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Thanks to verticality. I like how it adds a new dimension to otherwise bidimensional travel. Of course it's not like a platform or Zelda game, but I think it is great.

I had far more hopes about lighting but oh well.

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Agreed! And lighting will be added and tweaked later!

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lighting being added later will be a blessing, I'm beginning to regret not rolling a drow smile

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Originally Posted by The Drow Warlock
Agreed! And lighting will be added and tweaked later!


Is that right? how so?

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What do you mean by lighting being added? You guys see nothing in game at the moment? XD

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Originally Posted by Nyanko
What do you mean by lighting being added? You guys see nothing in game at the moment? XD



I mean making it more relevant. Shadows and light should have a gameplay impact.

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Originally Posted by Dark_Ansem
Originally Posted by Nyanko
What do you mean by lighting being added? You guys see nothing in game at the moment? XD



I mean making it more relevant. Shadows and light should have a gameplay impact.


...they do, dramatically. In underground areas such as crypts and caves, being in shadows makes it more difficult to hit both you and enemies.
Creating light sources via cantrips, candles, torches, etc dramatically increases your chance to hit.
Finding the sweet spot to create a light source that illuminates the enemies while remaining in shadow is a huge tactical portion of low-lit gameplay, and Darkvision is immensely helpful in combat, and seemingly in Perception checks.



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"dramatically"? Visibility is still high however

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Originally Posted by Dark_Ansem
"dramatically"? Visibility is still high however


Try that with race with no Darkvision, half the time you're walking blind there.

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Im pretty sure most games have verticality, thats not exactly anything new here.

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Originally Posted by Dark_Ansem
"dramatically"? Visibility is still high however


I'd call an additional 20%ish (more in some cases) chance to actually connect with your attacks dramatic, yes.
Particularly beneficial for races who don't have any sort of Darkvision.


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Originally Posted by DumbleDorf
Im pretty sure most games have verticality, thats not exactly anything new here.


Not semi-isometric RPGs ala Baldur's gate, NWN or Dragon age.

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I also would like to remind everyone that in said older games, things that are possible in BG3 weren't possible at all, like going under an archway or a bridge...

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Originally Posted by Dark_Ansem
Originally Posted by DumbleDorf
Im pretty sure most games have verticality, thats not exactly anything new here.


Not semi-isometric RPGs ala Baldur's gate, NWN or Dragon age.


Originally Posted by Dark_Ansem
I also would like to remind everyone that in said older games, things that are possible in BG3 weren't possible at all, like going under an archway or a bridge...


You could do all of this in Dungeons and Dragons Online and in other RPGs since Morrowind. The former had a notoriously difficult up down exploration quest called 'The Pit', and ladders, ledges and immense verticality beyond anything in BG3 so far.

The issue was that people that wanted remakes of BG specifically demanded not to have any verticality as they wanted them to remain fully 2D like the originals.

Also heres a video:

https://www.youtube.com/watch?v=xE0BF-Dmbik

Last edited by DumbleDorf; 19/10/20 01:44 PM.
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I feel very strongly in the subject of exploration because it ties into the reward dynamics as well as the significance of your choices. That is to say that in the current build of the game your choices amount to no more than fluff and often at the end of exploration the reward is a trinket, bauble or treasure chest. I think there is room for more variety, significance and improvement and in the current build it feels to me that you are not really exploring as much as you are picking a direction in which to move.

Older games are not flawless in this regard, but this is the renaissance of the genre and we should be setting the bar much higher than similar or barely better than games that are decades old. As much as I do not enjoy how CDPR and the Witcher games apply these ideas it is hard to deny that in the original Witcher the impact of exploration and discovery was much more significant and could have long term ramifications even on the main story. I would like to see areas populated with higher quality, not greater quantity. I would like exploration to be more involved and involve more puzzle solving of non artificial puzzles. I will give an example of what I mean off the top of my head.

You come across a cliff face and hear the occasional cry of a large bird near the top. You look around for the necessary gear to scale such a cliff and provided you have the stats to do it you can scale the cliff with the party members that meet the stat requirements(or a party wide average requirement). At the top you find a giant eagle mourning the loss of her eggs to a predator. You can kill the giant bird, you can use a druid to speak to it or placate it for experience, you can talk to someone in town about it being a threat or do research and discover what kind of predator may have destroyed it's eggs. The optimal good solution would be to find the predator and if it is dangerous kill it and return to the noble eagle to placate it at which point it could reward you by allowing you to call on it in combat or during certain story event's as an alternative solution to a skill or stat check / roll. This is a very bare bones example but it's something that I feel is currently lacking as most of the content ends where it begins and it's effects on the game feel localized and limited.


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We have a very limited map now but it has some variety.

I hope we have some freedom of exploration in the next act. The world map looks promising.

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Originally Posted by DumbleDorf
Originally Posted by Dark_Ansem
Originally Posted by DumbleDorf
Im pretty sure most games have verticality, thats not exactly anything new here.


Not semi-isometric RPGs ala Baldur's gate, NWN or Dragon age.


Originally Posted by Dark_Ansem
I also would like to remind everyone that in said older games, things that are possible in BG3 weren't possible at all, like going under an archway or a bridge...


You could do all of this in Dungeons and Dragons Online and in other RPGs since Morrowind. The former had a notoriously difficult up down exploration quest called 'The Pit', and ladders, ledges and immense verticality beyond anything in BG3 so far.

The issue was that people that wanted remakes of BG specifically demanded not to have any verticality as they wanted them to remain fully 2D like the originals.

Also heres a video:

https://www.youtube.com/watch?v=xE0BF-Dmbik


Morrowind is a first-person single-player adventure in an open world. Not a fair comparison now, is it.


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