Originally Posted by Niara
Originally Posted by fallenj
it would niara, reaction system will pause at least twice per character or player, opportunity attack and reaction and that is just confirming it

An opportunity attack *is* a reaction and it uses your reaction for the turn. Please understand what you're talking about before you object to it; any point you might validly be making is diminished when you say things alongside it that make you look and sound ill-informed.

Quote
Now add in people's reaction time to the reaction window and the time needed for that. This is not including npcs taking there turns and such.

It is NOT false it is true, very true. go play Solasta, good example of how it would work then add in multiplayer to that game. I would never touch that.

Yes go to those links and tell me (since they all are solasta) that feature doesn't stop or interrupt gameplay. That is what it does.

Please watch them yourself; they illustrate combat that is MUCH faster, smoother and generally more fluid than anything BG3 has to offer right now, at all. Combats there are clean and quick, and responding to reactions takes lass time overall than the activity of deciding your turn, by a large margin.

Since you asked: Having watched the videos, multiple times for comparison, and having played the game myself, I am certainly prepared to say unequivocally and without hesitation that that feature does not stop or interrupt gameplay in a meaningful way, does not damage play immersion relative to the turn-based structure of the combat, and indeed adds a level of reactivity and flexibility that improves engagement, enhances immersion, and ultimately speeds up the progression of combats overall due to increasing the pace at which things happen. Yes, I do say that. I feel like one can't say otherwise in good faith and honesty if they actually do watch those videos... to say otherwise feels abjectly disingenuous to me.

In the videos linked, the player had the opportunity to make countless opportunity attacks, other reactions, and also other decision point abilities such as divine smite. Throughout all three videos and dozens of examples, all of them, with the exception of TWO instances took less than a second from notification to resumption of action. The two cases where it took more than that were one instance where the player hesitated for about a second and a half about whether to use a second level smite or not - so, in fact, *not* a reaction, but an ability that both games will absolutely *need*, and a time loos that you would *Not* recoup by not having a proper the reaction system, since that decision - which level of smite to use - will still need to be made by the player at Some point.

The second time, out of all of the many examples, that took longer than one second to complete, was an instance where three characters had the ability to take an OA in response to the same event. this one took about two seconds, while the solo player manually selected which ones would strike and which ones would hold onto their reaction. This would actually be concluded FASTER in a multiplayer game, since the three characters would each be making their decisions independently and Simultaneously, rather than being selected one after another.

The player took far longer - and far more of their theoretical multiplayer partners' time - deciding what actions to take and what spells to cast on their turns. they were a fairly quick player, generally speaking, and even then, the amount of time they took deciding which skills to use, testing the ranges of their abilities and reconsidering, or otherwise working out their actions, utterly dwarfed the amount of time taken on reactions and decision-point abilities into nigh insignificance.

In Multiplayer games, which I have also played my fair share of for comparative experience, including multiplayer BG3 and multiplayer DOS2, the thing that slows combat down and interrupts play the most, by a very, very long margin, is exactly this - each individual player examining the field, moving the camera around, looking at things, checking distances on their skills, re-reading tooltips, selecting spells/abilities, reconsidering, and generally deciding what they are going to do each turn. The Less-than-a-second that it takes a reaction opportunity to notify, and be taken or passed on is completely insignificant compared to that, and these videos actively prove that fact, if you take the time to watch them.

My point still stands even if I was wrong about OA

I wouldn't be faster in multi or single, it would faster based on the player doing the reaction. Some players take a long time to decide on actions, this slows down time while playing, add-on a pop up window for reactions and it stops combat and waits for the person to answer the box.

You would think people would be more inclined to reducing time in combat, not add more to it, guess not.