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journeyman
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OP
journeyman
Joined: Jul 2021
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GAME DESIGN ERRORS/SUGGESTIONS (some things here are personal opinions):
- Goblins don't react if someone opens a spider prison inside the goblin base, unlike the tiefling camp, where the tiefling closes the gate if you open it.
- Checking or stealing items from dead bodies does not cost any action.
- It is not possible to destroy petrified characters.
- The turn mode should be global.
- Players should perform commands without necessarily waiting for the animation to finish, this delays a lot. But obviously the animations would be completed next.
- NPCs should react to threats from nearby dangerous objects, to prevent strategies such as abusive uses of "Oil Barrel" spoils the game's challenge.
- When deciding whether to deliver a magic item to Gale, only the name of the item appears, if you forgot what the item is, you won't be able to remember it in the game, there should be a way to interacting with the name of the items in dialogs to know what the item is, like the mechanic "Pin Tooltip".
- The "Flaming Sphere" magic is extremely strong and has problems with the game's AI, besides the sphere being an immortal ally, the game's AI doesn't handle the sphere well, mainly because it can't take damage, some just run, others spend resources on the stone, some of those resources that only work with attacks that AI doesn't even do.
- There is no way to know if a weapon is simple by its description, different from martial weapons.
- It is still possible to abuse the rest mechanic even with resource limitations.
- The flight system does not allow creatures to remain stationary in the air.
- Knocking down an enemy is an extremely strong mechanic, the enemy doesn't have the option to raise at half speed equal in D&D.
- You can share items in the characters' inventories regardless of their distance or condition.
- Sometimes, party characters do not follow the leader's movement and remain stationary.
- The system of playing potions is totally confusing, what is that percentage?.
- Wizards can learn non-wizard spells (of course, it may be that Baldur's Gate doesn't follow this D&D restriction, but that makes the mage very strong).
- There is no "leave" option in some dialogues, forcing the player to respond, and this causes one-way dialogues, where the person no longer has the option to remain silent, this often leads to unnecessary and unavoidable struggles.
- The player is not able to do ANYTHING while a cutscene is happening, this doesn't make any sense in a real RPG.
- Invisibility doesn't trigger non-player-dependent cutscenes, which causes time to "froze", which doesn't make sense, it should have an option to some scenes happen without the presence of the players needing to be noticed.
- Invisibility does not consider other senses to perceive the location of invisible creatures, such as hearing and facts for example.
- Characters attack twice with one action if they are wielding two weapons, which would normally cost a bonus action if you attack off-hand. It is possible to perform 4 attacks with the rogue.
- Books and notes with little content.
- It is not possible to jump or be pushed in some endless holes in the Underdark, but in others yes, it also happens outside the Underdark, but there it is extremely notable.
- The fact that you have a lot of data about the environment and the enemies, makes the immersion of an RPG to be lost, it should have a "realistic" mode where you don't have this information freely.
PERFORMANCE ISSUES:
- Drop FPS on certain parts of the map.
- Drop FPS when performing some actions.
- When loading a save, sometimes rendering is compromised for a long amount of seconds (maybe even longer, because I always reloaded before waiting long time)
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veteran
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veteran
Joined: Oct 2020
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- It is not possible to destroy petrified characters. Specificly please? - The turn mode should be global. Nah ... That would make a lot of problems in Multiplayer. :-/ - NPCs should react to threats from nearby dangerous objects, to prevent strategies such as abusive uses of "Oil Barrel" spoils the game's challenge. That sounds like fun ... You prepare a trap, lure enemies there ... and they stop few steppes before ... You skip, they skip, you skip, they skip, you skip, they skip, you skip, they skip, you skip, they skip, ...  - It is still possible to abuse the rest mechanic even with resource limitations. Sadly its not possible to abuse rest mechanic with Goodberry.  It should give us at least 10 units, if you ask me ... if one Goodberry is enough to feed one person for a day, then 4 party members should eat 4 Goodberry to be fully rested. :P - The flight system does not allow creatures to remain stationary in the air. There is allready topic about this ... (no i will not search it  ) I believe we get together pretty good suggestion.  - You can share items in the characters' inventories regardless of their distance or condition. That is intentional ... Larian called it Magic pockets, all our inventories are basicaly linked together. - There is no "leave" option in some dialogues, forcing the player to respond, and this causes one-way dialogues, where the person no longer has the option to remain silent, this often leads to unnecessary and unavoidable struggles. Um not sure "leave" is good idea ... at least not allways. It certainly could use so often requested option "switch speaker"  - The player is not able to do ANYTHING while a cutscene is happening, this doesn't make any sense in a real RPG. I dont recall any game where you can to something during actual cutscene. O_o
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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journeyman
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OP
journeyman
Joined: Jul 2021
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The petrified drows in the underdark. Nah ... That would make a lot of problems in Multiplayer. :-/ Really, but I forgot to specify that I was talking about singleplayer in this issue. That sounds like fun ... You prepare a trap, lure enemies there ... and they stop few steppes before ... You skip, they skip, you skip, they skip, you skip, they skip, you skip, they skip, you skip, they skip, ...  But it is ridiculous for someone to arrive with oil barrels in front of you and you do nothing. If they were hidden barrels, fine, but they don't need to be hidden. Sadly its not possible to abuse rest mechanic with Goodberry.  It should give us at least 10 units, if you ask me ... if one Goodberry is enough to feed one person for a day, then 4 party members should eat 4 Goodberry to be fully rested. :P The problem with taking rests all the time is that they leave no consequence by previous battles. There is allready topic about this ... (no i will not search it  ) I believe we get together pretty good suggestion.  What would be the suggestion? That is intentional ... Larian called it Magic pockets, all our inventories are basicaly linked together. I know it's intentional, but I think it's a negative, There should be an option to disable it, I think it makes you lose the realistic immersion. Um not sure "leave" is good idea ... at least not allways. It certainly could use so often requested option "switch speaker" laugh I agree with you about the "switch-speaker". But I also think it should have a "leave" option too. I dont recall any game where you can to something during actual cutscene. I got confused, I was talking about dialogue, but now that you mention it, there should also be some interactive cutscenes, like in action games that have button-push scenes, or else they could "freeze" the cutscene while you decide some action to do.
Last edited by linkezio; 24/07/21 01:56 AM.
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veteran
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veteran
Joined: Oct 2020
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The petrified drows in the underdark. I dunno what are you talking about ... I tryed Basilisk Oil on them ... they come alive, and attack me. I tryed Eldrich Blast on them ... they shattered in million pieces. Seems destroyable to me. O_o Really, but I forgot to specify that I was talking about singleplayer in this issue. but that is part of the problem, apparently Larian wants to have Single and Multi player just the same, as if you create mor custom characters ... So ... we have to keep multiplayer in concideration. But it is ridiculous for someone to arrive with oil barrels in front of you and you do nothing. If they were hidden barrels, fine, but they don't need to be hidden. And how would you like them to react? The problem with taking rests all the time is that they leave no consequence by previous battles. W/E ... but that is kinda different topic. Also there are consequences, just not the same as in tabletop ... if you want to rest "all the time": > By using Goodberry, you loose quite a lot spellslots (2 or 4? i cant remember now) you could use in battle ... not much effective, if you ask me, especialy for Land Druid > By hoarding food, you are blocking conciderable amount of carry weight (plus it gets anoying pretty fast) ... > By sending food to camp, so you dont block your carry weight, you need to go pick food from the crates, and you need to spend time doing this instead of litteraly anything more fun ... I know it's intentional, but I think it's a negative, There should be an option to disable it, I think it makes you lose the realistic immersion. I really dont understand why you people around here are so obsessed with disabling things, you can easily simply not do. O_o I agree with you about the "switch-speaker". But I also think it should have a "leave" option too. Depends on situation ... I cant quite imagine how it would look, when our party will be fighting with Hag ... she would be loosing, and start "wait, wait, lets talk about this" ... we just "leave the conversation" ... and she will stand there, patiently waiting for what will we do next? :-/ I got confused, I was talking about dialogue, but now that you mention it, there should also be some interactive cutscenes, like in action games that have button-push scenes, or else they could "freeze" the cutscene while you decide some action to do. Im not following ... What else would ou like to do in conversations, if responses are not enough?
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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journeyman
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OP
journeyman
Joined: Jul 2021
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I dunno what are you talking about ... I tryed Basilisk Oil on them ... they come alive, and attack me. I tryed Eldrich Blast on them ... they shattered in million pieces.
Seems destroyable to me. O_o I think it must be because of the damage type of the spell, because I attacked in different ways and nothing happened. but that is part of the problem, apparently Larian wants to have Single and Multi player just the same, as if you create mor custom characters ... So ... we have to keep multiplayer in concideration. True, you are right in this question And how would you like them to react? They should either question why you are putting dangerous items with them, or attack, depending on each NPC's personality and your relationship with him. W/E ... but that is kinda different topic. Also there are consequences, just not the same as in tabletop ... if you want to rest "all the time": > By using Goodberry, you loose quite a lot spellslots (2 or 4? i cant remember now) you could use in battle ... not much effective, if you ask me, especialy for Land Druid > By hoarding food, you are blocking conciderable amount of carry weight (plus it gets anoying pretty fast) ... > By sending food to camp, so you dont block your carry weight, you need to go pick food from the crates, and you need to spend time doing this instead of litteraly anything more fun ... Losing a spell slot to regain 100% health and the rest of the party slots, I think it seems profitable to me... There is no block carry weight, there is send to camp. The time to get things in the box is negligible. I really dont understand why you people around here are so obsessed with disabling things, you can easily simply not do. O_o First, the use of magic pockets is automatic in some cases, such as opening doors for example. Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". Depends on situation ... I cant quite imagine how it would look, when our party will be fighting with Hag ... she would be loosing, and start "wait, wait, lets talk about this" ... we just "leave the conversation" ... and she will stand there, patiently waiting for what will we do next? :-/ Imagine that you are being beaten in the street, and you try to resolve it in dialogue and the aggressor remains silent and in a fighting posture, what do you think he will do? The hag would simply think you are still a possible threat and continue fighting. Im not following ... What else would ou like to do in conversations, if responses are not enough? So, the ideal would be an impossible dream, which involves a lot of AI. But being realistic, it could have basic and generic actions that could be applied in any situation, such as "leave/run", "attack", "cast a spell/scroll", "ask person X in the party to speak for you". Maybe a few more social interactions: "threaten", "intimidate", "soothe", "frighten", etc.
Last edited by linkezio; 24/07/21 07:30 AM.
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veteran
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veteran
Joined: Oct 2020
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I think it must be because of the damage type of the spell, because I attacked in different ways and nothing happened. Probably ... they are resistant, or even imune for some type of damages ... If you click them with right button, choose "examine" (i think), and go all the way down in statistic ... you can find there complete list of types of damage they are either reistant, imune, or vulnerable.  They should either question why you are putting dangerous items with them, or attack, depending on each NPC's personality and your relationship with him. In that case you get mine +1  (Its not like it means something around here, but still  ) Losing a spell slot to regain 100% health and the rest of the party slots, I think it seems profitable to me... There is no block carry weight, there is send to camp. The time to get things in the box is negligible. Ad 1 - Nope, the deal is loosing either 2 or 4 spellslots now (not sure if you create one, or two godberries) ... so your party can regain 100% health, and all spellslots AFTER the fight is finished.  I dunno about you, but i get the feeling that especialy Land druid is conciderably weaker without his spellslots.  Ad 2 - I know, i mendioned it in third option.  Ad 3 - It depends on your personal preferences ... speaking for myself, i finded it tedious and anoying. First, the use of magic pockets is automatic in some cases, such as opening doors for example. Im aware ... i played the game (a lot actualy, probably more then i should). And i like this, since it saves me time. :P This is one of things i allways hated in Dragon Age: Origin ... when i clicked on locked chest, why the hells do i need to switch character, unlock the chest, and switch it back ... instead of my rogue simply step forward and unlock the damn chest. -_- So honestly, i glad Larian came with this improvement. :P Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". Well, no ... my argument is more like "please try to understand that all changes you enforce will affect millions of other players, do you really need the thing gone so badly?" :-/ But even if, i would agree with such approach ... im all in for self moderation and free will ... if someone wants to deal infinite damage and ruin his game (in my eyes) its his choice, and honestly if he would have fun playing the game like this ... good for him.  The hag would simply think you are still a possible threat and continue fighting. Well, you have the option by refusing her deal and finish her off. O_o So, the ideal would be an impossible dream, which involves a lot of AI.
But being realistic, it could have basic and generic actions that could be applied in any situation, such as "leave/run", "attack", "cast a spell/scroll", "ask person X in the party to speak for you". Maybe a few more social interactions: "threaten", "intimidate", "soothe", "frighten", etc. I believe Swen was talking here that using spells during conversation is certainly something they are workin on ... With that addition that if we will use spells during conversation, NPCs will notice.  Simmilar as if Kithrak is using Detect Thoughts on us and we can recognize the spell, if gods of dices are on our side. Attack is mostly right there in bottom left corner (those crossed swords) ... Switch controlled party member is right next to it (two circulating arrows) ... but sadly so far there is no way to switch speaker, but it was demanded multiple times. About the rest ... Im not quite sure if implementing them to all conversation is good idea, but i would certainly not mind if there will be more.
Last edited by RagnarokCzD; 24/07/21 06:28 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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enthusiast
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enthusiast
Joined: Feb 2021
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Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". Problem is, this is literally EXACTLY the argument around Barrelmancy. And there are clearly two sides with irreconcilable opinions where forcing it either on or off is going to alienate a significant portion of potential players. Demanding removal of such features because you personally don't find them immersive or fun is not a solution any profit-concerned developer should give any time or thought to. Bear in mind that Early Access has no difficulty settings implemented. Also bear in mind that there is NO WAY the game will launch with no difficulty settings. What Larian are doing (admittedly without really explaining a lot) is getting things to a state where sliders and toggles provide maximum player agency for minimal development. Don't like shared inventory - turn it off. Don't like Barrelmancy - set carry limits to 3kg per Strength point instead of 6kg. Don't like Advantage on high ground - turn it off. And that is how it should be. I'd wager even the most die hard DnD fan would get a *little* bit of fun and enjoyment out of nuking the Goblin Camp encounter with 500 barrels once for a laugh. Having to negotiate an entire playthrough mindful of every shot/AoE to avoid using a mechanic they view as illegitimate is not something they are going to feel good about.
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veteran
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veteran
Joined: Aug 2014
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Magic pockets.
It's ok for convenience outside combat.
Should definitely be disabled in combat. You can already throw items to transfer them even at a distance and it costs an action for a reason.
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veteran
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veteran
Joined: Oct 2020
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What Larian are doing (admittedly without really explaining a lot) is getting things to a state where sliders and toggles provide maximum player agency for minimal development. Don't like shared inventory - turn it off. Don't like Barrelmancy - set carry limits to 3kg per Strength point instead of 6kg. Don't like Advantage on high ground - turn it off.
And that is how it should be. Wonderful idea ... I wish it really turned out that way. :3 Then i would be the happiest Ragnarok on this forum. ^_^
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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journeyman
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OP
journeyman
Joined: Jul 2021
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Probably ... they are resistant, or even imune for some type of damages ... If you click them with right button, choose "examine" (i think), and go all the way down in statistic ... you can find there complete list of types of damage they are either reistant, imune, or vulnerable. wink Yes, I think that was it too, but I don't know why stone would be immune to slashing and piercing damage. n that case you get mine +1 smile (Its not like it means something around here, but still laugh ) Thank you, I believe that of all my "complaints", this is the one that I most wanted to be resolved. Ad 1 - Nope, the deal is loosing either 2 or 4 spellslots now (not sure if you create one, or two godberries) ... so your party can regain 100% health, and all spellslots AFTER the fight is finished. smile I dunno about you, but i get the feeling that especialy Land druid is conciderably weaker without his spellslots. laugh Ad 2 - I know, i mendioned it in third option. smile Ad 3 - It depends on your personal preferences ... speaking for myself, i finded it tedious and anoying. The game has a balance of difficulty based on a party of four characters, but you know that many roleplays will cause some people to play with smaller parties, so what would it be like to sacrifice 1 member to be abusing the rest system? I have a problem with the game giving me the ability to do something I think I shouldn't have in the game, like the magic pocket example I talked about earlier. Imagine that I go to a dungeon and suddenly I find an item that I consider powerful and I think "I'm not going to use this". Like, if it's in the game and it benefits me, I'll automatically use it, I won't be wasting my time analyzing balance in the middle of the game. To make this post, I did it outside of the game and spent a lot of time thinking. For example, it's not boring for me to keep sending food to camp, so I feel benefited by abusing this system. Im aware ... i played the game (a lot actualy, probably more then i should). And i like this, since it saves me time. :P
This is one of things i allways hated in Dragon Age: Origin ... when i clicked on locked chest, why the hells do i need to switch character, unlock the chest, and switch it back ... instead of my rogue simply step forward and unlock the damn chest. -_- So honestly, i glad Larian came with this improvement. :P I believe that about the magic pockets, my question is that it doesn't make sense and makes the game easier, since you see it as something smaller and believe it to be a good one to save time. I think it's just a matter of opinion, I agree with you about saving time, but for me, the most important thing is what I said earlier about making the game very convenient and easy. I like hard games, the average salary in my country is 265 dollars and i can't buy games all the time, so i have to enjoy the games i buy, but don't think my opinion is based on that, even if i were rich i would still like more challenging games. Well, no ... my argument is more like "please try to understand that all changes you enforce will affect millions of other players, do you really need the thing gone so badly?" :-/
But even if, i would agree with such approach ... im all in for self moderation and free will ... if someone wants to deal infinite damage and ruin his game (in my eyes) its his choice, and honestly if he would have fun playing the game like this ... good for him. laugh I'm sure you know that my goal is to improve the game for everyone, but there's no way for me to know what's best for everyone, so I say what I, with my years of experience think good in a game, I'm a customer after all, if I demonstrate my opinion, you also show, and the company must average the opinions or do what it wants, because we buy what we want. Well, you have the option by refusing her deal and finish her off. O_o This would be the "leave" option, but it doesn't exist in all dialogs. That's what I'm talking about, it should exist in everyone, except for some specifics that there is a reason why there is no "leave", for example, if you are being forced by something magical to answer a question. I believe Swen was talking here that using spells during conversation is certainly something they are workin on ... With that addition that if we will use spells during conversation, NPCs will notice. smile Simmilar as if Kithrak is using Detect Thoughts on us and we can recognize the spell, if gods of dices are on our side.
Attack is mostly right there in bottom left corner (those crossed swords) ...
Switch controlled party member is right next to it (two circulating arrows) ... but sadly so far there is no way to switch speaker, but it was demanded multiple times.
About the rest ... Im not quite sure if implementing them to all conversation is good idea, but i would certainly not mind if there will be more. First, NPCs will only notice spells that use components that can be perceived by the creature's senses(I still hope the sorcerer has the metamagic of ignoring noticeable components). Second, I think I'm blind because I've never seen these swords, I'll even check them later, I just don't see it now because my save has been corrupted, take a look at my post about bugs(yes, half of my game time was corrupted). Third, I also don't remember seeing the controlled party member switch, so I can't even argue against it, but I also agree that they should have a way to switch speaker. fourth, I agree with what you said about the rest.
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journeyman
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OP
journeyman
Joined: Jul 2021
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Problem is, this is literally EXACTLY the argument around Barrelmancy. And there are clearly two sides with irreconcilable opinions where forcing it either on or off is going to alienate a significant portion of potential players. Demanding removal of such features because you personally don't find them immersive or fun is not a solution any profit-concerned developer should give any time or thought to. But the company can't guess what I'm feeling, I as a customer have the right to tell her, and I can't guess what's best for everyone either, I just say what I think is best and you say what you say think better, and so the company can decide what to do with it. Bear in mind that Early Access has no difficulty settings implemented. Also bear in mind that there is NO WAY the game will launch with no difficulty settings. What Larian are doing (admittedly without really explaining a lot) is getting things to a state where sliders and toggles provide maximum player agency for minimal development. Don't like shared inventory - turn it off. Don't like Barrelmancy - set carry limits to 3kg per Strength point instead of 6kg. Don't like Advantage on high ground - turn it off. The problem with having "on" and "off" options for everything is that novice players won't know how they're setting up the game. Also, what would be the default setting? This sounds like an official game full of mods that make the game unbalanced. Imagine dark souls with infinite life option. And that is how it should be. I'd wager even the most die hard DnD fan would get a *little* bit of fun and enjoyment out of nuking the Goblin Camp encounter with 500 barrels once for a laugh. Having to negotiate an entire playthrough mindful of every shot/AoE to avoid using a mechanic they view as illegitimate is not something they are going to feel good about. And if I wanted some crazy fun, I would download mods for that, it's not like I expected that in the base game. And as a D&D fan, I'd rather spend 99999 hours in a complex and tense fight than use Barrelmancy.
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apprentice
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apprentice
Joined: Jul 2021
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[quote=RagnarokCzD] Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". My advice is: Don't even lose your time arguing with him. This guys believe that the player suppose to balance the game and not the developer. So yeah, you example is perfect, and his answer would be exactly that: Just don't use it.
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apprentice
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apprentice
Joined: Jul 2021
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Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". Problem is, this is literally EXACTLY the argument around Barrelmancy. And there are clearly two sides with irreconcilable opinions where forcing it either on or off is going to alienate a significant portion of potential players. Demanding removal of such features because you personally don't find them immersive or fun is not a solution any profit-concerned developer should give any time or thought to. Bear in mind that Early Access has no difficulty settings implemented. Also bear in mind that there is NO WAY the game will launch with no difficulty settings. What Larian are doing (admittedly without really explaining a lot) is getting things to a state where sliders and toggles provide maximum player agency for minimal development. Don't like shared inventory - turn it off. Don't like Barrelmancy - set carry limits to 3kg per Strength point instead of 6kg. Don't like Advantage on high ground - turn it off. And that is how it should be. I'd wager even the most die hard DnD fan would get a *little* bit of fun and enjoyment out of nuking the Goblin Camp encounter with 500 barrels once for a laugh. Having to negotiate an entire playthrough mindful of every shot/AoE to avoid using a mechanic they view as illegitimate is not something they are going to feel good about. I am all in for different difficulties and toggle features. With that been said, somethings like an "Sword that deals infinite damage or All Party invisible all time" just break the game, and that make so much things pointless. Its not the same of setting the game on "Story Mode/Easy". My point is: As much as I believe that usually more aspects to "Set you preference" or "Toggle on/off" the better, there are some mechanics that could possible be harmful to the game, and for those should be implemented as MOD and not the game itself.
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journeyman
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OP
journeyman
Joined: Jul 2021
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[quote=RagnarokCzD] Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". My advice is: Don't even lose your time arguing with him. This guys believe that the player suppose to balance the game and not the developer. So yeah, you example is perfect, and his answer would be exactly that: Just don't use it. Thank you for your advice, I'm just arguing with everyone here for 3 reasons: - I like to argue. - I want to improve my English. - And I also think this is good for the community and for Larian. And yes, I agree with you. Making the game "for everyone" is what they think they're(those people) doing, but they're actually just breaking the game.
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journeyman
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OP
journeyman
Joined: Jul 2021
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Second, your argument is like, "I'm going to give a sword that does infinite damage to the player, if he's feeling bad, just don't use it". Problem is, this is literally EXACTLY the argument around Barrelmancy. And there are clearly two sides with irreconcilable opinions where forcing it either on or off is going to alienate a significant portion of potential players. Demanding removal of such features because you personally don't find them immersive or fun is not a solution any profit-concerned developer should give any time or thought to. Bear in mind that Early Access has no difficulty settings implemented. Also bear in mind that there is NO WAY the game will launch with no difficulty settings. What Larian are doing (admittedly without really explaining a lot) is getting things to a state where sliders and toggles provide maximum player agency for minimal development. Don't like shared inventory - turn it off. Don't like Barrelmancy - set carry limits to 3kg per Strength point instead of 6kg. Don't like Advantage on high ground - turn it off. And that is how it should be. I'd wager even the most die hard DnD fan would get a *little* bit of fun and enjoyment out of nuking the Goblin Camp encounter with 500 barrels once for a laugh. Having to negotiate an entire playthrough mindful of every shot/AoE to avoid using a mechanic they view as illegitimate is not something they are going to feel good about. I am all in for different difficulties and toggle features. With that been said, somethings like an "Sword that deals infinite damage or All Party invisible all time" just break the game, and that make so much things pointless. Its not the same of setting the game on "Story Mode/Easy". My point is: As much as I believe that usually more aspects to "Set you preference" or "Toggle on/off" the better, there are some mechanics that could possible be harmful to the game, and for those should be implemented as MOD and not the game itself. I also agree with you, broken mechanics in the game with the excuse that "it's a particular preference" is the same as putting broken MODs in the base game. Getting achievements in the game becomes a "I could have just turned on option X and done all this easily just like my friend did".
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veteran
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veteran
Joined: Oct 2020
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Yes, I think that was it too, but I don't know why stone would be immune to slashing and piercing damage. It seem reasonable to me ... O_o I mean from most games i know, if you wanted to fight any Gargoyle, or other type of stone being ... you had to use bludgeoning weapons. The game has a balance of difficulty based on a party of four characters, but you know that many roleplays will cause some people to play with smaller parties, so what would it be like to sacrifice 1 member to be abusing the rest system?[quote] I would not call this abuse, since that is litteraly the meaning of Goodbery, from PHB.  [quote=linkezio]For example, it's not boring for me to keep sending food to camp, so I feel benefited by abusing this system. Lucky you then.  We gues we will no agree on this, since its not boring for me to drag tons of food with me all the time.  I believe that about the magic pockets, my question is that it doesn't make sense and makes the game easier, since you see it as something smaller and believe it to be a good one to save time. I think it's just a matter of opinion, I agree with you about saving time, but for me, the most important thing is what I said earlier about making the game very convenient and easy. I like hard games, the average salary in my country is 265 dollars and i can't buy games all the time, so i have to enjoy the games i buy, but don't think my opinion is based on that, even if i were rich i would still like more challenging games. Well ... you allways can try doors with the same character, who looted key.  I'm sure you know that my goal is to improve the game for everyone, but there's no way for me to know what's best for everyone, so I say what I, with my years of experience think good in a game, I'm a customer after all, if I demonstrate my opinion, you also show, and the company must average the opinions or do what it wants, because we buy what we want. That is what i would expect ... As i mentioned somewhere else, we all express our personal opinion and Larian should gather it all to create some common opinion.  First, NPCs will only notice spells that use components that can be perceived by the creature's senses(I still hope the sorcerer has the metamagic of ignoring noticeable components). Oh me too. ^_^ That would be great! Also, as far i know, most spells components either gesture, or words. O_o Second, I think I'm blind because I've never seen these swords, I'll even check them later, I just don't see it now because my save has been corrupted, take a look at my post about bugs(yes, half of my game time was corrupted). Not necesarily ... IN previous builds they were present in every conversation, but sice patch 4 (i think?) in some they removed it (to my huge disapointment) ... for example in conversation with Astarion it was extremely covenient, when he attacked me, i just clicked the button and fight started.  Quite sad i cant do that anymore.  Third, I also don't remember seeing the controlled party member switch, so I can't even argue against it, but I also agree that they should have a way to switch speaker. That is certainly there all the time.  Im sure of it, since i used it quite often ... but you switch to another character, that is NOT part of the conversation sadly.  (It also allows quite funny exploit)
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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My advice is: Don't even lose your time arguing with him. Don't make snarky comments about other forum members, please. As with anything that descends into an argument, just move on; no need to make it personal.
J'aime le fromage.
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journeyman
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OP
journeyman
Joined: Jul 2021
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It seem reasonable to me ... O_o I mean from most games i know, if you wanted to fight any Gargoyle, or other type of stone being ... you had to use bludgeoning weapons. I understand being resistant, but immune? drilling and cutting rocks seems quite normal to me, especially drilling, a drill is for that too. Well ... you allways can try doors with the same character, who looted key. laugh I'll often forget and the magic pockets will automatically activate, besides the feeling of roleplay comes from the fact that you can't open the door because you don't have the key, these little details make all the difference. This is what I would expect... As I mentioned elsewhere, we all express our personal opinion and Larian must bring everything together to create a common opinion. Yes, i agree with that, this is very important. Oh me too. ^_^ That would be great!
Also, as far i know, most spells components either gesture, or words. O_o Yes, most spells are noticeable, we must pray for the sorcerer to save us from this situation  . Not necesarily ... IN previous builds they were present in every conversation, but sice patch 4 (i think?) in some they removed it (to my huge disapointment) ... for example in conversation with Astarion it was extremely covenient, when he attacked me, i just clicked the button and fight started. frown Quite sad i cant do that anymore. frown Too bad a larian did that, i don't think i played this version, it was a really bad change. Curiously, in my first gameplay I wanted to kill Astarion for what he did and I had to attack by surprise after the dialogue, because there was no other way to fight, it hurt the roleplay, because my character would attack without being suddenly. That is certainly there all the time. smile Im sure of it, since i used it quite often ... but you switch to another character, that is NOT part of the conversation sadly. frown (It also allows quite funny exploit) 
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veteran
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veteran
Joined: Oct 2020
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I understand being resistant, but immune? drilling and cutting rocks seems quite normal to me, especially drilling, a drill is for that too. Yeah ... drilling is anyway a little other case. Have you ever tryed to slash or stab rock with sharp sword? (Hint: Dont do that with any especialy expencive, or favourite sword.  ) In general, i believe its fair to say that Sword can easily take more damage than the rock.  I'll often forget and the magic pockets will automatically activate, besides the feeling of roleplay comes from the fact that you can't open the door because you don't have the key, these little details make all the difference. Well, its all matter of perception ... I would imagine that your friend noticed that you try to open the door, and pass the key to you through magic pocket.  Too bad a larian did that, i don't think i played this version, it was a really bad change. Agreed. Curiously, in my first gameplay I wanted to kill Astarion for what he did and I had to attack by surprise after the dialogue, because there was no other way to fight, it hurt the roleplay, because my character would attack without being suddenly. Yup, i had the same feeling ... Next gameplay i clicked the "attack" button, and it was soooo much better ... I was quite sad when they removed it, but i simply switched to another character, and attacked with that one. 
Last edited by RagnarokCzD; 24/07/21 07:48 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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journeyman
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OP
journeyman
Joined: Jul 2021
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Yeah ... drilling is anyway a little other case. Have you ever tryed to slash or stab rock with sharp sword? (Hint: Dont do that with any especialy expencive, or favourite sword. laugh )
In general, i believe its fair to say that Sword can easily take more damage than the rock. laugh Depends on the material of the sword. All swords are expensive here. Well, its all matter of perception ... I would imagine that your friend noticed that you try to open the door, and pass the key to you through magic pocket. laugh A super convenient magic pocket.  Yup, i had the same feeling ... Next gameplay i clicked the "attack" button, and it was soooo much better ... I was quite sad when they removed it, but i simply switched to another character, and attacked with that one. laugh You did well, Astarion is a madman.  I think your laughter has infected me. 
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