What is so wrong about autojump?
For goodness sake, Rag, go a play a good game for a bit, and then come back arguing. Next you will start asking why BG3 journal is a pile of crap.
What's wrong is that it doesn't work well. As a player I am at a mercy of whatever goddamn algorythm will decide to do. I have no say as to what party followers will do. Sometimes I want to jump my party down - but AI will decide to take different path and walk right into enemy sight. Sometimes I want to just jump one or two people - again having to unchain everyone, while not as tedious as it was, is till more more work required as it should be. I have no way of specifiying of what all but one of my party members are supposed to do. Wherever they will do what I need them to do is up to the algorhythm. Fine if the game does what I need it to do. Not fine if it doesn't. You might be shocked what cool, slick things you could do in BG3 if the game let you control it.
Indeed ... but can you honestly imagine that people would be fine with option to do anything but attack while controling your whole party at once?
sigh, you really should try to read and understand what people are complaining one of these days, instead of engaging strawman argument jumping blindly to Larian's defence. The problem with engaging from stealth is that the system is poorly implemented with whole surprise round being heaviy stacked in favour of the attacker. That is what makes the attack from stealth so explotable. Again, there are over 20 years of games with the classic system existing that don't suffer from that issue, becuse they have a better ruleset. Larian's engagement rules are shitty + party controls are shitty. It is not math, two "-" only add up, dont cancel each other. I tried searching for a link the thread, but unfortunately this forum is as poorly designed as BG3 party control system. No matter, I am sure someone will create a new thread about the issue soon.
Climbing a ladder ...
That was also not a problem since that ugly xlimbing bug appeared.
Yes it is. Have your leader have a ladder behind him and the followers will keep climbing up and down like stupid leming. Again, not a problem if you just walk the party from point A-B. But try anything more sophisticated with enemies nearby and the stupid AI will mess things up for you. Chaining isn't a problem if you play BG3 like DA:O - essencially move a blob of people from point A-B. But BG3 allows for far more nuanced interactions and control scheme should support that.
And Stealthing ...
Well that is pure movement problem.
A movement problem that comes out from being able to tell only one character where to go. There is no formation in BG3 - it's one person and AI tries to chaotically follow it. When you give your leader an order you can only predict one person's move. If there is a LoS, a trap or a hazard in any vacinity of that move AI will most likely trigger it. How many times did I select a party memeber to disarm the trap only to have another companion walk in front of him and stand on the trap. It is a bloody nightmare. This never happens in Baldur's Gate1&2, Solasta, Pillars of Eternity, Kingmaker. When you give the order to move, you know where everyone one of your characters will go to. you can move right up to any hazard knowing that AI won't fuck things up.
To be quite honest i believe that most of those problems would be solved if our characters would move in line instead of square ... but that would make different problem with possitioning at start of combats ... or prehaps option for tactical approach?
Keep squishy casters in back? O:)
Funnily enough, BG1&2 on top of a precise control also had party formations - newer titles like PoEs even allow for custom party formation. There are definitely bits in BG2 where I did set my party control to a straight line for safer navigation. And you know what? I could actually do that. Because BG2 party controls had enough
verbs at my disposal that I was able to easily specify what I want the party to do.
Or there is of course more complex solution that would need to include hazard detection.
Sure, Larian can spent a lot of time creating solutions for each problem their "follower" system creates, like they did with stealth all button. Chain system has incredibly low amount of
verbs available for the player - the only tool at your disposal is "follow this character". Any other possible action needs to be manually added by Larian - either by additional buttons, or by coding an AI to guess players intentions. That is poor and ineficient design- complex and difficult solution to a very simple problem.
I am experiencing a bit of that in Bayonetta now. When I first played it I didn't understand why long time DMC players complained about auto-target lock. But then I played DMC5, and now I returned to platinum bayonetta. And yeah, not being able to pick your target and hoping for AI to guess which of 5 targets you are trying to hit is a frustrating downgrade taking away control from the player.