Hi all. Played all of Divinity OS 2 with my fiancée, and a decent amount of hours of BG3 early access on different patch versions. Love both, but would love this co-op improvement. My suggestion is as follows.
In conversations, the group is treated as two different parties. Let's say I have Shadowheart and my fiancée has Wyll. If I trigger a conversation that is relevant to Wyll or Wyll's quests, Wyll will not speak up because he is not under my control as a player. Same goes in reverse. If my fiancée triggers a conversation that would be relevant to Shadowheart, Shadowheart would not speak up, as she is not under my fiancée's control. A great example is the goblin fight at the windmill. We want Wyll to speak to and interrogate the goblin. If I trigger the conversation, this does not happen, as the game does not recognize or acknowledge that Wyll is there. We have to reload, and basically use metagame knowledge to say "Hey, this is relevant to the person you're controlling, you trigger the conversation."
This one change would make co-op a lot more fluid. I love playing these games as fully fledged co-op games, and for the most part they work fantastically. This however is a bit of a bump in game design that I definitely think could be smoothed out before launch. I understand why they are two separate parties from a gameplay/control/combat perspective, but from a conversation perspective, I think everyone present should be acknowledged, regardless of which player triggers the conversation.
I doubt they changed co-op and how it's handled, back when I did a run with my buddies the convo's were only for the first person to interact with the npc and the other players had to spectate the convo just to see what was going on. Over all, co-op needs a rework on how they handle convo with multiple players, so all of them are included.