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01 - Weather and day-night cycle It seems odd for a place to always or never be raining, and it would be nice to see areas at night.
02 - Increased party member limit Only being able to have four party members is odd. If it's for balance, some workarounds for that might be to increase enemy power or dice odds/reduce player power or dice odds with each party member.
03 - Highlight for all interactive objects and items It doesn't need to be something that can be toggled (though that would be convenient), but being able to highlight every object and item would be useful. Going around in games with point-and-click movement and actions to find small items isn't as fun as it is in games with manual movement and actions, and with the colors of the objects, items and environments, it's far too easy to miss things. Maybe a spell or an ability with a medium-sized area of effect (or varying by spell/ability) that can be used without limits would be good, if the other option is not balanced.
04 - A menu to pick up items in an area In Baldur's Gate III, items seem to be in piles somewhat often, and when they are, it takes forever to pick up all of them, especially since the characters keep running and standing over the items. It would be good to be able to activate a menu to pick up items in an area with.
05 - Quest selection, and a line that leads to quest objectives Where the next area or item of a quest is at isn't always obvious. Again, a spell or ability would be good for that, if not an option that can be toggled.
06 - Indicators for what party members see Sometimes I see the characters succeeded at noticing something, but I don't see it and miss what was seen. Arrows pointing to those things would be nice.
07 - More character creation faces, hairstyles and scars Since the player character's face is often seen in dialogue, it would be nice to have more options to make characters more unique and interesting to look at with.
08 - Real-time with pause The gameplay in the first two Baldur's Gate games was somewhat fast-paced, and even though the turn-based system is good, it would be nice to have that in Baldur's Gate III as well. An action-based system like Baldur's Gate: Dark Alliance would be great too, but that's probably far too much to ask for...right?
09 - An automatic item sorting option An icon toggle in the player/party inventory menu to auto-sort, and/or an icon to manually sort based on the current sorting type would be helpful. The current sorting requires changing sorting types back and forth.
10 - An option to increase/decrease the odds of favorable/disadvantageous dice rolls It's annoying to have the dice land on "1" so frequently, especially in dialogue. Having an option to just use stats and spells in dialogue and when using tools would be good as well.
11 - Increased character weight limit I know that items can be sent to camp, which is very convenient, but I often keep a lot of items with my characters, since I might need them for dialogue, actions or quests. Having markers (like the story item markers) to tell which items are important enough to always have in the inventory (for quests and dialogue, the items would only be marked when the quests and dialogues are not completed, while items for actions would always be marked) might be a better alternative if it's possible.
12 - Choosing which character speaks in dialogue Currently, I never know who will end up in dialogue. Even though I always play as the custom character, I often end up seeing the other party members speaking in dialogue as the main character. A way to switch which character is speaking as the main character during dialogue or a way to select which character will always speak in dialogue would be nice.
13 - A way to quickly return to the inventory screen from books Reading books in the inventory menus causes those menus to close, which leads to having to open the menus again. It's very inconvenient when you want to read more than one book.
14 - More loading screens I'm guessing that there will be more loading screens later, but some landscape loading screens would be nice before then.
15 - A party selection menu When leaving camp, it would be nice to have a menu to add or remove party members, instead of having to go to each character to remove or add them to the party.
16 - More camera options It would be nice to have options to tilt the camera, zoom out further, automatically follow the current character and return to them after a few seconds of not moving the camera around the map, and not stop character movement when using "Toggle Camera Rotate" to rotate.
17 - Skip dialogue and activate dialogue as separate functions that can be set to different keys It's very easy to accidentally activate dialogue when skipping, and it's odd that the key for those functions can't be changed.
18 - Improved path-finding Characters seem to often climb back up/down ladders when following the currently selected character and then stop following unless the character goes back to where they are. Also, characters climb on objects to pick up items/activate objects, even when it doesn't make sense for them to do that because they're close enough to do that from where they are, or the path just doesn't make sense/takes longer to get to the destination.
19 - A way to call companions to the currently selected character Having to go back to a party member that stopped following all of a sudden is tedious, and it seems to happen rather frequently.
20 - Manual movement option Since the path-finding seems sort of clunky at the moment, I often wish that character movement was also able to be manually controlled rather than only being able to be controlled with point-and-click.
21 - Lanterns A lantern that takes the belt slot and can be found or bought, and a waterproof lantern that can be crafted would be useful.
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02 - Increased party member limit Only being able to have four party members is odd. If it's for balance, some workarounds for that might be to increase enemy power or dice odds/reduce player power or dice odds with each party member. Im affraid its for split screen gameplay on consoles, that was promised in the past ... Split screen to 4 parts seem to be reasonable, personaly i agree that i cant quite imagine spliting it to more and looking good. :-/ 03 - Highlight for all interactive objects and items[quote] Cant you do that by pressing left Alt?
[quote=EliasIncarnation]06 - Indicators for what party members see Sometimes I see the characters succeeded at noticing something, but I don't see it and miss what was seen. Arrows pointing to those things would be nice. I believe that previously mentioned remaining shiny effect, and different collor when pressed Alt should be sufficient. 07 - More character creation faces, hairstyles and scars Let me tell you a secret, Larian ... there is never enough options in character creation. 08 - Real-time with pause The gameplay in the first two Baldur's Gate games was somewhat fast-paced, and even though the turn-based system is good, it would be nice to have that in Baldur's Gate III as well. An action-based system like Baldur's Gate: Dark Alliance would be great too, but that's probably far too much to ask for...right? If you google Swen talking with Wizards of the Coast (since im too lazy to search it for you) ... There was mentioned that they want this game to be turn based ... so im affraid this one will never be an option. :-/ 09 - An automatic item sorting option An icon toggle in the player/party inventory menu to auto-sort, and/or an icon to manually sort based on the current sorting type would be helpful. The current sorting requires changing sorting types back and forth. And you believe that isintended? O_o 10 - An option to increase/decrease the odds of favorable/disadvantageous dice rolls It's annoying to have the dice land on "1" so frequently, especially in dialogue. Having an option to just use stats and spells in dialogue and when using tools would be good as well. Just ... what? O_o Did you play patch 5 ? 11 - Increased character weight limit I know that items can be sent to camp, which is very convenient, but I often keep a lot of items with my characters, since I might need them for dialogue, actions or quests. Having markers (like the story item markers) to tell which items are important enough to always have in the inventory (for quests and dialogue, the items would only be marked when the quests and dialogues are not completed, while items for actions would always be marked) might be a better alternative if it's possible. Personaly i hope adjustable carry capacity will be part of Dificiulty settings. :-/ 12 - Choosing which character speaks in dialogue Currently, I never know who will end up in dialogue. Countless times mentioned, should be known isue by now ... But if you wish to know who will speak, curently its allways the closest party member to NPC.  13 - A way to quickly return to the inventory screen from books Reading books in the inventory menus causes those menus to close, which leads to having to open the menus again. It's very inconvenient when you want to read more than one book. Agreed, but again ... mentioned countless times before. 14 - More loading screens I'm guessing that there will be more loading screens later, but some landscape loading screens would be nice before then. If you google one of first gameplay ever ... You can see some loading screens there, and i really hope they will be used in final release but they were replaced by this for now, since they could potentialy contain spoilers.  15 - A party selection menu When leaving camp, it would be nice to have a menu to add or remove party members, instead of having to go to each character to remove or add them to the party. Agreed ... But not like Dragon Age: Origins, when you HAD TO confrim your party even if you picked the same dudes as in last few dozen cases. -_- 16 - More camera options It would be nice to have options to tilt the camera, zoom out further, automatically follow the current character and return to them after a few seconds of not moving the camera around the map, and not stop character movement when using "Toggle Camera Rotate" to rotate. Known issue. 17 - Skip dialogue and activate dialogue as separate functions that can be set to different keys It's very easy to accidentally activate dialogue when skipping, and it's odd that the key for those functions can't be changed. Known issue. 18 - Improved path-finding Characters seem to often climb back up/down ladders when following the currently selected character and then stop following unless the character goes back to where they are. Also, characters climb on objects to pick up items/activate objects, even when it doesn't make sense for them to do that because they're close enough to do that from where they are, or the path just doesn't make sense/takes longer to get to the destination. And followers are jumping around like some bunch of frogs that just tryed speed for the first time. :-/ That should certainly be adjusted aswell. 19 - A way to call companions to the currently selected character Having to go back to a party member that stopped following all of a sudden is tedious, and it seems to happen rather frequently. Personaly i press F2/3/4 ... and click the ground next to main character ... Camera stay there if they are close enough and you press it once only. 20 - Manual movement option Since the path-finding seems sort of clunky at the moment, I often wish that character movement was also able to be manually controlled rather than only being able to be controlled with point-and-click. This sounds like fun.  21 - Lanterns A lantern that takes the belt slot and can be found or bought, and a waterproof lantern that can be crafted would be useful. Why belt slot? O_o Also i still believe that we should have at least one another "tool" slot ... Where we would be able to place Torches, music instrumets as Bards, and other interactive items.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Im affraid its for split screen gameplay on consoles, that was promised in the past ... Split screen to 4 parts seem to be reasonable, personaly i agree that i cant quite imagine spliting it to more and looking good. :-/ Even if that's true, I don't see how it would affect multiplayer. They could just limit local co-op to four players, and if they have online multiplayer, they could increase the limit. If they have to leave it at four players for some technical reason, they could just use AI for the other characters or limit the party to four characters in multiplayer. Singleplayer wouldn't have any significant problems with more party members aside from balance, which could be solved through difficulty increases. Cant you do that by pressing left Alt? It only highlights certain things. Items aren't highlighted. I believe that previously mentioned remaining shiny effect, and different collor when pressed Alt should be sufficient. I didn't know that Alt could highlight those. Still, sometimes the characters are still moving when it happens, so when I look around, I don't see anything. Let me tell you a secret, Larian ... there is never enough options in character creation. Other games like Dragon Age: Inquisition, Skyrim and Fallout 4 have enough options. If you google Swen talking with Wizards of the Coast (since im too lazy to search it for you) ... There was mentioned that they want this game to be turn based ... so im affraid this one will never be an option. :-/ That's true, but I don't see why they couldn't add the option for real-time with pause later on. It doesn't make much sense for Baldur's Gate III to not have that, at least as an option, since Baldur's Gate is basically a real-time spin-off of Dungeons & Dragons, rather than a direct adaptation. 09 - An automatic item sorting option An icon toggle in the player/party inventory menu to auto-sort, and/or an icon to manually sort based on the current sorting type would be helpful. The current sorting requires changing sorting types back and forth. And you believe that isintended? O_o I would hope not, but it's better to say something and not assume it's unintended, because you never know... While on the topic of the inventory menu, being able to select multiple items would also be helpful. Just ... what? O_o Did you play patch 5 ? If by patch 5, you mean "4.1.123...", then yes. Is there some option for the dice that I'm not seeing? Personaly i hope adjustable carry capacity will be part of Dificiulty settings. :-/ That would be okay as well. Countless times mentioned, should be known isue by now ... But if you wish to know who will speak, curently its allways the closest party member to NPC.  I never know which party member is the closest, and it's even worse when I'm not expecting an NPC or event to automatically activate. I'd think that with my character being in front, he'd almost always be the closest to an NPC, but the game seems to not care. The only workarounds seem to be to not have any companions, separate the player character from them when an NPC or event is expected (those aren't great workarounds), or load a save (and hope that it's a recent one). If you google one of first gameplay ever ... You can see some loading screens there, and i really hope they will be used in final release but they were replaced by this for now, since they could potentialy contain spoilers.  Couldn't they add some that are relevant to the areas in the first act? Agreed ... But not like Dragon Age: Origins, when you HAD TO confrim your party even if you picked the same dudes as in last few dozen cases. -_- I finished that game and its expansion, but I've forgotten a lot about it, so I'm not sure what you mean. Do you mean that you want it to remember what party members you had when you went to camp and keep them selected when you leave, so you don't have to re-select your party members every time you enter camp? If so, I agree that it should keep them selected. Having to select the same party members every time would be monotonous, and removing the selected party members in the menu should be easy enough for it to not make sense to clear the selections each time. I know that others have mentioned the camera and tilting before, but I haven't seen any mention of how "Toggle Camera Rotate" stops character movement or about the lack of an option to have the camera automatically return to following the currently selected character after the camera's been moved around. And followers are jumping around like some bunch of frogs that just tryed speed for the first time. :-/ That should certainly be adjusted aswell. I actually like that they jump so often since that is usually faster...except for when they try to quickly go to the controlled character and jump off of a building or something similar... Personaly i press F2/3/4 ... and click the ground next to main character ... Camera stay there if they are close enough and you press it once only. That sounds like it might help if it's not the same as clicking on their portraits, but even so, I usually don't notice that one of my party members isn't following until I'm quite far away, and sometimes it's when I've used a ladder (or several) or jumped across somewhere, so I'd still like to have a way to call or teleport them to the currently selected character. This sounds like fun.  Yeah, it was pretty good in the console versions of similar games and far less irritating than relying on the game to try to find a path or figure out where you wanted to go. Why belt slot? O_o
Also i still believe that we should have at least one another "tool" slot ... Where we would be able to place Torches, music instrumets as Bards, and other interactive items. I thought that it would make sense for those to be on the belt area. https://dragonsdogma.fandom.com/wiki/Lanternhttps://www.nexusmods.com/skyrim/mods/17416/I didn't think of adding an extra slot for misc. tools. That would probably be better. Another weapon slot might be good as well.
Last edited by EliasIncarnation; 06/10/21 03:52 AM.
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even if things have been brought up before, it never hurts if they are brought up again. :] It only increases the chances of Larian noticing and doing something about it!
Hoot hoot, stranger! Fairly new to CRPGs, but I tried my best to provide some feedback regardless! <3 Read it here: My Open Letter to Larian
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even if things have been brought up before, it never hurts if they are brought up again. :] It only increases the chances of Larian noticing and doing something about it! You sound like you want me to ask for Goblin Player Race again. ........ Player Goblins pls Larian.
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Even if that's true, I don't see how it would affect multiplayer. They could just limit local co-op to four players, and if they have online multiplayer, they could increase the limit. If they have to leave it at four players for some technical reason, they could just use AI for the other characters or limit the party to four characters in multiplayer. Singleplayer wouldn't have any significant problems with more party members aside from balance, which could be solved through difficulty increases. And here is where the problem stands ... As it seems (since i dont know about any Official statement) Larian wants to have exactly same game for Single and Multiplayer ... as someone mentioned in other topic ... (only paraphrasing here) "So you can play your single player, and when your friend join you, he would simply get one companion and play with you" ... That would mean that any number of characters that is not divinable by 4 would be problem. :-/ So our options would be either 4 ... or 8, where every player have exactly single companion (and summons ofc.) If you look at it from the other site, the number 3 would be actualy much better ... if you allow only 3 players per multiplayer, there is allways at least single companion (so, you dont block out their quests, when they demand to be present by being unable to send PC into camp) Single player - 5 companions ... (6 members party) 2 Players - 2 companions each ... (6 members party) 3 Players - 1 companion each ... (6 members party) Sadly, screen split to 3 parts would probably look really odd, so this isnt happening either. What i dont actualy understand is, since Swen himself told us that they do understand that most people would like to have 6 members party, and that they will keep their UI as friendly to such mod as possible ... Why not simply allowit from the start. o_O It only highlights certain things. Items aren't highlighted. Sounds to me like a bug, it most certainly do highlight items to me. O_o Let me tell you a secret, Larian ... there is never enough options in character creation. Other games like Dragon Age: Inquisition, Skyrim and Fallout 4 have enough options. No ... they dont.  And you know how you can tell that? There are litteraly hunderts of mods, adding additional options.  If you wanted to say that they have "more" options, then i would agree with you ... But there is never enough.  For example, wich body tatoo was your favorite in those games? :P  Im actualy quite struggling with facial tatoo options in BG-3, there is nothing that would seem to be fiting to wood elf in my opinion. :-/ Something simple, remotely reminding me veins or branches ... something simmilar to what Halsin have.  That's true, but I don't see why they couldn't add the option for real-time with pause later on. Well i never said they "couldn't" ... more like i would not bet my money on it. Larian have zero (or at least none that i know about) experience with real time with pause, on the other hand they are very experienced in turn based combat ... and as i mentioned previously, that is one of reason they were allowed to do this game in the first place. Also ... it was never advertised as anything else than turn based, so ... take it from the other side: Why would they? It doesn't make much sense for Baldur's Gate III to not have that, at least as an option, since Baldur's Gate is basically a real-time spin-off of Dungeons & Dragons, rather than a direct adaptation. *was ... not is.  And i believe that is all that needs to be said on this matter.  Life is change, only time will tell if that change was for good. Is there some option for the dice that I'm not seeing? Either that, or i dont catch at all what were you talking about.  I never know which party member is the closest, and it's even worse when I'm not expecting an NPC or event to automatically activate. I'd think that with my character being in front, he'd almost always be the closest to an NPC, but the game seems to not care. That is the thing ... When you are in combat, it takes few seconds until things settle down and NPC starts a conversation, sometimes its so fast so you dont even get to cast "help" to your dying partner ... sometimes it takes so long, so your party member have enough time to get to you and take the conversation himself ... in the past i remember that game sometimes take "curently controlled character", meaning the one who give the last stike, but i believe that is no longer the case. All i can suggest is to keep your party "ungrouped" while fighting ... and keep close to the one who you wish to talk with. Works for me.  Couldn't they add some that are relevant to the areas in the first act? Dunno ... maybe they are too lazy to sort them, since so far we dont even have whole Act 1 in Early Acess.  And maybe there are also some spoiler to so far unrevealed, or unimplemented stuff ... and they want to keep their hands free in case there would be cuts in the end of development. I finished that game and its expansion, but I've forgotten a lot about it, so I'm not sure what you mean. Do you mean that you want it to remember what party members you had when you went to camp and keep them selected when you leave, so you don't have to re-select your party members every time you enter camp? If so, I agree that it should keep them selected. Having to select the same party members every time would be monotonous, and removing the selected party members in the menu should be easy enough for it to not make sense to clear the selections each time. Yup ... both with party and prepared spells ... It would be unnecesary tedious to keep clicking the same spells and companions every single f***ing time you leave your camp after rest. -_- Just give there some button, or popup message "would you like to change your party, or prepared spells?" with option "nah, im good" (with "dont show this message again" toggle). And i will be happy.  And followers are jumping around like some bunch of frogs that just tryed speed for the first time. :-/ That should certainly be adjusted aswell. I actually like that they jump so often since that is usually faster...except for when they try to quickly go to the controlled character and jump off of a building or something similar... Not exactly what im talking about ... its more like when you are standing on some stairs, or hill, or other uneven terrain ... you switch your character, and sudently they start to jump around, since your character is now higher than they was. -_- That sounds like it might help if it's not the same as clicking on their portraits, but even so, I usually don't notice that one of my party members isn't following until I'm quite far away, and sometimes it's when I've used a ladder (or several) or jumped across somewhere, so I'd still like to have a way to call or teleport them to the currently selected character. Makes sence, since that is what bugs them there.  Someone around here just recently noticed that companions tend to stuck mostly when more than single action is required from them ... while they are suppose to jump to you, its okey ... while they are suppose to climb the ladder, its okey ... but once you reach the ladder before they make their jump, or other way around, they stuck. Yeah, it was pretty good in the console versions of similar games and far less irritating than relying on the game to try to find a path or figure out where you wanted to go. Depends on situation i gues ... i just recently played Dragon Age: Inquisition ... and there is nothing more enraging for me than when i want to move that stupid camera and my character is running there like crazy bunny, since i didnt "distance the camera enough" so the control switch. -_- So ... this might end pretty messed up. :-/ Oh! You meaned like having it permanently on belt ... that changes things. I thought you want regular lantern that you can lift in your hands, but it would for some unknown reason sheats to belt slot.  Yes, it would make more sence this way. I didn't think of adding an extra slot for misc. tools. That would probably be better.
Another weapon slot might be good as well. Actualy i was thinking about some extra gear slot for quite some time to be honest ... And i would mostly love it if we would be able to stuff there litteraly anything we desire. Your bard wants to have Lute there > no problem ... Your non-darkvision character wants to have there source of light? > no problem Your fighter wants to have spare weapon there? > no problem Personaly i kinda like the idea of Paladin, or Fighter who have two sets of weapons (2H / 1H + Sheild ... or Piercing / Bludgeoning) prepared for imediate use ... Much more than curent system, where you have to drag everything from your inventory and equip it during combat. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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even if things have been brought up before, it never hurts if they are brought up again. :] It only increases the chances of Larian noticing and doing something about it! You sound like you want me to ask for Goblin Player Race again. ........ Player Goblins pls Larian. You sound like you would not, if she didnt encourage you.  (I dont believe that :P :P :P )
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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enthusiast
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I'd be lying if I said I wouldn't use an excuse to shill for more Goblins.
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Even if that's true, I don't see how it would affect multiplayer. They could just limit local co-op to four players, and if they have online multiplayer, they could increase the limit. If they have to leave it at four players for some technical reason, they could just use AI for the other characters or limit the party to four characters in multiplayer. Singleplayer wouldn't have any significant problems with more party members aside from balance, which could be solved through difficulty increases. And here is where the problem stands ... As it seems (since i dont know about any Official statement) Larian wants to have exactly same game for Single and Multiplayer ... as someone mentioned in other topic ... (only paraphrasing here) "So you can play your single player, and when your friend join you, he would simply get one companion and play with you" ... That would mean that any number of characters that is not divinable by 4 would be problem. :-/ So our options would be either 4 ... or 8, where every player have exactly single companion (and summons ofc.) If you look at it from the other site, the number 3 would be actualy much better ... if you allow only 3 players per multiplayer, there is allways at least single companion (so, you dont block out their quests, when they demand to be present by being unable to send PC into camp) Single player - 5 companions ... (6 members party) 2 Players - 2 companions each ... (6 members party) 3 Players - 1 companion each ... (6 members party) Sadly, screen split to 3 parts would probably look really odd, so this isnt happening either. What i dont actualy understand is, since Swen himself told us that they do understand that most people would like to have 6 members party, and that they will keep their UI as friendly to such mod as possible ... Why not simply allowit from the start. o_O I'm not seeing a problem, but I've never played multiplayer in Baldur's Gate III. If a friend joins, and you have four characters, you're controlling three characters, right? So, if three friends join, and you have six characters, you're still controlling three characters. As for having a companion for each player, they could allow eight characters, and have four screens for four players. About the last part, it actually makes sense that they would do that. Modding disables achievements, so it would probably be easier for them to have the mods disable the achievements than it would be to add an option for more party members that would also disable achievements. It only highlights certain things. Items aren't highlighted. Sounds to me like a bug, it most certainly do highlight items to me. O_o That's possible. Let me tell you a secret, Larian ... there is never enough options in character creation. Other games like Dragon Age: Inquisition, Skyrim and Fallout 4 have enough options. No ... they dont.  And you know how you can tell that? There are litteraly hunderts of mods, adding additional options.  If you wanted to say that they have "more" options, then i would agree with you ... But there is never enough.  For example, wich body tatoo was your favorite in those games? :P  Im actualy quite struggling with facial tatoo options in BG-3, there is nothing that would seem to be fiting to wood elf in my opinion. :-/ Something simple, remotely reminding me veins or branches ... something simmilar to what Halsin have.  They have enough, but "enough" doesn't mean "every". As for tattoos, I almost never use them, but there probably aren't enough options for them in Baldur's Gate III. That's true, but I don't see why they couldn't add the option for real-time with pause later on. Well i never said they "couldn't" ... more like i would not bet my money on it. Larian have zero (or at least none that i know about) experience with real time with pause, on the other hand they are very experienced in turn based combat ... and as i mentioned previously, that is one of reason they were allowed to do this game in the first place. Also ... it was never advertised as anything else than turn based, so ... take it from the other side: Why would they? Yeah, it's very unlikely. The only developer that I know of that did something like that is Obsidian with Pillars of Eternity II. About Larian having zero experience with real-time with pause, the Divine Divinity and Beyond Divinity games have real-time with pause, if I remember correctly. I'm not sure if the people who worked on the combat systems for those games are working on Baldur's Gate III however. For why they would or should add that option, it would be to appease the people who like Baldur's Gate I&II but were alienated when Larian made a new Pool of Radiance game (gameplay-wise) and called it Baldur's Gate III. It doesn't make much sense for Baldur's Gate III to not have that, at least as an option, since Baldur's Gate is basically a real-time spin-off of Dungeons & Dragons, rather than a direct adaptation. *was ... not is.  And i believe that is all that needs to be said on this matter.  Life is change, only time will tell if that change was for good. When a series is known and liked for something, it isn't supposed to be drastically changed (outside of spin-offs), especially if it's changed into being basically the same as a very different series, because then it loses the value that it had from being what it was. Baldur's Gate is real-time with pause, Dark Alliance is action, Original Sin is turn-based, etc. There have been a lot of turn-based video game adaptations of Dungeons & Dragons, Pool of Radiance being the series with gameplay similar to Baldur's Gate III, yet they chose the series that was known and liked for having real-time with pause and made a main game in it that is turn-based, instead of making a new Pool of Radiance or a spin-off of Baldur's Gate. I mean, someone could take two slices of bread, put cheese, tomato sauce and pepperoni between the slices of bread and call the resulting dish a pizza, but obviously, while it might be good and has similar ingredients, it isn't actually a pizza. That said, I'm fine with Baldur's Gate III not having real-time with pause, since the turn-based combat system is good. Though it would be better if they added it. Is there some option for the dice that I'm not seeing? Either that, or i dont catch at all what were you talking about.  All that I see is "Weighted Dice", and it's always been on, but I still get a lot of "1"s. I never know which party member is the closest, and it's even worse when I'm not expecting an NPC or event to automatically activate. I'd think that with my character being in front, he'd almost always be the closest to an NPC, but the game seems to not care. That is the thing ... When you are in combat, it takes few seconds until things settle down and NPC starts a conversation, sometimes its so fast so you dont even get to cast "help" to your dying partner ... sometimes it takes so long, so your party member have enough time to get to you and take the conversation himself ... in the past i remember that game sometimes take "curently controlled character", meaning the one who give the last stike, but i believe that is no longer the case. All i can suggest is to keep your party "ungrouped" while fighting ... and keep close to the one who you wish to talk with. Works for me.  That might work for combat. Couldn't they add some that are relevant to the areas in the first act? Dunno ... maybe they are too lazy to sort them, since so far we dont even have whole Act 1 in Early Acess.  And maybe there are also some spoiler to so far unrevealed, or unimplemented stuff ... and they want to keep their hands free in case there would be cuts in the end of development. That's disappointing. I finished that game and its expansion, but I've forgotten a lot about it, so I'm not sure what you mean. Do you mean that you want it to remember what party members you had when you went to camp and keep them selected when you leave, so you don't have to re-select your party members every time you enter camp? If so, I agree that it should keep them selected. Having to select the same party members every time would be monotonous, and removing the selected party members in the menu should be easy enough for it to not make sense to clear the selections each time. Yup ... both with party and prepared spells ... It would be unnecesary tedious to keep clicking the same spells and companions every single f***ing time you leave your camp after rest. -_- Just give there some button, or popup message "would you like to change your party, or prepared spells?" with option "nah, im good" (with "dont show this message again" toggle). And i will be happy.  I hope that's what they do. The "Don't show this message again" option should only appear once and then be in the options menu as something such as "Party Selection Confirmation" however, since it might be too easy to choose that when leaving camp if it always appears. And followers are jumping around like some bunch of frogs that just tryed speed for the first time. :-/ That should certainly be adjusted aswell. I actually like that they jump so often since that is usually faster...except for when they try to quickly go to the controlled character and jump off of a building or something similar... Not exactly what im talking about ... its more like when you are standing on some stairs, or hill, or other uneven terrain ... you switch your character, and sudently they start to jump around, since your character is now higher than they was. -_- Oh, okay. I think that I know what you mean now. That sounds like it might help if it's not the same as clicking on their portraits, but even so, I usually don't notice that one of my party members isn't following until I'm quite far away, and sometimes it's when I've used a ladder (or several) or jumped across somewhere, so I'd still like to have a way to call or teleport them to the currently selected character. Makes sence, since that is what bugs them there.  Someone around here just recently noticed that companions tend to stuck mostly when more than single action is required from them ... while they are suppose to jump to you, its okey ... while they are suppose to climb the ladder, its okey ... but once you reach the ladder before they make their jump, or other way around, they stuck. They often climb back up or down a ladder and then stop moving, even if I only move a few steps away from the ladder. Yeah, it was pretty good in the console versions of similar games and far less irritating than relying on the game to try to find a path or figure out where you wanted to go. Depends on situation i gues ... i just recently played Dragon Age: Inquisition ... and there is nothing more enraging for me than when i want to move that stupid camera and my character is running there like crazy bunny, since i didnt "distance the camera enough" so the control switch. -_- So ... this might end pretty messed up. :-/ Are you saying the controls would switch from keyboard to mouse because the camera was too far away? Oh! You meaned like having it permanently on belt ... that changes things. I thought you want regular lantern that you can lift in your hands, but it would for some unknown reason sheats to belt slot.  Yes, it would make more sence this way. Yeah, the lantern would be on the belt, which is more convenient than holding it or a torch, and that's why I thought that the belt slot made sense. However, the extra slot that you mentioned would be better since people shouldn't have only a belt or a lantern, as the lantern could likely be attached to the belt. There might be balance problems, but it could be balanced by requiring oil for the lanterns (hopefully they would have it last for a while or have longer-lasting oil and more efficient lantern variants...), and torches would still be useful because they cause fire damage and can always be lit again, unlike lanterns which are only worn (though ideally, when thrown, weak variants should be destroyed and cause fire effects as well) and lose fire until they get more oil. I didn't think of adding an extra slot for misc. tools. That would probably be better.
Another weapon slot might be good as well. Actualy i was thinking about some extra gear slot for quite some time to be honest ... And i would mostly love it if we would be able to stuff there litteraly anything we desire. Your bard wants to have Lute there > no problem ... Your non-darkvision character wants to have there source of light? > no problem Your fighter wants to have spare weapon there? > no problem Personaly i kinda like the idea of Paladin, or Fighter who have two sets of weapons (2H / 1H + Sheild ... or Piercing / Bludgeoning) prepared for imediate use ... Much more than curent system, where you have to drag everything from your inventory and equip it during combat.  I think that it makes sense to have the lute, lantern, etc. there, but the spare weapons should have their own slots. I'd like to be able to equip a sword, a spear, a bow and a pistol (which I hope will be in the game) at the same time.
Last edited by EliasIncarnation; 07/10/21 08:45 AM.
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01) +1 It's definitely ridiculous that a RPG with such a scope does not have some kind of D/N cycle and doesn't allow us to explore the world at night.
02) +1 A party of four is boring. Solutions exist to increase the limit without breaking the whole game.
03) Yes, eventually with different colors for different kind of items (empty or not, activable, pickable,...) But less interactive items is definitely needed.
04) Yes, but the number of items and containers we can interract with should really be reduced.
05) Not sure about what you ask but I don"t want to be helped even more. Minimap, icons and so on... this is already too much. A compass would be better IMO but if they remove the minimap.
06) I guess you're talking about perception check. Definitely, something has to be done.
07) Yes, but I don't really care.
08) It won't happen, and I don't care anymore.
09) The inventory is a mess. They have to do something about it. Specific containers for specific items would be cool IMO (a bag for everything you want, a quiver, a scroll and a potion case, a belt for consumables to use in combats)
10) I guess this is call loaded dices.
11) Definitely no. They have to do something about the tedious inventory management and to reduce the tons of junk items in the gae but they should not increase the weight.
12) It would be cool, but I guess it's a hard job with all the cinematics and the camera poiting at the character that's speaking. On top of that if we always succeeded at rolls during dialogs, the game would be less surprising.
13) +1
14) I don't care at all.
15) It looks like we're going to be stuck with 3 companions after act 1 so it would not make sense anymore. Which is sad.
16) The camera is definitely work in progress.
17) +1 Not everyone is listening to the slowly EN speaking characters. Space to skip + space to select is really stupid.
18) The pathfinding is probably going to be improved. The characters that climb up/down and move like chickens is a consequence of the really bad chain system.
19) There are a few bugs probably due to the pathfinding and/or the auto jump. They'll fix that.
20) Your suggestion is a bandage, not a solution to the problem you're talking about. Solutions are better than bandages.
21) Why not, even if a lot of spells are already supposed to light items.
Anyway thanks for your feedback. I mostly agree with you even if sometimes you're poiting at the wrong problem or give a bad solution IMO.
Last edited by Maximuuus; 07/10/21 09:16 AM.
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If a friend joins, and you have four characters, you're controlling three characters, right? So, if three friends join, and you have six characters, you're still controlling three characters. Maybe that whole idea was wrong from the start ... I was just thinking that if you cannot (feel free to read as dont want to) effectively split screen to more than 4 parts, it would make sence that is the number of players you want to allow ... Then i was thinking that companions can also be part of the problem, since game is pretty much focused on them ... especialy in parts when they demand to be present for their quests ... wich is impossible, right now ... since you cant "let custom character in camp" ... So i was thinking that 6 members party would solve this problem ... but then i can easily imagine people complaining about that someone having better game experience, since "they have companion, but i cant bcs of this stupid party limit". :-/ But now when i think about it, it was probably all wrong since when you have party limit of 4, and you play with 2 PC ... you get the same problem and nobody seem to care about it.  Anyway, it was just my reasoning ... i dont recall Larian ever explained why they decide to make party limit to 4 ... As for having a companion for each player, they could allow eight characters, and have four screens for four players. Exactly ... About the last part, it actually makes sense that they would do that. Modding disables achievements, so it would probably be easier for them to have the mods disable the achievements than it would be to add an option for more party members that would also disable achievements. Really? O_o I moded Skyrim as hells, and i still get achievments ... so i didnt know this.  Anyway, i would dare to say that there should be easyer way to get the same result ... For example add condition "max 4 members party to get this achievment" seems suficient to me. O_o They have enough, but "enough" doesn't mean "every". Those are same words in this matter ... As long as some option is missing, its not enough options. :-/ Seem to me like it follows from the definition. "Enough" for you maybe ... certainly not for me.  The only developer that I know of that did something like that is Obsidian with Pillars of Eternity II. Cant tell, didnt play ... But doesnt Pathfinder have also both options? O_o About Larian having zero experience with real-time with pause, the Divine Divinity and Beyond Divinity games have real-time with pause, if I remember correctly. I'm not sure if the people who worked on the combat systems for those games are working on Baldur's Gate III however. In that case i stand corected, since my informations were wrong. :-/ For why they would or should add that option, it would be to appease the people who like Baldur's Gate I&II but were alienated when Larian made a new Pool of Radiance game (gameplay-wise) and called it Baldur's Gate III. Honestly i would probably personaly never use it, since i love BG-3 as they are now (read as: turn based) ... But dont get me wrong i would never mind "if" they do, if something makes someone happy without making someone else sad, i see no reason to avoid it ... i was just stating "why" i find it quite unprobable. :-/ It doesn't make much sense for Baldur's Gate III to not have that, at least as an option, since Baldur's Gate is basically a real-time spin-off of Dungeons & Dragons, rather than a direct adaptation. *was ... not is.  And i believe that is all that needs to be said on this matter.  Life is change, only time will tell if that change was for good. When a series is known and liked for something, it isn't supposed to be drastically changed (outside of spin-offs), especially if it's changed into being basically the same as a very different series, because then it loses the value that it had from being what it was. Maybe ... but it happens all the time.  As i mentioned previously in different topic, compare Fallout 2 and Fallout 3 ... entirely different game, and nobody seem to have problem with that anymore, Fallout is still quite sucesfull trademark. Dragon Age: Origins and Dragon Age II. ... certainly not as drastical changes, i admit that much, but still lot of them ... yet studio seem to be happy about them, since they decided to follow its style in Inquisition instead of returning to Origins. I mean sure, its better if the sucessor resemble the original game more rather than less ... Personaly i find best trascendence between two games in Star Wars: Knights of the Old Republic I. & II. ... they simply take the exactly same system and add some depth to it ... in my opinion perfect job, but how often that happens?  Baldur's Gate is real-time with pause, Dark Alliance is action, Original Sin is turn-based, etc. Yup it is ... until its not anymore.  That is the thing, people are arguing for last year around here.  For someone Baldur's Gate is real-time with pause ... For another one Baldur's Gate is Bhaalspawn saga ... For another one Baldur's Gate is lots and lots of companions ... For another one Baldur's Gate is "no stupid Barrells" ... (yup i readed litteraly this somewhere) etc. etc. And then new studio comes, and its simply not anymore.  That is the same situation as there is with new Star Wars trilogy from Disney ... Its different, i would never dare to say that is good ... but some people sees it as something good ... i see that statement itself as Heresy and those movies as perversation of every rule that universe had and i loved ... But no matter my opinion, prefferences or amount of hate ... as much as it pains me to admit it, this indeed is Star Wars now.  There have been a lot of turn-based video game adaptations of Dungeons & Dragons, Pool of Radiance being the series with gameplay similar to Baldur's Gate III, yet they chose the series that was known and liked for having real-time with pause and made a main game in it that is turn-based, instead of making a new Pool of Radiance or a spin-off of Baldur's Gate. That is the thing ... its known for a lot more than just that, and something simply have to be changed, added or removed ... otherwise it would be remaster instead of sequel.  I mean, someone could take two slices of bread, put cheese, tomato sauce and pepperoni between the slices of bread and call the resulting dish a pizza, but obviously, while it might be good and has similar ingredients, it isn't actually a pizza. That is interesting ... Now can you imagine that some archeologist will find ancient italian recipe for pizza and they will find out that their dough is actualy a lot closer to bread than to what we use for pizza now?  It would be interesting to watch how many people would be willing to accept that cheese, tomato sauce and pepperoni between two slices of bread ... is actualy more pizza than actual pizza itself.  That said, I'm fine with Baldur's Gate III not having real-time with pause, since the turn-based combat system is good. Though it would be better if they added it. Agreed.  But i might have interesting info for you ... since around half (maybe more like 3/4) there was someone (i would use the name, but i dont remember ... he had some dark man with red eyes as avatar tho, if i remember corectly) on this forum, who claimed that he is experienced and skilled moder ... and he said something about that if this game will not contain RTWP ... he and his few friends will create it. That sounds like interesting challenge. Is there some option for the dice that I'm not seeing? Either that, or i dont catch at all what were you talking about.  All that I see is "Weighted Dice", and it's always been on, but I still get a lot of "1"s. Weighted Dice is actualy patch 4 feature, if remember that corectly ... Nope, i was talking about reworked diceroll UI that allows you to specificly see and determine litteraly every bonus you have, or potentialy can have. Sure it dont protect you from rolling "1" .... And it certainly dont protect you from feeling frustrated about it. :-/ But that is just luck and RNG. *I dare to snap the rest, since we seem to understand each other there* Are you saying the controls would switch from keyboard to mouse because the camera was too far away? Actualy the contrary ... You see in Dragon Age: Inquisition (not sure about others Dragon Age titles tho) ... you have two regimes of control ... - in one you use WASD to move your character, and that is automaticly choosen when you have camera zoomed close to your character ... wich makes the game especialy pleasant to play as regular RPG with third person perspective ... - in second, you use WASD to move your camera itself, and your characters movement is controlled by clicking with mouse, just as it is in BG-3 ... wich meks the game especialy pleasant to play as semi-isometric tactical RPG ... The problem starts, then you are in between those regimes ... that would mean, not close enough to expect moving your character by WASD, but also not far enough to move your camera. That situation have only one result? Totall chaos and mess on battlefield.  Therefore i hope IF Larian will implement WASD controls to our characters, it will be determined by some toggle button indead of proximity of camera.  Yeah, the lantern would be on the belt, which is more convenient than holding it or a torch, and that's why I thought that the belt slot made sense. However, the extra slot that you mentioned would be better since people shouldn't have only a belt or a lantern, as the lantern could likely be attached to the belt. There might be balance problems, but it could be balanced by requiring oil for the lanterns (hopefully they would have it last for a while or have longer-lasting oil and more efficient lantern variants...), and torches would still be useful because they cause fire damage and can always be lit again, unlike lanterns which are only worn (though ideally, when thrown, weak variants should be destroyed and cause fire effects as well) and lose fire until they get more oil. I like the idea! I think that it makes sense to have the lute, lantern, etc. there, but the spare weapons should have their own slots. I'd like to be able to equip a sword, a spear, a bow and a pistol (which I hope will be in the game) at the same time. Hey the more slots the better.  All i say is that i would like to see for Fight-oriented characters, to have something special that noone without specific training would have ... and in my mind, extra slot for weapons set would be perfect for that.  Since that way, while Wizard is perfectly able to equip a sword, and fight it effectively ... Fighter will allways be prepared for situations better, since he would still have shield prepared for use, and potentialy even mace ... simmilar to Wizzad having his advantage in magic combat, fighter would get his in meele. :P
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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04) Yes, but the number of items and containers we can interract with should really be reduced. Moving around containers and throwing items makes more sense when there are more items and objects to interact with. 05) Not sure about what you ask but I don"t want to be helped even more. Minimap, icons and so on... this is already too much. A compass would be better IMO but if they remove the minimap. An option to toggle the minimap in the options menu would be okay, but my memory isn't very good, and I really don't want to wander around places that I've already been to. For the same reason, I'd like an ability or spell that works similarly to (but hopefully better than) the "Clairvoyance" spell in Skyrim. 06) I guess you're talking about perception check. Definitely, something has to be done. Yeah. 09) The inventory is a mess. They have to do something about it. Specific containers for specific items would be cool IMO (a bag for everything you want, a quiver, a scroll and a potion case, a belt for consumables to use in combats) A way to label containers might be good as well. I have multiple containers, and I'm not sure what's in each container until I open them. 10) I guess this is call loaded dices. The dice aren't weighted enough in my favor for my liking... 11) Definitely no. They have to do something about the tedious inventory management and to reduce the tons of junk items in the gae but they should not increase the weight. I'd prefer it if they could just mark junk items as junk rather than reducing the amount of junk items. 12) It would be cool, but I guess it's a hard job with all the cinematics and the camera poiting at the character that's speaking. On top of that if we always succeeded at rolls during dialogs, the game would be less surprising. I don't think that it would be difficult for them to allow players to set a default character for speaking. It might be more difficult for them to have the characters switch during dialogue, but I doubt it would be very difficult for them to do that. As for not always succeeding at rolls during dialogue, I'd say that it's more irritating than surprising. I'd rather be surprised by my character saying something that seems sensible only for it to be wrong or dismissed. 15) It looks like we're going to be stuck with 3 companions after act 1 so it would not make sense anymore. Which is sad. Again? 18) The pathfinding is probably going to be improved. The characters that climb up/down and move like chickens is a consequence of the really bad chain system. Speaking of the chain system, either it's really difficult to arrange and connect party members with it, or I just don't understand it. I wish that they would add merge left and merge right icons to the portraits instead of going by proximity to decide when to connect party members. Also, a menu to decide how closely each party member should follow would probably be helpful. 19) There are a few bugs probably due to the pathfinding and/or the auto jump. They'll fix that. Even so, I'd still like a way to call/summon companions to be added. 20) Your suggestion is a bandage, not a solution to the problem you're talking about. Solutions are better than bandages. That's true, but I'd still like manual movement anyway. 21) Why not, even if a lot of spells are already supposed to light items. I'm not sure, but most of the spells that I've tried seem to only work in one area rather than following the party. I've thought about trying to use "Light" on a party member, but I'm not even sure how the spell works exactly, since I haven't used it yet. Anyway thanks for your feedback. I mostly agree with you even if sometimes you're poiting at the wrong problem or give a bad solution IMO. No problem. Thanks for your feedback on my feedback, and I'm glad to know that you mostly agree. +1
even if things have been brought up before, it never hurts if they are brought up again. :] It only increases the chances of Larian noticing and doing something about it! Definitely. +1
even if things have been brought up before, it never hurts if they are brought up again. :] It only increases the chances of Larian noticing and doing something about it! You sound like you want me to ask for Goblin Player Race again. ........ Player Goblins pls Larian. I'd be lying if I said I wouldn't use an excuse to shill for more Goblins. I wouldn't mind a goblin companion.
Last edited by EliasIncarnation; 07/10/21 11:19 AM.
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If a friend joins, and you have four characters, you're controlling three characters, right? So, if three friends join, and you have six characters, you're still controlling three characters. Maybe that whole idea was wrong from the start ... I was just thinking that if you cannot (feel free to read as dont want to) effectively split screen to more than 4 parts, it would make sence that is the number of players you want to allow ... Then i was thinking that companions can also be part of the problem, since game is pretty much focused on them ... especialy in parts when they demand to be present for their quests ... wich is impossible, right now ... since you cant "let custom character in camp" ... So i was thinking that 6 members party would solve this problem ... but then i can easily imagine people complaining about that someone having better game experience, since "they have companion, but i cant bcs of this stupid party limit". :-/ But now when i think about it, it was probably all wrong since when you have party limit of 4, and you play with 2 PC ... you get the same problem and nobody seem to care about it.  Anyway, it was just my reasoning ... i dont recall Larian ever explained why they decide to make party limit to 4 ... I wonder why they chose to limit the party to four members. About the last part, it actually makes sense that they would do that. Modding disables achievements, so it would probably be easier for them to have the mods disable the achievements than it would be to add an option for more party members that would also disable achievements. Really? O_o I moded Skyrim as hells, and i still get achievments ... so i didnt know this.  Anyway, i would dare to say that there should be easyer way to get the same result ... For example add condition "max 4 members party to get this achievment" seems suficient to me. O_o I don't really pay much attention to achievements on Steam, so I'm not sure if mods actually stopped achievements from being unlocked in Skyrim, but I think that there was a mod to re-enable achievements in Skyrim when using mods. As for the achievement condition only being for certain achievements, the problem is that having more party members would likely affect game balance (if the developers didn't try to balance that), so most if not all of the achievements would probably be easier to get. Because of that, they would end up having to apply that and similar conditions to almost every, if not every, achievement. They would also have to place a notice on the option to have more party members (and they would need to make it an option rather than just allow more party members to be added) saying that players won't get achievements if it's enabled. Considering that, it would be easier for them to just make a mod that increases the limit. They have enough, but "enough" doesn't mean "every". Those are same words in this matter ... As long as some option is missing, its not enough options. :-/ Seem to me like it follows from the definition. "Enough" for you maybe ... certainly not for me.  That seems to be the case. The only developer that I know of that did something like that is Obsidian with Pillars of Eternity II. Cant tell, didnt play ... But doesnt Pathfinder have also both options? O_o Obsidian added a turn-based mode somewhat shortly after the game released. As for Pathfinder, I haven't played it yet. For why they would or should add that option, it would be to appease the people who like Baldur's Gate I&II but were alienated when Larian made a new Pool of Radiance game (gameplay-wise) and called it Baldur's Gate III. Honestly i would probably personaly never use it, since i love BG-3 as they are now (read as: turn based) ... But dont get me wrong i would never mind "if" they do, if something makes someone happy without making someone else sad, i see no reason to avoid it ... i was just stating "why" i find it quite unprobable. :-/ I like to see options in games when they're feasible because it usually means that more people can enjoy a game, but yeah, it seems very unlikely that they would add that option. It doesn't make much sense for Baldur's Gate III to not have that, at least as an option, since Baldur's Gate is basically a real-time spin-off of Dungeons & Dragons, rather than a direct adaptation. *was ... not is.  And i believe that is all that needs to be said on this matter.  Life is change, only time will tell if that change was for good. When a series is known and liked for something, it isn't supposed to be drastically changed (outside of spin-offs), especially if it's changed into being basically the same as a very different series, because then it loses the value that it had from being what it was. Maybe ... but it happens all the time.  As i mentioned previously in different topic, compare Fallout 2 and Fallout 3 ... entirely different game, and nobody seem to have problem with that anymore, Fallout is still quite sucesfull trademark. Dragon Age: Origins and Dragon Age II. ... certainly not as drastical changes, i admit that much, but still lot of them ... yet studio seem to be happy about them, since they decided to follow its style in Inquisition instead of returning to Origins. I mean sure, its better if the sucessor resemble the original game more rather than less ... Personaly i find best trascendence between two games in Star Wars: Knights of the Old Republic I. & II. ... they simply take the exactly same system and add some depth to it ... in my opinion perfect job, but how often that happens?  Fallout 3 at least had V.A.T.S. added to somewhat make up for the change, but the fans of the original games were still upset. Dragon Age II is a game that a lot of the fans of Origins (and even those who weren't fans of Origins) were upset about. For both of those however, there's not much that being upset can do when there are so many people who weren't fans of the originals and don't care about the fans as long as they can play a more fast-paced game with impressive graphics, so of course you're going to see less complaining about it as the fans resign themselves to the fact that the series that they were fans of are basically gone. As for sequels that improve the games without drastically changing them or making them worse, they're actually somewhat common, even though lately they've become far less common. Mass Effect 2, Pillars of Eternity II, Fallout: New Vegas, The Witcher III, Diablo II, Super Metroid, etc. Baldur's Gate is real-time with pause, Dark Alliance is action, Original Sin is turn-based, etc. Yup it is ... until its not anymore.  That is the thing, people are arguing for last year around here.  For someone Baldur's Gate is real-time with pause ... For another one Baldur's Gate is Bhaalspawn saga ... For another one Baldur's Gate is lots and lots of companions ... For another one Baldur's Gate is "no stupid Barrells" ... (yup i readed litteraly this somewhere) etc. etc. And then new studio comes, and its simply not anymore.  That is the same situation as there is with new Star Wars trilogy from Disney ... Its different, i would never dare to say that is good ... but some people sees it as something good ... i see that statement itself as Heresy and those movies as perversation of every rule that universe had and i loved ... But no matter my opinion, prefferences or amount of hate ... as much as it pains me to admit it, this indeed is Star Wars now.  That's true, unfortunately. There have been a lot of turn-based video game adaptations of Dungeons & Dragons, Pool of Radiance being the series with gameplay similar to Baldur's Gate III, yet they chose the series that was known and liked for having real-time with pause and made a main game in it that is turn-based, instead of making a new Pool of Radiance or a spin-off of Baldur's Gate. That is the thing ... its known for a lot more than just that, and something simply have to be changed, added or removed ... otherwise it would be remaster instead of sequel.  Yes, the games are known for more than that, but they are games, and gameplay is a very important aspect to consider when talking about what games are known for. As for having the same gameplay making a game a remaster rather than a sequel, having real-time with pause wouldn't make Baldur's Gate III a remaster instead of a sequel any more than having mostly the same gameplay makes Fallout: New Vegas a remaster instead of a sequel. I mean, someone could take two slices of bread, put cheese, tomato sauce and pepperoni between the slices of bread and call the resulting dish a pizza, but obviously, while it might be good and has similar ingredients, it isn't actually a pizza. That is interesting ... Now can you imagine that some archeologist will find ancient italian recipe for pizza and they will find out that their dough is actualy a lot closer to bread than to what we use for pizza now?  It would be interesting to watch how many people would be willing to accept that cheese, tomato sauce and pepperoni between two slices of bread ... is actualy more pizza than actual pizza itself.  Regardless of its possible origins, pizza as it is known is quite distinct from a sandwich as it is known, and while some like pizza, they might not like sandwiches, and likewise for those who like sandwiches. If someone who likes and wants pizza orders a pizza but gets a sandwich that's being called a pizza, they will likely be disappointed, because they know that pizzas, as they like and know them, aren't sandwiches, and they wanted a pizza, not a sandwich. They might still eat the "pizza" and even like it, but it still won't make it an actual pizza, and it will probably still be somewhat disappointing. That said, I'm fine with Baldur's Gate III not having real-time with pause, since the turn-based combat system is good. Though it would be better if they added it. Agreed.  But i might have interesting info for you ... since around half (maybe more like 3/4) there was someone (i would use the name, but i dont remember ... he had some dark man with red eyes as avatar tho, if i remember corectly) on this forum, who claimed that he is experienced and skilled moder ... and he said something about that if this game will not contain RTWP ... he and his few friends will create it. That sounds like interesting challenge. I think that someone tried something similar for Original Sin II, but they never made it beyond creating a proof of concept, since there's no AI in the game that battles in real-time. That said, it would be interesting to see if anyone could somehow succeed at modding a real-time with pause system and the AI that it needs into Baldur's Gate III. If someone did do it, I'd probably hope for them to make a Dark Alliance mod as well, though I guess that I wouldn't hold my breath, even then... Is there some option for the dice that I'm not seeing? Either that, or i dont catch at all what were you talking about.  All that I see is "Weighted Dice", and it's always been on, but I still get a lot of "1"s. Weighted Dice is actualy patch 4 feature, if remember that corectly ... Nope, i was talking about reworked diceroll UI that allows you to specificly see and determine litteraly every bonus you have, or potentialy can have. Sure it dont protect you from rolling "1" .... And it certainly dont protect you from feeling frustrated about it. :-/ But that is just luck and RNG. *I dare to snap the rest, since we seem to understand each other there* As you said, it still doesn't prevent rolling "1"s. Also, to me, it seems like the "1" side is weighted... Are you saying the controls would switch from keyboard to mouse because the camera was too far away? Actualy the contrary ... You see in Dragon Age: Inquisition (not sure about others Dragon Age titles tho) ... you have two regimes of control ... - in one you use WASD to move your character, and that is automaticly choosen when you have camera zoomed close to your character ... wich makes the game especialy pleasant to play as regular RPG with third person perspective ... - in second, you use WASD to move your camera itself, and your characters movement is controlled by clicking with mouse, just as it is in BG-3 ... wich meks the game especialy pleasant to play as semi-isometric tactical RPG ... The problem starts, then you are in between those regimes ... that would mean, not close enough to expect moving your character by WASD, but also not far enough to move your camera. That situation have only one result? Totall chaos and mess on battlefield.  Therefore i hope IF Larian will implement WASD controls to our characters, it will be determined by some toggle button indead of proximity of camera.  That's what I thought that you were saying. As you said, the problem, aside from being buggy, is that they should have just made it toggle with a key (though, even then, they could have included the camera toggle as an option in settings). Unless Larian also makes it toggle only through the camera for whatever reason, I don't think that keyboard movement would be a problem in Baldur's Gate III. I think that it makes sense to have the lute, lantern, etc. there, but the spare weapons should have their own slots. I'd like to be able to equip a sword, a spear, a bow and a pistol (which I hope will be in the game) at the same time. Hey the more slots the better.  All i say is that i would like to see for Fight-oriented characters, to have something special that noone without specific training would have ... and in my mind, extra slot for weapons set would be perfect for that.  Since that way, while Wizard is perfectly able to equip a sword, and fight it effectively ... Fighter will allways be prepared for situations better, since he would still have shield prepared for use, and potentialy even mace ... simmilar to Wizzad having his advantage in magic combat, fighter would get his in meele. :P That makes sense, but how am I supposed to play as an overpowered, gunslinging battle mage if it makes more sense?
Last edited by EliasIncarnation; 07/10/21 02:20 PM.
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veteran
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veteran
Joined: Oct 2020
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I wonder why they chose to limit the party to four members. Lot of us do ... There are some working theories, since Larian refuses to answer that. One of them is my personal favourite, and its that 4 is maximum numbers of splits on single monitor that still can look good ... i know that lot of people have HUGE monitors theese days, but not exactly everyone. Another one, widely accepted as true, is the fact that its bcs Larian started working on BG-3 by simply copy code from DoS and start alterning it, instead of creating something new ... and since there reportely was 4members party, it also is here. (Cant confrim tho, i didnt play any Larian game before this one.) And finaly, there are some people, quite rare to be honest, but i still have seen them quite often in this topic ... who believe it was decision based on party management, since in lot of Fantasy games you have 4 members party, so they see it as standard. (Cant say i agree, but since game is playable i gues they kinda make point that 4 is "enough" ... i would still rather have optimal than minimal.) As for the achievement condition only being for certain achievements, the problem is that having more party members would likely affect game balance (if the developers didn't try to balance that), so most if not all of the achievements would probably be easier to get. Because of that, they would end up having to apply that and similar conditions to almost every, if not every, achievement. If "party members" < 4 print: "Greetings player, this game was ballanced for 4 member party, but we totally respect your choice and know that you would probably download some mod, that will make probably your game unstable, or mess your save ... therefore we decided to allow it, so if you wish to continue, feel free to ... but be warned, this decision will affect battles, party management and social interaction, and not necesarily in the good way ... AND BTW, we will also disable your Achievments ... have fun tho! :P" That is solution i would concider both effective and easy to implement.  I like to see options in games when they're feasible because it usually means that more people can enjoy a game And i want to see more people on this forum, who understand this. :3 Did i welcome you? Let me do that again ... welcome between us.  Fallout 3 at least had V.A.T.S. added to somewhat make up for the change, but the fans of the original games were still upset. Dragon Age II is a game that a lot of the fans of Origins (and even those who weren't fans of Origins) were upset about. Certainly ... my point is that in long therms, they are minority ... and therefore irellevant for companies. Its ugly truth we dont like to hear, but that is how it is ... As for sequels that improve the games without drastically changing them or making them worse, they're actually somewhat common, even though lately they've become far less common. Mass Effect 2, Pillars of Eternity II, Fallout: New Vegas, The Witcher III, Diablo II, Super Metroid, etc. From this list i played only New Vegas, wich is crown jewel between all Fallouts for me ... and i doubt it ever be replaced.  And i cant express how ashamed i am for forgeting on it when i was writing that coment. :-/ And Mass Effect 2 ... But i dare to disagree with you here, since ME2 seem to be quite different to ME ... at least in my opinion. Sure, both are 3rd person RPG shooters ... but that is where all similarity ends. :-/ Actualy i would even dare to say that change from Mass Effect to Mass Effect 2 was almost as drastic as from Dragon Age: Origins, to Dragon Age II. :-/ - skill trees were cut to most basic things - crafting system for upgrading both weapons and armors was removed completely - heating weapons was replaced for some odd kind of universal ammo, that can be used to any gun ... yet, if you waste your amo to one gun, you can easily switch to another that is for some reason fully loaded even tho all clips are universal and therefore fit to both. O_o I could go on, but you get the point.  Others i never even seen.  As for having the same gameplay making a game a remaster rather than a sequel, having real-time with pause wouldn't make Baldur's Gate III a remaster instead of a sequel any more than having mostly the same gameplay makes Fallout: New Vegas a remaster instead of a sequel. Nah, you missunderstand me ... I was not talking about RTWP, but about *something* in general ... if *nothing* is changed, therefore game remains the same in every direction, then you have remaster ... if *something* is changed, then it can be sequel. Ofcourse its also theoreticaly possible to create remaster, and yet change things ... but that is entirely different topic.  Just playing with the words, its not important.  Regardless of its possible origins, pizza as it is known is quite distinct from a sandwich as it is known, and while some like pizza, they might not like sandwiches, and likewise for those who like sandwiches. If someone who likes and wants pizza orders a pizza but gets a sandwich that's being called a pizza, they will likely be disappointed, because they know that pizzas, as they like and know them, aren't sandwiches, and they wanted a pizza, not a sandwich. They might still eat the "pizza" and even like it, but it still won't make it an actual pizza, and it will probably still be somewhat disappointing. Agreed.  Again.  Luckily we have restaurant reviews online ... in this case even showcases, countless of streamers, commercials, interviews with developers, massive events (like E3, or curently going EGX) and lot and lot other ways to find out what kind of meal we will get, if we order in *this* imaginative restaurant.  So we can quite easily lower our expectations and therefore even disappointment.  As you said, it still doesn't prevent rolling "1"s. Also, to me, it seems like the "1" side is weighted... In that case, all i can suggest is Halfling.  That makes sense, but how am I supposed to play as an overpowered, gunslinging battle mage if it makes more sense? Dunno ... multiclass? 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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stranger
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stranger
Joined: Oct 2021
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can we get an option for the game to remain in pause/ turn based mode when you have a party member down? i'm real tired of trying to hurriedly fumble with the help button.
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member
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OP
member
Joined: Oct 2021
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I wonder why they chose to limit the party to four members. Lot of us do ... There are some working theories, since Larian refuses to answer that. One of them is my personal favourite, and its that 4 is maximum numbers of splits on single monitor that still can look good ... i know that lot of people have HUGE monitors theese days, but not exactly everyone. Another one, widely accepted as true, is the fact that its bcs Larian started working on BG-3 by simply copy code from DoS and start alterning it, instead of creating something new ... and since there reportely was 4members party, it also is here. (Cant confrim tho, i didnt play any Larian game before this one.) And finaly, there are some people, quite rare to be honest, but i still have seen them quite often in this topic ... who believe it was decision based on party management, since in lot of Fantasy games you have 4 members party, so they see it as standard. (Cant say i agree, but since game is playable i gues they kinda make point that 4 is "enough" ... i would still rather have optimal than minimal.) The second one does sound the most likely... As for the achievement condition only being for certain achievements, the problem is that having more party members would likely affect game balance (if the developers didn't try to balance that), so most if not all of the achievements would probably be easier to get. Because of that, they would end up having to apply that and similar conditions to almost every, if not every, achievement. If "party members" < 4 print: "Greetings player, this game was ballanced for 4 member party, but we totally respect your choice and know that you would probably download some mod, that will make probably your game unstable, or mess your save ... therefore we decided to allow it, so if you wish to continue, feel free to ... but be warned, this decision will affect battles, party management and social interaction, and not necesarily in the good way ... AND BTW, we will also disable your Achievments ... have fun tho! :P" That is solution i would concider both effective and easy to implement.  Still, that's probably not quite as easy as it would be to just make a mod. I like to see options in games when they're feasible because it usually means that more people can enjoy a game And i want to see more people on this forum, who understand this. :3 Did i welcome you? Let me do that again ... welcome between us.  Thanks. As for sequels that improve the games without drastically changing them or making them worse, they're actually somewhat common, even though lately they've become far less common. Mass Effect 2, Pillars of Eternity II, Fallout: New Vegas, The Witcher III, Diablo II, Super Metroid, etc. From this list i played only New Vegas, wich is crown jewel between all Fallouts for me ... and i doubt it ever be replaced.  And i cant express how ashamed i am for forgeting on it when i was writing that coment. :-/ And Mass Effect 2 ... But i dare to disagree with you here, since ME2 seem to be quite different to ME ... at least in my opinion. Sure, both are 3rd person RPG shooters ... but that is where all similarity ends. :-/ Actualy i would even dare to say that change from Mass Effect to Mass Effect 2 was almost as drastic as from Dragon Age: Origins, to Dragon Age II. :-/ - skill trees were cut to most basic things - crafting system for upgrading both weapons and armors was removed completely - heating weapons was replaced for some odd kind of universal ammo, that can be used to any gun ... yet, if you waste your amo to one gun, you can easily switch to another that is for some reason fully loaded even tho all clips are universal and therefore fit to both. O_o I could go on, but you get the point.  Others i never even seen.  You're right. I forgot that Mass Effect 2 had a lot removed, like equipment and exploration aspects, and that it felt somewhat more linear. Regardless of its possible origins, pizza as it is known is quite distinct from a sandwich as it is known, and while some like pizza, they might not like sandwiches, and likewise for those who like sandwiches. If someone who likes and wants pizza orders a pizza but gets a sandwich that's being called a pizza, they will likely be disappointed, because they know that pizzas, as they like and know them, aren't sandwiches, and they wanted a pizza, not a sandwich. They might still eat the "pizza" and even like it, but it still won't make it an actual pizza, and it will probably still be somewhat disappointing. Agreed.  Again.  Luckily we have restaurant reviews online ... in this case even showcases, countless of streamers, commercials, interviews with developers, massive events (like E3, or curently going EGX) and lot and lot other ways to find out what kind of meal we will get, if we order in *this* imaginative restaurant.  So we can quite easily lower our expectations and therefore even disappointment.  It doesn't change the fact that the restaurant is serving a dish with the same name and a different flavor. Even if someone knows that before ordering and lowers their expectations, it won't alleviate the disappointment of seeing that the actual dish is not going to return. For another example, it's like if you had a well-made, fantasy-themed bicycle called "Baldur's Wheel" that broke after a while, and when you read about the latest "Baldur's Wheel" that just released, it turned out that the "Baldur's Wheel" was turned into a well-made, fantasy-themed scooter. As you said, it still doesn't prevent rolling "1"s. Also, to me, it seems like the "1" side is weighted... In that case, all i can suggest is Halfling.  I suppose that I'll make a Halfling character after the next update... That makes sense, but how am I supposed to play as an overpowered, gunslinging battle mage if it makes more sense? Dunno ... multiclass?  Too limited. can we get an option for the game to remain in pause/ turn based mode when you have a party member down? i'm real tired of trying to hurriedly fumble with the help button. Do you mean after battles?
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member
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OP
member
Joined: Oct 2021
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I just realized that what I said about "Toggle Camera Rotate" in point 16 was wrong. The reason that characters would stop moving when I was rotating the camera was that I still had "Cancel Action" set to the right mouse button...
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apprentice
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apprentice
Joined: Mar 2020
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+ to all. Especially RTwP and better camera and WASD movement. How can a 2022 game be released without?! 
Last edited by DurneFea; 14/10/21 07:23 PM.
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member
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OP
member
Joined: Oct 2021
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+ to all. Especially RTwP and better camera and WASD movement. How can a 2022 game be released without?!  Well, Real-Time with Pause isn't really something to be expected just because it's a 2022 game (it's to be expected because it's a Baldur's Gate game), but playing with the camera completely zoomed in (to the point that it tilts) is a nightmare without a more flexible camera and manual movement. Even playing with the camera zoomed out is somewhat of a nightmare without those since the walls and upper floors don't always disappear, or when they do disappear, if you click on an area, it still acts as if you clicked on an area that disappeared instead.
Last edited by EliasIncarnation; 14/10/21 11:37 PM.
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