Originally Posted by RagnarokCzD
Im quite sure you can ... will try next time i will be in and will have enough boxes around. laugh

I'm talking about the DnD cover system. Half cover, three quarters cover, total cover; depending on the type, you get bonuses to AC and Dex saving throws, and, in case of total cover, can't be directly targeted. This system isn't implemented in BG3.

Originally Posted by RagnarokCzD
I believe that is the problem here ... we are using rules we learned from single game to another game. smile

But as we can easily see, they dont aply here:
Looting is tedious, our inventory gets full very soon, it takes lot of micromanagement ...

What does it say to us?
A) Looting is wrong and should be re-created so we can enjoy our hamster disorder. laugh
B) We are not suppose to take every single bone we find, nor to search through every single body we find. laugh

Choice is ours. smile

What specific purpose does a lootable container serve if it's not meant to be looted? If Larian doesn't want us to look into every container, what is the reason behind filling the maps with so many lootable containers? There are already objects in the game which can be interacted with, moved, and destroyed, but can't be looted. Some of them are even boxes! Yet it's not these objects that fill the maps, it's the lootable versions. This is a deliberate choice the developers made. In the DOS games, the many mostly-empty lootable containers were meant to interact with the Lucky Charm and Telekinesis skills. What are they meant to do in BG3?

Designing a videogame, or any system really, is a deliberate process, especially when working with large teams of professionals. One of the jobs of a game, or systems designer, is to decide how they want the player/user to interact with the systems. Another is to predict how an average player/user, as determined by the target audience, will interact with the systems. This is what things like behavioral diagrams are for. That is to say, Larian are developing an RPG, presumably with RPG players as the target audience. Their designers should very well know what playing habits (such as looting everything in sight) their target audience will have formed by the time they pick up BG3, and design their systems with that in mind. If they want the players to break a particular habit, giving the opportunity to indulge the habit, but making it so boring and unrewarding that the player will stop out of sheer annoyance, is just about the worst way to do it. If Larian truly don't want us to loot everything, I assure you there are many solutions much better than making exploration, one of the fundamental parts of the game, a chore.

Last edited by MrToucan; 04/02/22 11:22 AM.