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Originally Posted by Abits
Again guys, it's not about gameplay versus story, I have no issues with the gameplay. Another example I came across today. Pay attention that not the combat is the problem here, but the way the quest, dialogue, and flags works in it:
More on the druid grove another choice that seem to be something the game might expect you to do - as I entered the grove the guard tries to stop me. I ignore them and then choose the attack option. This creates a lot of cheos. Initially I thought I had to fight only several guards but then I noticed many of the NPC's are leaving the grove area towards the camp (among them, khaga, Nettie, the tiefling bard and others). After I finished off the guards I went to the tiefling camp to so what's going on. There was a big battle between the tieflings and the remaining druids, all the tieflings were at my side against the druids. For reasons unknown Rath the druid fought at my side against the others. After the battle was over I went to Zavlor to try to figure out what the hell happened. Now this is the important part - Zevlor wasn't very clear, only said it had to be done and steered the conversation to the goblin threat. I went back to the grove to try to understand why Rath, with which I never talked before fought with me in the battle. Rath was standing and blocking the entrance to the grove. He also didn't have any explanations but curiously he said "we won". How did you won if all the druids but you are dead? Wtf.
Then I came back to my camp and gale is complaining to me about something that happened with the druids.
Now what the hell happened here other than standard Larian's mess? I think at some stage, I don't if it happened when I chose attack in the dialogue or at later stage, the quest to kill Khaga triggered. But no context, no proper resolution, no nothing. And it all started from me choosing a dialogue line, so again, I didn't even try to break the game but it broke so easily.

Or not? You chose to fight the druids when they tried to prevent your entry. There are story reasons for Rath to say "we won", and just because you didn't get the dialog, doesn't mean that his stance suddenly changed, it just means that you didn't get to the point where you got his dialog about the situation. While Zavlor didn't give you his quest, it's on his mind when he sends you to talk to Khaga, that's why there's an actual quest for it, after all. You chose to break that continuity. So the only way to fix this is to eliminate player choice at that juncture? Choices have consequences, you made your choice, and now it's somehow because the game is broken?

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Originally Posted by robertthebard
Originally Posted by Abits
Again guys, it's not about gameplay versus story, I have no issues with the gameplay. Another example I came across today. Pay attention that not the combat is the problem here, but the way the quest, dialogue, and flags works in it:
More on the druid grove another choice that seem to be something the game might expect you to do - as I entered the grove the guard tries to stop me. I ignore them and then choose the attack option. This creates a lot of cheos. Initially I thought I had to fight only several guards but then I noticed many of the NPC's are leaving the grove area towards the camp (among them, khaga, Nettie, the tiefling bard and others). After I finished off the guards I went to the tiefling camp to so what's going on. There was a big battle between the tieflings and the remaining druids, all the tieflings were at my side against the druids. For reasons unknown Rath the druid fought at my side against the others. After the battle was over I went to Zavlor to try to figure out what the hell happened. Now this is the important part - Zevlor wasn't very clear, only said it had to be done and steered the conversation to the goblin threat. I went back to the grove to try to understand why Rath, with which I never talked before fought with me in the battle. Rath was standing and blocking the entrance to the grove. He also didn't have any explanations but curiously he said "we won". How did you won if all the druids but you are dead? Wtf.
Then I came back to my camp and gale is complaining to me about something that happened with the druids.
Now what the hell happened here other than standard Larian's mess? I think at some stage, I don't if it happened when I chose attack in the dialogue or at later stage, the quest to kill Khaga triggered. But no context, no proper resolution, no nothing. And it all started from me choosing a dialogue line, so again, I didn't even try to break the game but it broke so easily.

Or not? You chose to fight the druids when they tried to prevent your entry. There are story reasons for Rath to say "we won", and just because you didn't get the dialog, doesn't mean that his stance suddenly changed, it just means that you didn't get to the point where you got his dialog about the situation. While Zavlor didn't give you his quest, it's on his mind when he sends you to talk to Khaga, that's why there's an actual quest for it, after all. You chose to break that continuity. So the only way to fix this is to eliminate player choice at that juncture? Choices have consequences, you made your choice, and now it's somehow because the game is broken?

If there are story reasons for Rath to say "we won" I honestly have no idea what they are. even if I did know, it wouldn't make the scene better because in the scene itself it was not included. I described exactly what I did and what happened. if the game can't handle this choice and keep the story coherent and sensible, the choice shouldn't be there. as simple as that. Perhaps years of bioware have spoiled me, but I expect my games to make a narrative sense. If you gave me an option to do something and it destroyed any semblance of reason to the story, you should either think of how to make the story work despite of my choice or remove it.

since I can't seem to explain myself properly, I'll give a positive example. In the witcher 3 you have to find Ciri and you have three choices as to where to start looking. Level wise, it makes sense to go to the Baron's place for the start, otherwise, you will face very difficult enemies. but since you have this choice, the game is built in a way that allows you to do it. the game doesn't simply assume you will start valen and if you started your adventure in skelige, when you reach Novigrad people will ask you how you did there. moreover, the plot is set up in a way that allows you to visit these three places in any order you want, since you need to visit all of them to have full picture of where ciri is. If the witcher main quest line was designed like this quest from BG3, I would be lucky if I even knew I'm searching for ciri.


Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
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Another example, a rather famous one. I didn't write it but this is exactly what I'm talking about. From a post on Reddit by Plumppotato:

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Anyone else think the first interaction with Astarion feels, off? I think it's because by the time I meet him, I've usually already recruited Shadowheart and on my second playthrough, Gale. Which means they're both standing there while I rassle him on the ground with a knife to my neck, doing nothing. This could be fixed with either a simple move or a line of dialogue. Maybe having him be the first possible companion you meet, just after waking up on the beach, even sooner than Shadowheart. That way you're alone when he attempts to attack you. Or, by including a line where he says something along the lines of "stay back or I'll slit his/her/their throat!" If the game detects party members with you.

Just my 2 cents.

This one has a chance to get fixed since it happens so early and most people came across it.
I don't think even Morrigan from Dao or Candrous from Kotor would simply stand around and watch your character being knifed

Last edited by Abits; 20/10/20 08:19 AM.

Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
Joined: May 2016
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Druids not attacking you is a bug, just so you know. Attacking Khaga triggers a war between the druids and the tieflings, and you have to kill all the druids.

Last edited by Kadajko; 22/10/20 09:32 AM.
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Interesting points. Because in many cases I don't feel I see the same.

I'm amazed at how well the story adapts to what I do, and exactly how many possible solutions you have to the Goblin problem. The times it feels "off" is when there's some clear miss-matching in dialogue, but I tend to excuse that as this being EA. (Astarion talking about being a vampire, before you have the scene where you find out)

I agree there's things you could improve, but as consequences of actions go, I feel BG3 is one of the best RPGs to actually do this.

Personally I haven't seen mechanics come before the story telling, but I do feel the story telling is incomplete (and bugged at times). I would love to see MORE interaction BETWEEN the party. I got one scene after a dream sequence where at least two characters interact, which is amazing.
To compare to BG1, the first time I played I got so surprised when the evil party members and the good party members began fighting.

But all in all I feel there's a good balance between story and mechanics.

Especially when you lean into the tadpole power and start getting the dreams I feel an urge to see what happens next, there's a bigger mystery here, that I'm looking forward to seeing.


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I agree with Abits estimate about Larians priorities. This feels more like a DOS3 with D&D adjectent rules. But I disagree, that they should refocus on story.

My biggest hope is actually a GM mode, where a DungeonMaster can set up fights for players. I would love to have a beautiful digital platform for the fights of our tabletop group (especially the online games). The social interactions would be done by GM narrative, wheras any battles are handled by the game engine. But this hinges on Larian actually implementing a 'true hardcore tabletop rules mode' or at least offering one as an option.
If combat rules and monster statblocks are implemented faithfully.... I already plan to pressure five more people into buying this game or gift it to some outright (that's 300$ more for Larian). But only if it's follows the tabletop closely.
Even if the story is great, at most two other people in our group would actually play an rpg on the computer.

Their current construction of a DOS and D&D hybrid is a useless distraction for me. Rules changes (like granting too easily advantage) warps the rules and requires rebalancing many, many other things. This causes a chain reaction of changes. This costs Larian time and money. Time and money that could have been spent in implementing the core rules exactly as written and on the story I suppose.

Last edited by Akunu; 23/10/20 04:18 PM.
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Originally Posted by Akunu
I agree with Abits estimate about Larians priorities. This feels more like a DOS3 with D&D adjectent rules. But I disagree, that they should refocus on story.

My biggest hope is actually a GM mode, where a DungeonMaster can set up fights for players. I would love to have a beautiful digital platform for the fights of our tabletop group (especially the online games). The social interactions would be done by GM narrative, wheras any battles are handled by the game engine. But this hinges on Larian actually implementing a 'true hardcore tabletop rules mode' or at least offering one as an option.
If combat rules and monster statblocks are implemented faithfully.... I already plan to pressure five more people into buying this game or gift it to some outright (that's 300$ more for Larian). But only if it's follows the tabletop closely.
Even if the story is great, at most two other people in our group would actually play an rpg on the computer.

Their current construction of a DOS and D&D hybrid is a useless distraction for me. Rules changes (like granting too easily advantage) warps the rules and requires rebalancing many, many other things. This causes a chain reaction of changes. This costs Larian time and money. Time and money that could have been spent in implementing the core rules exactly as written and on the story I suppose.

There's a newer and more up to date topic about the issues I raised here. I addressed the concerns you raised here there, specifically the argument about the story versus the gemeplay. I would be delighted to read your comment about it https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=712296#Post712296


Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
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Interesting ....but ultimately it’s the first act we all know the premise of the story & yes woven through that are the side missions & quests that make the game interesting. I’m sure the narrative will begin to take a sharper focus from act two - lord of the rings & many other awesome story lines are not in a one book short story.
For the dynamics to make a good game & a good story need to give this a bit more time.

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