Originally Posted by RagnarokCzD
Originally Posted by MrToucan
you can't construct makeshift cover from boxes
Im quite sure you can ... will try next time i will be in and will have enough boxes around. laugh

Originally Posted by Gray Ghost
I approached the game by getting as much singular pieces of food as possible because I didn't want tospend money on supply packs unless I really couldn't avoid it, since I wanted to have money saved for weapons and potions and stuff.
Same here ... i never buyed it either. laugh
I simply dont long rest too often. wink

I long rest constantly so I'm able to get companion interactions.

Originally Posted by RagnarokCzD
Originally Posted by Gray Ghost
Furthermore, I've been trained by games to be paranoid and to think that any container could contain something that might be useful or interesting somewhere down the line.
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

Firstly, it's silly to assume that a game which is being advertised as being part of a fairly well-defined genre, and is the sequel to two games that arguably were foundational in defining that genre in the first place, won't conform to the general expectations of that genre unless we're explicitly told that that isn't the case. Obviously we're going in knowing that the game will be different in many ways, but the point of genre's is that they present a set of expecations to players, and if you're going to deviate from those expectations, it only makes sense to do so explicitly, not just silently hope that the audience gets it. The impression I'm getting isn't that Larian is presenting us with new rules for their specific game, it's that they've simply made a poor design choice. And that's fine, it's still early in the process and the game is evolving. Of course they're going to make poor design choices. If it turns out this is the way they want the game to be, then I think it would be a mistake to not be more explicit about that, but fine, it's their game. But if it is meant to be our choice, then what are they thinking the benefit is? Why make looting something tedious that they expect us not to do?

Originally Posted by RagnarokCzD
Originally Posted by Gray Ghost
Frankly BG3 feels like exactly the sort of game where finding an innocuous item turns out to impact something later down the road, so that's all the more reason for me to continually rummage. I would not put it past them to plant some "old stick" somewhere and then reveal later if we picked it up that it's actually some kind of wand or artifact. There's nothing like that in the game now, but we only know that because we've played through this section over and over again. On a first-time playthrough, you have no idea what to expect.
Well, as far as i know every single interesting item have implemented some comentary either from your character, or from your followers, when picked up.
The Stool of Hill Giant Strength is great example. smile

But as far as i know, Detect Magic is part of PHB, so i dare to presume this problem will be solved by that. wink
Personaly i will certainly take that spell once possible, especialy if it will highlight boxes and bodies with interesting loot. laugh

Maybe it will be, but the question of why they've made this problem is still a valid one. There is a LOT of lootable stuff around, andconstantly ritual-casting Detect Magic to make sure you don't miss anything is just a different, lesser kind of tedious.

Originally Posted by RagnarokCzD
Originally Posted by Gray Ghost
I think MrToucan really hits the nail on the head when he asks what purpose the containers serve. Does having all these containers actually make the game more fun? If a feature in the game world is more likely to detract from the fun of playng the game and ignoring that feature is the reccomended way to enjoy the game, then that feature's inclusion is a detriment, and the game continues to be enjoyable in spite of its presence rather than because of it.
Well ... yes. laugh
It does make the game more fun. smile

You see the containers have much more uses than just being looted ... for example:
- Some can be thrown. (Or they use to ... i didnt do that in a while. :D)
- In some cases they can ensure you safety. (Once i blocked the metal latter by Ragzlin, wich were made indestructible so NPCs have allways option to get close to player ... well, they didnt. laugh )
- You can use them to create provisory stairs and jump to higher places.
- You can stack them and climb on to get instant high ground. laugh
- As i said on start of this post, im quite sure you can stack enough crates together to create provisory wall and hide behind it. wink

You just need to start thinking outside the box. laugh
Wich is exactly what Larian keeps pushing us to. :P

While that kind of moving and stacking sounds honestly very boring and annoying to me, and the idea of going through all that sounds frustrating, you're right, those are all valid things that would make the game more fun for a lot of people, and thus far they haven't been presented as necessary for progression so that functionality absolutely should stay. But none of what you described requires the boxes to be lootable. There's a lot of non-lootable stuff around the world that you can move and interact with, so we know it can be done. Perhaps they intend to make a bunch of boxes non-lootable and they're only lootable now because it's early access. That'd be a totally fine thing to do.



Originally Posted by GreatWarrioX
Originally Posted by Gray Ghost
Originally Posted by GreatWarrioX
Originally Posted by Gray Ghost
I think most players are gonna at least check all the boxes to make sure they don't miss anything important, because if you're experienced with CRPGs

They could make them account-wide. If you dont get all from your first play-through, get them from second one. I generally hate design what forces player to do something, like in DOS2, there was billion places to loot and check.

I like the idea of replaying the game. Sure theres enough depth/stuff to play it again. Play the game, take what you want, if it feels you wanna go for another play-through, you get the rest. Thats why I would sell another Character Pack, btw. They could add somekind of vision-mode, for all lootables. Or Detect Item spell?

Account-wide? I don't understand what you mean. The implication of what you're saying is-I think-that at some point after you've replayed the game enough, you'll run out of loot and there won't be any in the containers anymore, which seems like a bad idea. Even assuming someone only ever plays two playthroughs, what if they just loot everything or basically everything in their first playthrough and then are left with basically nothing after that for their second? And what's a Character Pack? Is it literally a pack that characters carry, or is it something that directly effects the play of the game?

Why not? its video game after all, and no-one has ever done it.

My answer to why not is that I don't see how it would make the game more fun. This game is clearly being designed to be rewarding for multiple playthroughs. The numerous origin characters are proof of that. If they let playes know that there's a set limit to the amount of loot they can get in all their combined playthroughs, then players will be going through the game having to worry about not only having enough stuff for this playthrough, but future playthroughs as well. They'd need to consciously ration off loot so they don't screw themselves in the future. And if they DON'T say that loot is limited, people will absolutely collect all or most of the loot in their first playthrough and then be screwed in the future. Basically the why not is that doing this would place a hard cap on how many times a player can replay the game.