Originally Posted by Dastan McKay
Originally Posted by fallenj
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.

Originally Posted by fallenj
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.

Originally Posted by fallenj
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.

Originally Posted by fallenj
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.

I figured you wasn't talking about the whole map (but it took it at face value just encase), would be pretty extreme...but still in the first scenario it would still apply. I went in game and tested this, dialog is bugged but still works. So basically you talk to the orges with La'zel put Will in the corner unstealthed. My two custom characters one sits behind the flipped desks and the other on the northern exit outside the building. Swapped back to La'zel (dialog missing but I can still hit the attack button), hit attack. Ogres, La'zel, and Will roll initative. The two stealths stay out of combat.

The two stealths should be pulled into combat being close quarters but are not, so ya that is a problem. I can see what your talking about from a reply earlier. There is also the problem where if you have someone in combat and you swap toons to setup a ambush the additional characters continuously roll stealth checks vs perception every second. This can be fixed by turning on turn based mode. So I setup the scenario in the same spots and they still was out of combat with Celcie being spotted so she lost stealth and was thrown into combat.

Next test I put La'zel into dialog again (found out the dialog shows up if I actually stay on the character and npcs start talking, if you start dialog and instantly swap to another toon, it bugs), move both my customs Celcie and Francis into areas where they can be seen by the orges and started turn based mode on. Applied stealth to both characters Celcie failed and Francis succeeded, started combat and Francis stayed out of combat and turn based mode got kicked off for him. As soon as turn based mode shut off, he started rolling stealth checks every second again.

They could go tweak the turn based feature so that stealth toons actually start in the scenario.

Quote 3: I've never seen anything like that and the only thing my original reply was about is additional attacks into combat. Trying to make it clear that the additional attacks into combat isn't a surprise round.

Quote 4: True, what you said was a radical change and was taken at face value though. Making the whole world into turn based mode is extreme and dumb. For example in co-op combat can be started accidently walking into hostile npcs while another player could be selling crap in another town.

Last edited by fallenj; 01/03/21 04:50 PM.