Originally Posted by Zarna
Originally Posted by JandK
I've noticed how much harder it is to trigger bad things now. It's almost impossible to not save Arabella, for example. I preferred it when things were more difficult and important situations like that had questionable outcomes.

Same thing with Nettie. She used to be more inclined to poison Tav. Now she's all soft-hearted and easily swayed.

I find myself hoping there's a difficulty setting that puts it back the way it was.
it seems to be an unfortunate trend in both games and real life that people can't handle things not going their way, and instead of working around their issues or coming to a compromise with others they complain until they get what they want.

I really liked that mindflayer encounter and the old Nettie. The new encounter with her isn't nearly as interesting. Perhaps with the Arabella situation, turning off the hand holding dice mode (forgot what it is called) will make it easier to fail? Don't have room to reinstall the game and find out.

Perhaps there could be a "fluff" setting for those who don't like anything negative or hate failing and a "grit" setting for those of us who don't mind it. Then they could bring the interesting stuff back without causing issues.
Making the entire game twice basically really isn't a solution I think. It's more about being consistent and not afraid to pursue your vision even if some don't understand it at first. I just hope larian made this choice to change those things not as a result of pressure but rather as a consequence of calculated experiment(That experiment being the EA).


Alt+ left click in the inventory on an item while the camp stash is opened transfers the item there. Make it a reality.