No it does, the unchained group was and example for not being in the group and wanting specific tactical location instead. You would get you location while out of battle and join late. end of story. If you want everyone to join at the same time you keep everyone in the same group.
I'm not talking about being on the othe side of the map. Lets look at example: Ogre trio. You saw them, positioned your characters in different parts of that building (you can't do it without unchaining). And sent one charcter in to talk. Now when fight starts only the talker gets in combat, and rolls low initiative. Ogrs reposition and pull in Astarion who was behind the corner. Astarion don't get his turn in the first round. If he had rolled initiative wis everybode, he would get his turn, he would be notised as befor but he still would be able to act.
Whats your point? I don't think I've had problems getting the additional attacks from characters in the back not in the combat. If npcs run around and Gale gets thrown into combat so what, that would be your mess up.
Being noticed isn't the problem. Having events play out differently depending on your real life speed is wrong for a tactical turn-based game.
The surprise quote was directed at Drath for the surprise questions. It was also to clear that up just encase it wasn't clear how surprise worked for anyone else. Cause right now the additional attack shooting into combat is not a surprise round.
I wasn't trying to invalidate your post about surprise. It just isn't the only way for the system to break. OP had an example with a patrolling guard. The route that should take 2 minutes happens in a span of 1 round, speeding it up 20 fold.
Do you really think Larian will radically change the game so everything goes into combat, especially in a co-op scenario? No
My opinion on this is irrelevant.
The point of early access is to test different aproches. Larian staited multiple times that they are not afraid of redoing things.