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gGeo Offline OP
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Rock, paper and scissor was one of the unique great features from DOS1. But wisely (?) removed.

Here is an option how to make it work in 4 player enviroment.

Quest:
Lets have an struggle with 5 options to choose and 4 players. We want to solve it by one RockPaperScissors ( short as RPS)game.
Walk thru:
First player choose his statement.
Then other player(s) have chance to choose. That is same with old method.
Now, is a new stuff smile
Rest 3 players can choose from 5 options statement.
If they choose same statement as the first one then its ok, no issue.
However, the first player who disagree plays RPS game.
Other players have roles of supporters who gives one persuasion bonus point.
Players who disagree will get their own character bonuses shifts. It doesnt matter if their opinion is in the contest. They said what they want, then support one or other group. In fact that is how compromise democracy works.

So. Here is the live example:
Players A,B,C,D
Options 1,2,3,4,5
Player A choose option 3 in the initial dialog.
Other players are informed about A's choice so now can make his own statement.
D choose 3
B choose 1
C choose 4

When last statement is chosen, then all participants are informed about final result at once.
Then The RPS game starts:
Its A vs B
Because A initialized struggle and B made fastest disagree response.

Now, what are supporters bonuses?
D support A
C disagree with A but B was faster, so the C supports B's statement.

Player A has 2 persuasion skill -> and one supporter. >> 3 points per win
Player B has 0 persuasion skill >> plus one supporter --> 2 points per win

From here, its same as DOS1. When one side wins the RPS the group fallows, but individuals gets his own character shift bonuses for his own statements.
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Reason why to bother is : majority players will go single player. Duals are doable and popular for life partners. Groups with 3 seldom due to organization and time scheduling. 4 players who get it to the end will be very, very rare. I guess less then 50. So a system which works for majority but allows to participate for those few would be fine.

Thank you for improving game.

Last edited by gGeo; 21/03/17 04:40 PM.
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I would love for Rock, Paper, Scissors to come back, but I do have 1 addition / thought.

In the new context of "competitive co-op", I think Rock, Paper, Scissor would work fine for "Contentious Coop" (like DOS 1), but if you REALLY disagree, or even were not part of the conversation/decision making, on your own you could talk to the person and follow choose a different dialogue and consequence path with them.

Example.

Players A, B, C, D
Choices 1, 2, 3, 4

A, B, C (together)
A selects 3
B selects 1
C selects 4

(do some type of rock, paper, scissors like you described, maybe the conversation leader (A) gets a bonus point for talking first, given the disadvantage again them if B and C disagree all together)
Result: Let's say that B wins.

Player D later talks to the same person, the NPC might do one of the following:
- If NPC doesn't know or care that Player D is with others, does dialogue options again, this could cause D to go off on a completely separate mission, potentially in contest against A, B, C.
- If NPC does care, he has different dialogue options, which D will have to convince NPC to do a different path (persuasion, intimidation, or what not)
- D steals from, provokes, or kills the NPC - which might potentially ruin quest/options for A, B, C, but whatever that's how it goes. This gives ability for A, B, C to either back up or go against D.

Also maybe Player C is not happy with going along with Player B choices, so C instead talks to NPC separately to convince them of something else, or joins D, or does any of the options D could've done described above. This could lead to A, B vs C, D - or even A, B vs C vs D in a 3 way battle/competitive quest or what not.

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Me and my friend are not sad, that it is gone. We never really cared between players and were annoyed against NPC, because it was kind of lucky gambling and forced you to save scum.

The only times we had to use it, was, when we needed to gain opposite traits.

We would not want to have it back, also why would B be faster than C, just because he was unlucky and was last who got asked?

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It just doesn't make sense anymore the way that the game is designed now. When you pickup a quest as a player, it's not even automatically shared with the others. Each person is allowed to pursue the quest the way that they want. Bringing back RPS restricts the expanded freedom that this new design envisions, so I can't see them adding it at this point.


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Seems a bit complex.

Normally if you have more than 2 people you'd see who draw the short straw.

Originally Posted by Kalrakh
The only times we had to use it, was, when we needed to gain opposite traits.
I did that - but never cared the outcome - only if the correct trait was picked up. Player A says "I'll have +1 crafting", player B says "I'll have immunity to fear". You never care if player A or B wins - only they get the traits you want.

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Only a few times the outcome mattered as well, but often we just played the game, just to see what the RNG decides as an outcome.

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I thought most people hated rock paper scissors in the first game, why would they bring it back? And I REALLY don't think that making it a round robin taking up 4 times the time needed would make people like it more.

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gGeo Offline OP
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Originally Posted by Stabbey
I thought most people hated rock paper scissors in the first game, why would they bring it back? And I REALLY don't think that making it a round robin taking up 4 times the time needed would make people like it more.
And I REALLY don't think that making an reply without understand proposal would make any sense.

Last edited by gGeo; 27/03/17 07:33 PM.

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