Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 4 of 8 1 2 3 4 5 6 7 8
Joined: Mar 2020
veteran
Offline
veteran
Joined: Mar 2020
Originally Posted by Elessaria666
Originally Posted by Etruscan
The insinuation that you have to dumb down DnD to appeal to a broader audience does not seem to make sense to me, given the huge rise in popularity of the PnP game.
Go to SteamDB and compare pre-release sales, concurrency figures and average playtime for BG3 and Solasta and you have your answer. It might not make sense to you but it's an out-and-out fact of the modern gaming genre. The PnP game may have increased its following significantly, but computer gaming has exploded in the last 10 years and now for the first time console players exceed PC players.

I've not seen a single person argue anywhere that Solasta isn't a much better, truer adaptation of the DnD ruleset to a cRPG format than BG3. It even has higher ratings from its players than BG3, probably as a direct result.

But BG3 has sold more copies, more people who bought it played it, they played it for longer, and are still playing it. Of couse that's an over-simplified perspective, but it's compelling all the same...

[Linked Image from imgur.com]

There's something weird about those numbers and I'm guessing it has something to do with the way Tactical Adventures shares info with steam. I got onto steamdb to see if the numbers changed. After all, the spring patch just came out, people are asking for help with the new quests so someone is playing. But the average didn't go up. I mean I would believe the numbers are sound if the median was zero and the average only had a mild uptick but the fact that the numbers didn't move at all tells me that there is some sort of flaw in the way that website garners information.

Or perhaps everyone is like me -- buy on GoG, turn off telemetry and use your firewall to prevent the program from accessing the internet . . .

But sure, BG3 is going to have bigger numbers. Just as Star Wars Episode 12 will have bigger numbers than will some indy sci flix. Larian is huge multi-national company and this is the flagship IP of DnD CRPGs.

Right now I don't there is a way to avoid the conclusion that BG has the better story and graphics and Solasta has the better game play. And this thread is about the game mechanics and not about the graphics and story.

Joined: Jan 2021
addict
Offline
addict
Joined: Jan 2021
Solasta seems to have a better player retention overall. (Using 24 peak over sales estimate). Player retention is where we really get to see the impact of gameplay instead of brand recognition and graphics.
  • For Solasta the player retention 1090/200000 is .55%
  • For BG3 the player retention 4899/2000000 is .24%

(Whether we use SteamSpy or PlayTrackers estimates we see the same trend).

Last edited by DragonSnooz; 29/03/21 05:56 PM.
Joined: Sep 2017
G
addict
Offline
addict
G
Joined: Sep 2017
And the number of random grunt enemies that all have elemental projectiles or throw items is way too many. It's just ridiculous how everyone has something to throw at you.

Joined: Feb 2020
Location: Belgium
veteran
Offline
veteran
Joined: Feb 2020
Location: Belgium
Originally Posted by Grudgebearer
Originally Posted by Maximuuus
Originally Posted by Grudgebearer
In it's current state, I doubt they are going to really satisfy any group, it plays like a DOS game hampered by having characters that are built around 5E, and then had their class skills nullified by DOS game features.

Honnestly I think everyone agree that the game has a huge potential but it's strange to see (some) D&D and DoS fans dissapointed.

The game has it's ass between 2 chairs and is not fully satisfying whatever you like more one or the other.

I really think that they should try to keep the whole balanced (their mechanics + D&D).

Choices for fun are 100% fine (like barrelmancy, unlimited items to stole,...) but a lot of players also enjoyed DoS because it's a strategy TB game. On the other hand a lot enjoy D&D because it has hundreds of possibilities.

Not sure how combats could be satisfying if those hundreds of possibilities are close to useless and if at the same time, the strategies to use are always the same.

"Don't like it, don't use it" works for fun choices like barrelmancy but not with the main features of the game. By main feature I mean verticality, close combat rules, how magic works,... But ofc even dipping and throwing items are main features of this game (we have a specific bonus/action)... And I'd love being able to choose them among many other possibilities rather than "don't use it because it's OP".

The problem is that DOS mechanics are inimical to 5E. Couple that with Larian's cavalier rule changes, and you've just got a poorly balanced game, that plays like DOS2 with characters built for another game.

The problem with just saying "barrelmancy and the other Larian tropes are optional", is that they really aren't. Barrels litter the landscape, and if you don't use them or at least acknowledge them and plan around them, then the AI will. Same with push, same with height for automatic Advantage.

If their goal was to make a game that differentiated from DOS, and didn't feel like a 'reskin', then at the moment, they've failed.

I don't really know what DoS mechanic you're talking about but if surfaces is something you have in mind, I have to disagree.
A new Baldur's Gate game should definitely have surfaces effects and environment interactions. This also exist in D&D and many spells can create surfaces and I guess a lot of DM would allow players to electrify a water surface.

What's going wrong is not Larian's ideas at all... It's only a matter of balance and the result is 100% contrary to their desire to give us more choices/tools.
Their basics homebrewed mechanics are just too powerfull and they will be the only viable choices to survive higher level of difficulty.

Our tactical skills or D&D knowledge doesn't really matter in combats - what matter is your knowledge of the OP mechanics Hundreds of things become a bad or unoptimised at all choice because : there are way better choices in the basic mechanics of BG3.

- I love having highground bonuses in tactical TB games.
- I'd love being able to flame my arrows in a fantasy tactical TB games.
- I'd love being able to throw traps/throwable usefull items to my ennemies during combats.
- I love that my position in melee really matter.
- I'd love being able to put power on the ground to ambush ennemies and put the ground on fire...
- I... Don't like being able to eat during combats... Honnestly I can't live with this one.

But what I hate more than anything else is that those mechanics are totally broken.

At the moment it completely ruins the "tactical" in "tactical combats". After 1 playthrough in a normal game mode everyone is going to be a Baldur's Gate 3 master. There's nothing to really know about classes uniquenesses or encounters to beat the game... you have to know those homebrewed rules.
I have to choose which cool thing to use or not because it's a meaningfull question that have a HUGE impact on the game's difficulty.
After watching 30 minutes of youtube video I know everything I have to know about "how to win in Baldur's Gate 3 ". Higher level of difficulty will only be a bit more "die and retry".

They just have to tweak their homebrewed to give us an amazing tactical game. (and add 1 party size slot, for many reasons)

Honnestly I don't share your though at all about barrels.
I think I saw ennemies using them at a single location, in the entrance of the blighted village.
It has no impact on my experience and if being in BG3's guiness book for the "greater explosions category" is something other players like... Why not ?

Last edited by Maximuuus; 29/03/21 07:02 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Originally Posted by Maximuuus
They just have to tweak their homebrewed to give us an amazing tactical game. (and add 1 party size slot, for many reasons)

Honnestly I don't share your though at all about barrels.
I think I saw ennemies using them at a single location, in the entrance of the blighted village.
It has no impact on my experience and if being in BG3's guiness book for the "greater explosions category" is something other players like... Why not ?

Fun fact, if believe this screenshot from demo version of the game, we could have had 5 slot for party. Why did they change that?

[Linked Image from video-images.vice.com]


I don't speak english well, but I try my best. Ty
Joined: Oct 2020
addict
Offline
addict
Joined: Oct 2020
Originally Posted by DragonSnooz
Solasta seems to have a better player retention overall. (Using 24 peak over sales estimate). Player retention is where we really get to see the impact of gameplay instead of brand recognition and graphics.
  • For Solasta the player retention 1090/200000 is .55%
  • For BG3 the player retention 4899/2000000 is .24%

(Whether we use SteamSpy or PlayTrackers estimates we see the same trend).

I mean we have only 1 act... Solasta has more content, doesn't it?


I don't speak english well, but I try my best. Ty
Joined: Oct 2020
Z
addict
Offline
addict
Z
Joined: Oct 2020
Originally Posted by mrfuji3
Originally Posted by Elessaria666
Originally Posted by mrfuji3
Unless you're arguing that old BG fans want only the mechanics and game features that were in BG 1&2 and no more, which is such an incredible strawman that there's not much more to say.
Whilst I take your broader point, I have seen old BG fans arguing exactly that. Had an entire Youtube comment argument with someone claiming that a Baldur's Gate game shouldn't call itself Baldurs Gate unless it's RTWP...
There are of course extremists, but I think (I hope) that these are in the, possibly loud, minority. As a BG and crpg fan, it's obvious to me that it is not one specific mechanic that defines a game. BG3 can be a faithful sequel to the BG franchise without perfectly recreating its mechanics.

In fact, it is impossible for BG3 to perfectly recreate all of BG1&2 because there is no way that WotC will allow Larian to use older versions of D&D. Changes are required, and even can be good, while still retaining the spirit of BG, whatever that is.

Originally Posted by Elessaria666
I've not seen a single person argue anywhere that Solasta isn't a much better, truer adaptation of the DnD ruleset to a cRPG format than BG3. It even has higher ratings from its players than BG3, probably as a direct result.

But BG3 has sold more copies, more people who bought it played it, they played it for longer, and are still playing it. Of couse that's an over-simplified perspective, but it's compelling all the same...
A more useful metric would be comparing the ratios of (# of copies sold)/($ spent on development and advertising). Of course BG3 is going to sell better; it's the game from the company that had a huge hit with DOSII, it has a much larger development team, and has had a much higher budget. Whereas Solasta is the first game from a development team of ~12 people.

Also, BG3 selling better than Solasta doesn't mean that all of Larian's decisions are justified. If Larian had made BG3 more faithful to 5e, it could be selling 50% better...or it could be selling 50% worse. But I argue it'd probably be selling better, given the near ~universal praise for Solasta's mechanics, and the decent chunk of negativity for BG3's mechanics

The chunk of negativity isn't even widespread, it's purely directed by 5e DnD cultists who think their dice marathon gameplay makes for a superior experience to Divinity.



Cleric solo Redcaps

How can anyone find this combat where the outcome of a fight is whether the dice gives you saving throw or not, or whether you can kill an enemy before being swarmed by making the dice roll is beyond me.

I can already tell his video likely involved several save reloading in case the dice rolls didn't favor him.

It's absolutely abysmal videogame design. Keep that crap for tabletop trolling with friends; this design has no place in a single player RPG videogame experience.

Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

Last edited by Zenith; 29/03/21 07:02 PM.
Joined: Feb 2020
Location: Belgium
veteran
Offline
veteran
Joined: Feb 2020
Location: Belgium
Originally Posted by Zenith
The chunk of negativity isn't even widespread, it's purely directed by 5e DnD cultists who think their dice marathon gameplay makes for a superior experience to Divinity.

I'm not a D&D 5 purist at all but I think that a better balance between Larian's homebrewed and D&D would lead to a superior experience to Divinity.
Is that negativity ?

Originally Posted by Zenith
I can already tell his video likely involved several save reloading in case the dice rolls didn't favor him.

It's absolutely abysmal videogame design. Keep that crap for tabletop trolling with friends; this design has no place in a single player RPG videogame experience.

Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

This video is boring because he's playing a solo cleric.
Being able to play a solo cleric easily in a normal game mode shouldn't be possible.

On the other hand, encounters aren't designed to play with a solo character...that's why it's so slow.

About missing seriously I'm laughing...
He missed once with 60% to hit... Once with 94 %... Once with 54%

Out of what ? 15 actions ???
3 turns / 15... Seriously how could that be a problem ?

Did you really play any other tactical TB games ?
Because this has nothing to do with D&D.

Last edited by Maximuuus; 29/03/21 07:23 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
Joined: Mar 2020
veteran
Offline
veteran
Joined: Mar 2020
Quote
Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

That was entertaining, thanks. I used to say "no one is arguing for a DOS reskin" but now I can't say that can I?

They really haven't done that much for 5th edition fans. They removed surfaces from cantrips -- good move -- but then went back on that and restored some surface effects.

Which to me just means they are relying on old tricks and don't see the potential in the ruleset they are working with.

Joined: Oct 2020
Z
addict
Offline
addict
Z
Joined: Oct 2020
Originally Posted by Maximuuus
Originally Posted by Zenith
The chunk of negativity isn't even widespread, it's purely directed by 5e DnD cultists who think their dice marathon gameplay makes for a superior experience to Divinity.

I'm not a D&D 5 purist at all but I think that a better balance between Larian's homebrewed and D&D would lead to a superior experience to Divinity.
Is that negativity ?

Originally Posted by Zenith
I can already tell his video likely involved several save reloading in case the dice rolls didn't favor him.

It's absolutely abysmal videogame design. Keep that crap for tabletop trolling with friends; this design has no place in a single player RPG videogame experience.

Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

This video is boring because he's playing a solo cleric.
Being able to play a solo cleric easily in a normal game mode shouldn't be possible.

On the other hand, encounters aren't designed to play with a solo character. Of course missing once twice is boring...

But did you really play any other TB games ?
This has nothing to do with D&D.


The video is boring because you know the outcome of that fight is down to a dice roll. He was able to survive that solo fight because with Light Cleric's passive of imposed disadvantage on enemies plus his heightened AC, he had a better dice roll to dodge the Iron Foots that would have 2 shot him several times.

But it's just that, if the dice roll had not gone his way, the video would have been over in less than 40 seconds.

Including his entire party doesn't make it more interesting. If you're playing without the vaunted "homebrew", it boils down to a bunch of actions with 50-70% hit chance, and about half your playtime spent missing attacks and hoping the same applies to the enemy so you don't eat an attack for more than half your health from a single enemy.

And it's not just the combat, putting down dialogue outcomes down to dice rolls is horrid design as well, meant to rob you of playtime by having you play the save reload game wasting your time on asinine mechanics.

I wouldn't be surprised if some modder manages to delete the awful dice a rama casino play off the game, but it shouldn't take a modder to realize that playing the game in 7-10+ individual participant turns with a single action turn where half the abilities miss makes for a deplorable gameplay experience.

I can see my criticism of the video completely flew over your head, because you say that missing rarely happened in the video. That's the point, that the dice roll went his way for that video to be possible, otherwise the video would have been cut short rather early.

People like to be in control of the outcomes through their own decisions, not have the outcome of a fight drastically come down to the roll of a dice.

Last edited by Zenith; 29/03/21 07:26 PM.
Joined: Feb 2020
Location: Belgium
veteran
Offline
veteran
Joined: Feb 2020
Location: Belgium
Originally Posted by Zenith
Originally Posted by Maximuuus
Originally Posted by Zenith
The chunk of negativity isn't even widespread, it's purely directed by 5e DnD cultists who think their dice marathon gameplay makes for a superior experience to Divinity.

I'm not a D&D 5 purist at all but I think that a better balance between Larian's homebrewed and D&D would lead to a superior experience to Divinity.
Is that negativity ?

Originally Posted by Zenith
I can already tell his video likely involved several save reloading in case the dice rolls didn't favor him.

It's absolutely abysmal videogame design. Keep that crap for tabletop trolling with friends; this design has no place in a single player RPG videogame experience.

Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

This video is boring because he's playing a solo cleric.
Being able to play a solo cleric easily in a normal game mode shouldn't be possible.

On the other hand, encounters aren't designed to play with a solo character. Of course missing once twice is boring...

But did you really play any other TB games ?
This has nothing to do with D&D.


The video is boring because you know the outcome of that fight is down to a dice roll. He was able to survive that solo fight because with Light Cleric's passive of imposed disadvantage on enemies plus his heightened AC, he had a better dice roll to dodge the Iron Foots that would have 2 shot him several times.

But it's just that, if the dice roll had not gone his way, the video would have been over in less than 40 seconds.

Including his entire party doesn't make it more interesting. If you're playing without the vaunted "homebrew", it boils down to a bunch of actions with 50-70% hit chance, and about half your playtime spent missing attacks and hoping the same applies to the enemy so you don't eat an attack for more than half your health from a single enemy.

And it's not just the combat, putting down dialogue outcomes down to dice rolls is horrid design as well, meant to rob you of playtime by having you play the save reload game wasting your time on asinine mechanics.

I wouldn't be surprised if some modder manages to delete the awful dice a rama casino play off the game, but it shouldn't take a modder to realize that playing the game in 7-10+ individual participant turns with a single action turn where half the abilities miss makes for a deplorable gameplay experience.

People like to be in control of the outcomes through their own decisions, not have the outcome of a fight drastically come down to the roll of a dice.

Man this has nothing to do with dice rolls.

%to hit is something that exist in MANY games (even if you don't always see it). Don't call it "dices" if you will... But RNG is a part of many games... DoS included.

Dialogue has nothing to do with combats but they're doing an amazing job with RNG in dialogs.
I still discover unexpected situations after hours and hours and I don't think it's bad. Larian is doing an amazing job with the "dices" outside combats.

Let's balance combats to have real tactical combats but the game has the potential to become the best tactical TB games I've ever saw...
D&D's extreme wealth + Larian's imagination could lead to something that has never been done. But everything has to weight the same in the balance.

Last edited by Maximuuus; 29/03/21 07:35 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
Joined: Aug 2014
veteran
Offline
veteran
Joined: Aug 2014
Originally Posted by Grudgebearer
In it's current state, I doubt they are going to really satisfy any group, it plays like a DOS game hampered by having characters that are built around 5E, and then had their class skills nullified by DOS game features.

This pretty much sums it up.

The combat is an unsatisfying mess between two systems. For anyone expecting 5e combat it's a dumbed down climbing and pushing race where clever resource management doesn't mean anything. The spirit of D&D adventuring is pretty much gone when you return to your base after each "day" of visiting locations on a theme park style map. It's like going home after work IRL. For DOS fans it has weird rules about resting and spell preparation that seem more like a hindrance because it just amounts to having to do more clicks. And you can't go off like SuperSayian during a turn because D&D is more grounded especially at lower levels.

Larian are too stubbornly stuck with their own preferred gameplay to even see the strengths of D&D. Traditionally, D&D crpgs that follow the rules and their spirit are excellent games (IE games, NWN, Pathfinder), and the games that try to make it "a good video game" like Sword Coast Legends fail miserably. It's time to take the Divinity hat off for good, put the professional game dev hat on, and let the game become the best D&D game it can.

Last edited by 1varangian; 29/03/21 07:38 PM.
Joined: Dec 2020
Location: CA
S
addict
Offline
addict
S
Joined: Dec 2020
Location: CA
Originally Posted by Maximuuus
Man this has nothing to do with dice rolls.

%to hit is something that exist in EMANY games (even if you don't always see it). Don't call it dice if you will... But RNG is a part of many games... DoS included.

Dialogue has nothing to do with combats but they're doing an amazing job with RNG in dialogs.
I still discover unexpected situations after hours and hours and you think it's bad ? Larian is doing an amazing job with the "dices" outside combats.

Let's balance combats to have real tactical combats but the game has the potential to become the best tactical TB games I've ever saw...
And that's because D&D's possibilities + Larian's imagination could lead to something that has never been done.

I will say there maybe something wrong with Larian’s RNG. Spells with saves often fail for me to the point I don’t bother using Sacred Flame or Guiding Bolt anymore.

I don’t have the problem in the other game and hit pretty consistently.

Joined: Oct 2020
Z
addict
Offline
addict
Z
Joined: Oct 2020
Originally Posted by Maximuuus
Originally Posted by Zenith
Originally Posted by Maximuuus
Originally Posted by Zenith
The chunk of negativity isn't even widespread, it's purely directed by 5e DnD cultists who think their dice marathon gameplay makes for a superior experience to Divinity.

I'm not a D&D 5 purist at all but I think that a better balance between Larian's homebrewed and D&D would lead to a superior experience to Divinity.
Is that negativity ?

Originally Posted by Zenith
I can already tell his video likely involved several save reloading in case the dice rolls didn't favor him.

It's absolutely abysmal videogame design. Keep that crap for tabletop trolling with friends; this design has no place in a single player RPG videogame experience.

Their biggest mistake is trying to please the 5e crowd, which will be insatiable and only cares for strict adherence to their sacred book regardless of how many potential players not interested in 5e tabletop play it alienates. They should have kept the Forgotten Realms IP and storytelling and discarded the awful 5e in favor of creating their own cRPG game, which has brought them to the financial success that they are by this point.

This video is boring because he's playing a solo cleric.
Being able to play a solo cleric easily in a normal game mode shouldn't be possible.

On the other hand, encounters aren't designed to play with a solo character. Of course missing once twice is boring...

But did you really play any other TB games ?
This has nothing to do with D&D.


The video is boring because you know the outcome of that fight is down to a dice roll. He was able to survive that solo fight because with Light Cleric's passive of imposed disadvantage on enemies plus his heightened AC, he had a better dice roll to dodge the Iron Foots that would have 2 shot him several times.

But it's just that, if the dice roll had not gone his way, the video would have been over in less than 40 seconds.

Including his entire party doesn't make it more interesting. If you're playing without the vaunted "homebrew", it boils down to a bunch of actions with 50-70% hit chance, and about half your playtime spent missing attacks and hoping the same applies to the enemy so you don't eat an attack for more than half your health from a single enemy.

And it's not just the combat, putting down dialogue outcomes down to dice rolls is horrid design as well, meant to rob you of playtime by having you play the save reload game wasting your time on asinine mechanics.

I wouldn't be surprised if some modder manages to delete the awful dice a rama casino play off the game, but it shouldn't take a modder to realize that playing the game in 7-10+ individual participant turns with a single action turn where half the abilities miss makes for a deplorable gameplay experience.

People like to be in control of the outcomes through their own decisions, not have the outcome of a fight drastically come down to the roll of a dice.

Man this has nothing to do with dice rolls.

%to hit is something that exist in EMANY games (even if you don't always see it). Don't call it dice if you will... But RNG is a part of many games... DoS included.

Dialogue has nothing to do with combats but they're doing an amazing job with RNG in dialogs.
I still discover unexpected situations after hours and hours and you think it's bad ? Larian is doing an amazing job with the "dices" outside combats.

Let's balance combats to have real tactical combats but the game has the potential to become the best tactical TB games I've ever saw...
And that's because D&D's possibilities + Larian's imagination could lead to something that has never been done.

% hit barely exists in any modern RPG. Don't confuse it with crit %, they're not the same thing. In DoS, % hit is absolutely negligible, and a caster doesn't spend AP on a 50% chance to hit spell they can only cast 5-7 times before a long rest is needed, on top of the fact spellcasters in DoS get to weave all their spells without some contrived restriction of Concentration.

"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.

Joined: Sep 2020
veteran
Offline
veteran
Joined: Sep 2020
Originally Posted by Zenith
"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.
Larian had to implement weighted dice because their base rng system is bad and leads to streaks. If you get one bad roll, you're much more likely to get subsequent bad rolls.
Larian's "weighted dice" actually just corrects for this problem and is more consistent with a truly uniform distribution.

It has nothing to do with dice rolls. Dice rolls are almost exactly the same as percentage rng, just with less precision. There could be an argument that everything is left too much to chance, but the solution for that is to decrease the AC of enemies and the difficulty of dialogue checks, not necessarily throw out the d20.
Similarly, one could argue that failing isn't fun (one of Larian's stated goals), but that indicates a problem with Larian not providing fun failure options.

Joined: Aug 2014
veteran
Offline
veteran
Joined: Aug 2014
Originally Posted by Zenith
% hit barely exists in any modern RPG. Don't confuse it with crit %, they're not the same thing. In DoS, % hit is absolutely negligible, and a caster doesn't spend AP on a 50% chance to hit spell they can only cast 5-7 times before a long rest is needed, on top of the fact spellcasters in DoS get to weave all their spells without some contrived restriction of Concentration.

"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.
Ok.. a few things.

First, variance vs. predictable results isn't right or wrong, it's just different. I absolutely hate working my way through the inflated HP pools of enemies in DOS or Dragon Age. Their combat lacks impact and feels like an arcade game. Everything looks overpowered but feels underpowered. I find it much more satisfying to miss an enemy 3 times and then kill them with one good WHACK. I like my RPG combat to look more realistic rather than gamey. It makes the setting feel more real and the story more believable as a result.

Secondly, Larian is not DM'ing the skill checks well. They make you roll for too many things. They could be using thresholds and passive checks much more often in stress-free situations so skilled characters wouldn't fail at simple things while someone without any skill can oddly succeed at something difficult. But also, you as a player need to learn to accept failure and let the story take that turn rather than reload a difficult check over and over and complain about it. That's the game. You don't get to decide how the world reacts to your character. PC's have stats and skills you can influence to make them more or less likely to succeed at things. Once you accept that, you will have a better experience. And it's Larian's job to make interesting twists happen from failed checks to teach players this. Of course then you can reload until you fail and complain about that too. =)

Last edited by 1varangian; 29/03/21 07:58 PM.
Joined: Oct 2020
Z
addict
Offline
addict
Z
Joined: Oct 2020
Originally Posted by mrfuji3
Originally Posted by Zenith
"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.
Larian had to implement weighted dice because their base rng system is bad and leads to streaks. If you get one bad roll, you're much more likely to get subsequent bad rolls.
Larian's "weighted dice" actually just corrects for this problem and is more consistent with a truly uniform distribution.

It has nothing to do with dice rolls. Dice rolls are almost exactly the same as percentage rng, just with less precision. There could be an argument that everything is left too much to chance, but the solution for that is to decrease the AC of enemies and the difficulty of dialogue checks, not necessarily throw out the d20.
Similarly, one could argue that failing isn't fun (one of Larian's stated goals), but that indicates a problem with Larian not providing fun failure options.

RNG has always lead to streaks. Putting in bad luck protection is just curtailing what RNG is. You don't just make one side of the coin heavier so it favors landing the face you want more often and call it still random, because then it isn't. And that is the crux of the argument, that you could reduce the AC of enemies or difficulty dialogue checks, but getting that 3 roll on a 5 roll is still equally aggravating and the outcome is the same, you end up staring at the loading bar again. Same for missing 30% of the time instead of 50%; that miss feels like total ass regardless, especially on limited spell slots. They could mitigate it by making it so if a spell misses, the spell slot isn't consumed, but that is currently not the case, and even if it were, spending the Duegar boat fight against same level enemies with the best magic gear by the end of EA missing over half of Gale's spells and feeling forced to use Magic Missiles as the only remotely reliable damage delivery for a spell caster feels absolutely horrendous.

What is a fun failure option with failing to persuade Kagha to not envonm a child to death? What would be the fun option to failing to convince the Zhentarim to release the captive artist? To me the outcome of failure is pretty obvious. The point being that regardless of what "alternatives" they offer in failure, you're still not getting your desired outcome, which prompts the save reload BS.

Last edited by Zenith; 29/03/21 08:04 PM.
Joined: Mar 2021
member
Offline
member
Joined: Mar 2021
Originally Posted by Maximuuus
Honnestly I think everyone agree that the game has a huge potential but it's strange to see (some) D&D and DoS fans dissapointed.

The game has it's ass between 2 chairs and is not fully satisfying whatever you like more one or the other.

I really think that they should try to keep the whole balanced (their mechanics + D&D).

Choices for fun are 100% fine (like barrelmancy, unlimited items to stole,...) but a lot of players also enjoyed DoS because it's a strategy TB game. On the other hand a lot enjoy D&D because it has hundreds of possibilities.

Not sure how combats could be satisfying if those hundreds of possibilities are close to useless and if at the same time, the strategies to use are always the same.

"Don't like it, don't use it" works for fun choices like barrelmancy but not with the main features of the game. By main feature I mean verticality, close combat rules, how magic works,... But ofc even dipping and throwing items are main features of this game (we have a specific bonus/action)... And I'd love being able to choose them among many other possibilities rather than "don't use it because it's OP".

The problem is that DOS mechanics are inimical to 5E. Couple that with Larian's cavalier rule changes, and you've just got a poorly balanced game, that plays like DOS2 with characters built for another game.

The problem with just saying "barrelmancy and the other Larian tropes are optional", is that they really aren't. Barrels litter the landscape, and if you don't use them or at least acknowledge them and plan around them, then the AI will. Same with push, same with height for automatic Advantage.

If their goal was to make a game that differentiated from DOS, and didn't feel like a 'reskin', then at the moment, they've failed.

I don't really know what DoS mechanic you're talking about but if surfaces is something you have in mind, I have to disagree.
A new Baldur's Gate game should definitely have surfaces effects and environment interactions. This also exist in D&D and many spells can create surfaces and I guess a lot of DM would allow players to electrify a water surface.

What's going wrong is not Larian's ideas at all... It's only a matter of balance and the result is 100% contrary to their desire to give us more choices/tools.
Their basics homebrewed mechanics are just too powerfull and they will be the only viable choices to survive higher level of difficulty.

Our tactical skills or D&D knowledge doesn't really matter in combats - what matter is your knowledge of the OP mechanics Hundreds of things become a bad or unoptimised at all choice because : there are way better choices in the basic mechanics of BG3.

- I love having highground bonuses in tactical TB games.
- I'd love being able to flame my arrows in a fantasy tactical TB games.
- I'd love being able to throw traps/throwable usefull items to my ennemies during combats.
- I love that my position in melee really matter.
- I'd love being able to put power on the ground to ambush ennemies and put the ground on fire...
- I... Don't like being able to eat during combats... Honnestly I can't live with this one.

But what I hate more than anything else is that those mechanics are totally broken.

At the moment it completely ruins the "tactical" in "tactical combats". After 1 playthrough in a normal game mode everyone is going to be a Baldur's Gate 3 master. There's nothing to really know about classes uniquenesses or encounters to beat the game... you have to know those homebrewed rules.
I have to choose which cool thing to use or not because it's a meaningfull question that have a HUGE impact on the game's difficulty.
After watching 30 minutes of youtube video I know everything I have to know about "how to win in Baldur's Gate 3 ". Higher level of difficulty will only be a bit more "die and retry".

They just have to tweak their homebrewed to give us an amazing tactical game. (and add 1 party size slot, for many reasons)

Honnestly I don't share your though at all about barrels.
I think I saw ennemies using them at a single location, in the entrance of the blighted village.
It has no impact on my experience and if being in BG3's guiness book for the "greater explosions category" is something other players like... Why not ?

It's fine that you love DOS-style games. I like DOS as well, but 5th edition DnD is not DOS. The entirety of DnD combat isn't about managing and avoiding environmental effect the way the DOS and now BG3 are in its current state. Firebot doesn't create a burning surface, acid splash doesn't create a permanent acidic surface, ray of frost doesn't create a frozen surface. The grease spell is volatile and doesn't create a burning surface. Phase spiders don't spit poison that creates permanent pools of poison that somehow poison you for standing in them with boots on, nor do they die and form permanent pools of poison. Barrels of oil are just laying about the world , strategically placed to be picked up and destroyed at will to create burning surfaces.

You may like this type of gameplay, but it's not DnD...not in the least. Couple that with the myriad of other rules Larian has changed, and what you have is a game that is DnD in name only.

Last edited by Grudgebearer; 29/03/21 08:03 PM.
Joined: Nov 2020
A
addict
Offline
addict
A
Joined: Nov 2020
Originally Posted by Zenith
% hit barely exists in any modern RPG. Don't confuse it with crit %, they're not the same thing. In DoS, % hit is absolutely negligible, and a caster doesn't spend AP on a 50% chance to hit spell they can only cast 5-7 times before a long rest is needed, on top of the fact spellcasters in DoS get to weave all their spells without some contrived restriction of Concentration.

"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.
If Larian were interested only in their DOS-playerbase, they'd have simply made DOS3; nothing was stopping them. But I'd not be interested BG3 if it had DOS combat, and I'd request a refund of the EA if they now did a complete U-turn from the current combat system. And I like that not all conversation options are easy for every character build. E.g. as a druid with speak animals (or shapeshifted) you can ask the snake for help in convincing Kagha to let Arabella go, and there is no roll involved.

Joined: Sep 2020
veteran
Offline
veteran
Joined: Sep 2020
Originally Posted by Zenith
RNG has always lead to streaks. Putting in bad luck protection is just curtailing what RNG is. You don't just make one side of the coin heavier so it favors landing the face you want more often and call it still random, because then it isn't. And that is the crux of the argument, that you could reduce the AC of enemies or difficulty dialogue checks, but getting that 3 roll on a 5 roll is still equally aggravating and the outcome is the same, you end up staring at the loading bar again. Same for missing 30% of the time instead of 50%; that miss feels like total ass regardless.

What is a fun failure option with failing to persuade Kagha to not envonm a child to death? What would be the fun option to failing to convince the Zhentarim to release the captive artist? To me the outcome of failure is pretty obvious. The point being that regardless of what "alternatives" they offer in failure, you're still not getting your desired outcome, which prompts the save reload BS.
There's a difference between the presence of streaks in RNG and an RNG system that favors streaks. In Larian's default rng system, there is a clear sine wave pattern, where low rolls are preferentially followed by further low rolls, etc: https://docs.google.com/spreadsheets/d/1tdyBoQNS_vwEGZGBgFRQex7b-Ma8S6P7zvEMK5wh9n4/edit?usp=sharing (credit @Niara)

Furthermore, doing a statistical Pearson's Chi-squared test using 508 rolls, BG3's base rng system is inconsistent with a truly random system at 95% confidence. The weighted system, however, is consistent with a truly random system. (Neither of these analyses accounted for order of rolls, simply the total # of each number rolled)

As I mentioned, BG3 does not have enough fun failure options. This is a criticism of BG3, not "fun failure" as an idea. A possible change for the Kagha encounter is, if you fail to persuade Kagha to hand over the child, she goes to kill the child and you get additional reaction options. You could stand by and let it happen, put yourself in front of the child and take the snake bite, or react quickly and kill the snake. Each has its own positives and negatives, but puts agency in player hands instead of ruling everything by rng.

Page 4 of 8 1 2 3 4 5 6 7 8

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5