ts only a joke ofcourse, but the point is ... once you let people decide, they will allways demand more.
That's why there should be a focus on more important npcs and quests.
Maybe ... but that is more problem of unimplemented reactions for knock out, than anything else.
To be fair, yes, but also a few things like the leader/morale mechanic and little bit of choice, when it comes how to plan the battle would not hurt.
I know you want to see some disadvantage debuff for army without the leader, but i dont see why killing part of defending group should not count ...
The game should count with it to be sure, its kinda sad that if you manage to wipe out whole groove before you even talk to Minthara, there is no way to tell her. frown
I just used the wrong word I believe, now I will correct myself. What did I mean, is that an additional way of altering the invasion, besides killing part of defenders, should be possible.
Oh yes, btw, the grove attack is absurdly bugged if you kill everyone and then go to cleric of the Absolute. They.. still try to initiate the siege, with noone being there. That's strange...
After Patch 4 arive, i would certainly try redeem Kagha, or free Halsin just after start the siege, just to see if they will help defending the groove or not ..
Interesting. I will try to do it myself as well.
Funny how many people quote those numbers ignoring the fact that:
- Usualy people tend to "good side" and common rate is 35/65 smile
- When people choose wich side they join, they usualy dont know rest of the story, so at least part of those numbers was completely irelevant to concidering how well was whole quest line presented.
- In many cases dices decide for you, bcs you want to persuate, intimidate, or deceive someone ... and you simply fail. laugh
So we still could try to fix the ratio. It's not that bad, if what you say is true, but could be better. Many people would side with Minthara if killing the Tieflings would not be required or if we could be introduced towards the goblins in a way, that would make them respect us more.
As for the side, yes, sadly until you join the drow lady and manage to finish the story, you really don't know what is going on. Giving the players a bit more of clues, could help with it.
There are few moments as well, when the game tries to tell us "how bad we are". This shouldn't be a thing.
If players will have such desire, they will be able to minimise the RNG aspect or even completely disable it in the future. Larian already considers a few solutions, source below.
https://screenrant.com/baldurs-gate-3-rng-frustrations-dnd-5e-die/It just depend on your point of View ...
Rightfull knight in shiny armor for people is horrible murderer for goblins. laugh
What did I mean, is that the goblin camp interaction could be a little more friendly towards the player. They should be still evil, but not so repulsive towards the PC. At this moment, only Minthara seems to have anything resembling friendly behavior, which helps a lot with humanising her. We don't get to know this though, until the very end of the quest.
Also it's pretty hard to get inside the camp as far as I know without Sazza/being drow or multiple dice rolls.
And this - "There are few moments as well, when the game tries to tell us "how bad we are". This shouldn't be a thing. ", still counts here.
It makes sence ...
And it even makes sence if you ignore (or simply dont know, bcs you kill her before she tells you) that part where Minthara confess to you that acording to plan, you were suppose to die today.
You leaved with one of their leaders, not as her equal (even if you are allowed to think that) but as usefull aset, nothing more, nothing less ... so if you return next day after battle without her, its quite clear that she didnt survive, but you did ... so you either betray her, or failed your duty to defend her with your life.
There is litteraly no way goblins keep friendly after battle.
That's actually pretty good explaination, made by you, about the camp going hostile post-invasion.
that part where Minthara confess to you that acording to plan, you were suppose to die today.
You leaved with one of their leaders, not as her equal (even if you are allowed to think that) but as usefull aset, nothing more, nothing less
The problem is that, the end is clearly the best part of the entire quest-line. It gets really interesting basically during the party/talk in the camp, when we learn more about what was going and and about the drow priestess herself, with a clue of what might happen later.
Now, after having mercy on you, she is risking so much to keep you safe. A heel-face turn from the least expected person and in suprise moment, with a logical reasoning behind it.
It could be possible that we will meet her later, being imprisoned/punished by the Absolute, with her expecting us to save her now. Or she will introduce us to the Absolute, if PC surviving won't be counted as a failure by her superiors. But that's just a speculation.