (possibly) and yet you still can save your life by convincing her or even fighting her. There are so many options, but Aribella literally has live or die by one skill check. Seems just a tad extreme and doesn't allow for many options to deal with the problem. Perhaps that will change as EA progresses. I am just not a fan of social skills literally determining even an NPCs life to just one check. Even the Illithid gives you plenty of chances to escape certain death.

Joined: Sep 2020
veteran
Offline
veteran
Joined: Sep 2020
I'll repost a suggestion I gave in a thread way back.

Allow a dialogue (persuade or intimidate) check for ending a fight, representing a "whoops my bad, let's chill" or "surrender or else I'll murder you all" option.
-The DC could go down by 1 or 2 for every enemy you killed/knocked out, and by ~5 if you incapacitate their "leader."
-You only get a limited amount of tries (2?) before the enemy won't speak to you anymore. This prevents just spamming it every turn to eventually get a high roll.
-It costs an action to try. Again, prevents spamming.
-Maybe only allow this for certain fights (e.g., Githyanki patrol would probably fight to the death. Enemies have to have some level of intelligence. etc)

Assuming Larian eventually fixes knock-out so knocked out enemies stop being hostile, this would fit very well.

Joined: Mar 2020
Location: Quebec
addict
Offline
addict
Joined: Mar 2020
Location: Quebec
Many CRPGs should do this.

Animals, for example, do not fight to death unless cornered or feeling they have to. That is just an example for wild creatures that should flee when heavily wounded or losing many pack mates.

Humanoids should often surrender or try to beg for mercy, buy your clemency, etc. There is one who does that near the windmill.

It makes things way more immersive and it can be done without being too moralistic.

Last edited by Baraz; 07/11/20 08:34 PM.
Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Good points here.

I'd specifically add "sorry, I meant no harm/that was an accident!" option when you hit someone by accident. It was possible in Oblivion and a nice feature without which close combat would be massively aggrevating (well, worse than it already was...). Of course, it was much more needed in a first person action RPG, but I think it would be worthwhile to add it to BG3.

To prevent abuse, it could be used a limited number of times within a timeframe and/or the damage would be healed upon making peace.

Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Many fights can be avoided by dialog. Fishers, Gobbos in Village, Gobbos in Gobbo Camp, Tomb Raiders, Gith Ck point, Paladins of Tyr, Birdie, Spike, Spiders in Gobbo Camp, etc. Is there a particular one you are referring to?

Joined: Sep 2020
veteran
Offline
veteran
Joined: Sep 2020
Originally Posted by RumRunner151
Many fights can be avoided by dialog. Fishers, Gobbos in Village, Gobbos in Gobbo Camp, Tomb Raiders, Gith Ck point, Paladins of Tyr, Birdie, Spike, Spiders in Gobbo Camp, etc. Is there a particular one you are referring to?

Does it matter? The point is that we want an option, once we are in a fight, to end it other than through killing everyone, knocking everyone out (which is more tedious and more harmful to future gameplay), or reloading.

But if you want examples:
-The tieflings aiming a crossbow at the goblin: If you step in front of the crossbow and fail the persuasion check, you then have to fight to the death. What?!?! That's a complete overreaction on her part. No, give me an option to deal some serious damage to her and then intimidate her into not messing with me.
-The initial goblin attack on the grove: you can't avoid combat there.
-Zevlor: if you tell him that you're here on the behest of Kagha to get the tieflings to leave, he attacks you and you have to fight to the death. Again, what, no! Give me an option to intimidate instead of murdering him.
-Betraying Minthara at the grove. Give us an option to ask for her surrender, and then maybe could question her or have the tieflings/druids execute her.
-I accidentally attack a random NPC. Give me the option to say "my bad" instead of reloading.
-The goblin camp. Sure, I could spend 10 rounds and an hour of waiting through the goblins' ineffectual turns. Why can't I instead, after killing some of them, intimidate them into surrender? Do I really have to wait for 5 goblin turns, take one of my turns, and then repeat endlessly?!?
-Inside the building after killing Dror Ragzlin. I literally just killed (all of) the goblins' leaders. Are they really going to fight me to their death? I should be able to intimidate them into scattering.

Joined: Oct 2020
old hand
Offline
old hand
Joined: Oct 2020
Torment: Tides of Numenera had this. There were many encounters where you could still initiate dialogue with characters even in the middle of combat, and sometimes end the fight by talking to them.

Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Originally Posted by mrfuji3
Originally Posted by RumRunner151
Many fights can be avoided by dialog. Fishers, Gobbos in Village, Gobbos in Gobbo Camp, Tomb Raiders, Gith Ck point, Paladins of Tyr, Birdie, Spike, Spiders in Gobbo Camp, etc. Is there a particular one you are referring to?

Does it matter? The point is that we want an option, once we are in a fight, to end it other than through killing everyone, knocking everyone out (which is more tedious and more harmful to future gameplay), or reloading.

Sorry, I didn't understand the topic until you put it that way.

Joined: Oct 2020
Location: Liberec
veteran
Offline
veteran
Joined: Oct 2020
Location: Liberec
Originally Posted by drimaxus
And they could put some generic messages like "I mean no harm" "I'll be on my way" "This has been a misunderstanding" etc

I still think player should be taken responsible ...
More like ok, i will not kill you ... but you are going to jail anyway!

Otherwise it seem just odd ...
*Smash NPC's head with a two-handed sword* "Oh sorry, that was an accident, i mean no harm."
*Both halfs of NPC head* "Yeah, no biggie, have a nice day."

Last edited by RagnarokCzD; 08/11/20 06:51 AM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
Yes I believe this mechanic would be good to end fights that drag too long and are pointless because you are going to win anyways, you don't get any good loot or xp for killing a bunch of goblins. Also like someone else pointed out is more realistic than some creatures flee or surrender when they are outnumbered or heavily injured

Joined: Oct 2020
member
OP Offline
member
Joined: Oct 2020
Originally Posted by RagnarokCzD
Originally Posted by drimaxus
And they could put some generic messages like "I mean no harm" "I'll be on my way" "This has been a misunderstanding" etc

I still think player should be taken responsible ...
More like ok, i will not kill you ... but you are going to jail anyway!

Otherwise it seem just odd ...
*Smash NPC's head with a two-handed sword* "Oh sorry, that was an accident, i mean no harm."
*Both halfs of NPC head* "Yeah, no biggie, have a nice day."



Sure, it is important to make it in a way that cannot be abused, but sometimes is only logical when both parties would rather not fight

Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Originally Posted by drimaxus
Originally Posted by RagnarokCzD
Originally Posted by drimaxus
And they could put some generic messages like "I mean no harm" "I'll be on my way" "This has been a misunderstanding" etc

I still think player should be taken responsible ...
More like ok, i will not kill you ... but you are going to jail anyway!

Otherwise it seem just odd ...
*Smash NPC's head with a two-handed sword* "Oh sorry, that was an accident, i mean no harm."
*Both halfs of NPC head* "Yeah, no biggie, have a nice day."


Sure, it is important to make it in a way that cannot be abused, but sometimes is only logical when both parties would rather not fight


I'd add that in real life it's much more difficult to smash someone's head with a two-handed sword on accident. In a game "I meant no harm" would be more of a "misclick antifrustration measure". Like telling that to the game more than to the NPC, so to speak.

Joined: Mar 2020
veteran
Offline
veteran
Joined: Mar 2020
I was thinking Elder Scrolls, but if I remember correctly you could only stop fighting with gurds


Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Originally Posted by Abits
I was thinking Elder Scrolls, but if I remember correctly you could only stop fighting with gurds


From the wikia:

Quote
Yielding is a way of ending a fight started by accident. If your opponent shows a high disposition toward your character, you can ask him to stop fighting by holding the block key and activating the character, as if you wanted to talk to him. (In Skyrim, this was changed to just sheathing your weapon and seeing if the person will accept it.)

This works well with human characters, but has no chance of working with monsters, animals, or certain quest characters. Also, if you commit a crime and choose to resist arrest, you can yield to the guard if you've changed your mind about resisting. This will bring up the same dialogue and menu that appears when you commit the first crime. From there you can pay the fine, go to jail, or continue to resist arrest.


Was pretty useful in Oblivion, like I mentioned above.

Page 1 of 2 1 2

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