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Joined: Sep 2016
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apprentice
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apprentice
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Joined: Sep 2016
Hi there,

I really miss in this game the feature from DOS 1 where your characters could give different opinions on an event (for the first one I could remember is concerning the king of pearl on the beach, sell it or free it) and that would give you points in different ways (romantism, empathy, etc...) to give you some little bonuses.

That wasn't a big thing but I enjoyed a lot thinking "I should be the more X possible so I'll be careful during my choices" and my friend in coop could have another idea (but pretty please, never bring back rock papper scissor !)

Any chances of bringing that back ? There is plenty of events in this EA where it could have been implemented !

Joined: Apr 2011
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I would hate that... it forces you down a specific path for it's ingame bonusses. And if you want to roleplay a character that gets a bonus that's absolutely useless, well, sucks to be you.

More roleplaying, less having to force yourself into a role for gameplay benefits.

Joined: Jul 2014
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journeyman
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NEVER bring that back please.
We had to reload so many times because our tank lost his leadership bonus or our crafter his crafting bonus. It was just shit.

Joined: Sep 2016
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apprentice
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Don't think it forces you in a path in any way ! You answer what you want AND you have to stick to that personnality to gain some bonus ! Think it's rather great !
If you lose your bonus then you changed your way to answer, never had this problem before

Joined: Apr 2011
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Except it was pretty much this:

A = OP bonus || B = Total Crap

Rinse and repeat with every single choice ingame

Joined: Jul 2014
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journeyman
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I could see the personalities coming back without stat and skill boni.
You could maybe get some new dialogue choices but again the boni were really really bad ( most of the time 1 was useless and the other one really good )

Joined: Sep 2016
apprentice
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I found this system in D:OS I limiting. If the game tells the player what each action mean, it effectively takes away any reason to contemplate the possible ramifications of the presented options. If the player thinks that one of their character is kind, and a conversation option gives a point towards kindness, then they will know that that is the correct option for them. Without this system, the players can freely think about their choices, and chose what feels right to them, instead of what the game says is right.

Joined: Sep 2016
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apprentice
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Yeah some were crap but some were nice ! I think it could gain a good improvement. Maybe not a stat or skill bonus as Darkraign suggested but new dialog choices or some quests or rewards acquired by this ?

Let's take once more the example of king of pearl : you sell it it makes gold, you set it free it's a treasure. Why not make this system again where you would gain a tag maybe or something on a bar meter of the personality side you're talking about (romantism, etc...) and may gain rewards depending on your meters ?

Like even a simple "Good / Evil" meter where your rewards depends on this (it can also depends on the number of points in Good or evil) and expands this to many bars in "socials" ?

Joined: Apr 2011
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Every good/bad game has a very big drawback; you're pretty much forced to always pick said options. Instead of, well, picking what you may want or feel like. Very limiting.
I don't think someone ever finished a grey playthrough of Knights of the Old Republic since it pretty much weakens you and locks you out of content. Nobody wants either of those.


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