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#597068 17/12/16 03:09 AM
Joined: Dec 2016
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Ihtomyt Offline OP
stranger
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stranger
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Joined: Dec 2016
Neutral NPCs going hostile for taking damage during the fight, and then there being no way to pacify them aside from maybe getting lucky that sneaking away and ending the fight might leave them willing to talk with a very negative attitude afterwards is utterly ridiculous.

What if I have no intention at all to be "evil" in my playthrough, and want to save and talk to some of these folks? Please don't suggest just not using any AoE in fights with such NPCs nearby. It's not just AoE anyway, skills like Ricochet, Electric Discharge, etc. can cause this, and its very easy to accidentally set off surfaces when you didn't intend to with single target abilities or by other indirect means.

One suggestion might be that if you heal the NPC to full health they stop being hostile to you. Another would be that if the damage happens during a turn that is not yours (like a surface you started ends up hurting them) that this does not count toward making them hostile, as it's not really your fault they are stupid.

Also, sometimes, sneaking away and coming back does not reset their hostility. Please make sure it does. If I didn't intend harm, I'd like the opportunity to apologize so I don't have to reload a save to do a quest or reap a reward.

Barring all that, if it is too hard to code, just give the option to elect to select them as an ally for the fight for the purposes of attacks, please. It's very annoying and not fun.

Joined: Aug 2014
old hand
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old hand
Joined: Aug 2014
It's particularly annoying when its ricochet or marksman's fang (this one is one of the worst offenders, imo -- can hit neutrals really far away) or a skill you can't really aim. I suppose it's nice to be able to hit neutrals if you want to initiate a fight against neutrals with one of those skills, but often it just accidentally hits people you don't want to.

I like the idea of healing up neutrals to make them not hostile, though this maybe could be abused somehow.

Joined: Sep 2016
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journeyman
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journeyman
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I agree, i wish they made neutral NPC be like friendly, so things like ricochet and similar can not hit them, and only way for me to actiully make them hostile is to force attack them.

It can be a pain sometimes to save Gareth, quite annyoing.

Joined: Nov 2016
Location: Ger
stranger
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stranger
Joined: Nov 2016
Location: Ger
The resurrection of NPCs would tie in here pretty neatly imo.
I was really bummed when i couldn't revive Paladin Cork, as it is really nigh impossible to keep him alive through the suicidal episode that he calls combat.

Naturally, there should no longer be an EXP gain from revived NPCs, but if they weren't hostile prior to being revived, they should atleast come back neutral (or just make it impossible to revive enemies to begin with).
In the case of friendlies/neutrals turning hostile in combat the resurrection could pick up the disposition before combat and maybe remove a bit of goodwill? I'm not too sure about the correct implementation of such a mechanic, but a forum is just the place to throw something like that out there and hope for the best.


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