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Joined: May 2017
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Makes little sense that prisoners on a ship are carrying weapons around from their cell. What would make sense and be a good introduction to the crafting system is to have some wreckage wash ashore with you that can be used to to create the stating weapon(s).

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Honestly, after hearing that there would be a tutorial bit on the ship and knowing the weapons we started out with were crude bits, I had thought that the weapons we were carrying were ones we crafted on the ship.

But given that there is combat on the ship, having the crafting ingredients wash up on the beach is too late.

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Could be a clever way to introduce crafting and the inventory at the same time and solve the whole starting with weapons issue. Beach is too late as Stabbey said, but maybe sometime on the second level of the ship. A bit hard to decide when exactly -- you don't want people walking into that room with the injured magisters without a weapon. It also would be a bit weird to wake up from the source blast and immediately craft a weapon with flames all around you. So maybe not, better to just loot a weapon from the dead magisters probably and learn about crafting later.

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If there is any need to introduce crafting right away, it can be done with one single recipe book. You dont even need to craft anything, just find that book so the new players know there is such a thing in the game.
Of course, a few simple basic things to craft wouldnt be a big problem.

Im at level 3 right now, just doing the prison area quests and i still havent found a single recipe book.
But traders sell all those magic books no problem...

Hopefully that will be corrected in the future.

As for weapons, its best if we loot them off magisters, any maybe have that one locked room on starting level serve as armory where the weapons that were taken away from "prisoners" are kept.

As Stabbey suggested, after Wandigo blows everything up, the whole first level of the ship should become unreachable (so there is no need go through pointless attempts to revive companions for nothing only to go back there and do it again just before escape).

Instead we should be able only to go up to the second level, find a few more weapons on magisters there, get to the deck - and then have that dramatic moment of choosing to go down again to save others - through that hatch, get everyone, kill voidwoken down bellow, get more weapons and stuff and then try to escape.

I made a few other smaller suggestions for that whole script, but this slight change that Stabbey made would be better then the current one with or without those anyway.

I guess the devs want to have a dramatic choice moment there, even though it doesnt make much sense to go saving people you dont know at all in such a moment (kraken dutifully waits until you decide and do whatever you want) and even if such a choice is mostly cosmetic in the current build.



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Originally Posted by Stabbey
given that there is combat on the ship, having the crafting ingredients wash up on the beach is too late.


You can have the combat on the ship easily be weaponless / be heavy magister weaponry that isn't washed ashore with you. Spawning with weapons makeshift or otherwise on the ship makes zero sense. No Prison locks up prisoners with weaponry.

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Originally Posted by Hiver
As Stabbey suggested, after Wandigo blows everything up, the whole first level of the ship should become unreachable (so there is no need go through pointless attempts to revive companions for nothing only to go back there and do it again just before escape).

How am I supposed to kill them for easy backpacks, ress scrolls and potions if they're blocked of from me before they wake up? D:


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