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Originally Posted by Tuco
Every time you "Switch characters in conversation" in this game, each one of them "reset" the dialogue and it's treated exactly like a new blank protagonist, rather than a distinct personality.
Wich would no longer be necesary, bcs whole party would be actualy part of the original dialogue with option to express themselves and affect the outcome. smile


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Tuco Offline OP
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Originally Posted by The_Red_Queen
Um, yes. That was exactly what I was trying to do. I may have failed, but that's different from misunderstanding the challenge.
I mean, I wasn't really blaming you of misunderstanding anything, so not sure how we got there.
I just answered to your inquiry about what can be done explaining my method/thought process.

Conversely, I have to admit I'm not sure why you keep mentioning/involving the chain system.
Aside from the fact that on a personal note I have nothing but contempt for it and I'd love to see it expelled from the face of the planet and YEETED past the Oort Belt with a nuclear-fueled SHOVE, it doesn't really seem that relevant to the dialogue system at all, on a mechanical level.
The involvement of characters in a dialogue seems to be (and should arguably remain) based on the proximity to the conversation more than anything else.

If I "unlink" Shadowheart from the party and leave her 1 meter away from the NPC I'm talking to I still expect her to be able to cast guidance, butt in in the conversation IF she has something to add, etc.
And when it comes to "swapping characters at will with a button" I already pointed that without an extensive revamp I think that system would have too much of an artificial feel to me. It would feel like having several parallel conversations rather than having all the characters be part of one.

I also don't happen to think that just relying on the general rule "NPC shouldn't start dialogue on their own" could solve much. While you mentioned a couple of examples where it's arguably unnecessary and we could do without it, there would be several circumstances where the designers would feel basically forced to do it (i.e. an "Ambush" doesn't really work if you are the one that needs to trigger the dialogue manually, etc), which is why "Point 2" should be the priority rather than the follow up. The system in place to prioritize the main character/favorite leader is basically a necessity that has to be put ahead of the suggestion to "not force the dialogue if you can help it", because often you really can't.


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Tuco Offline OP
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Originally Posted by RagnarokCzD
Originally Posted by Tuco
Every time you "Switch characters in conversation" in this game, each one of them "reset" the dialogue and it's treated exactly like a new blank protagonist, rather than a distinct personality.
Wich would no longer be necesary, bcs whole party would be actualy part of the original dialogue with option to express themselves and affect the outcome. smile
As I said, that would basically involve an extensive UI revamp.
You either make a Solasta-like system where different lines are implicitly read by different characters or you'd still have the "four identical conversations are going on in parallel here and I'm pushing buttons to swap who's talking in a very mechanical, artificial way".


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Originally Posted by Tuco
As I said, that would basically involve an extensive UI revamp.
Would it tho?

I mean we allready have "change controlled party member" in left bottom corner ...
Alll we would need would be to change its purpose from "allow me to control non-conversating party member, to cheese on this in conversation stuck sucker" ... into "this character will be answering now". laugh


I still dont understand why cant we change Race for our hirelings. frown
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Originally Posted by RagnarokCzD
[quote=Tuco]I mean we allready have "change controlled party member" in left bottom corner ...
Alll we would need would be to change its purpose from "allow me to control non-conversating party member, to cheese on this in conversation stuck sucker" ... into "this character will be answering now". laugh
I'd expect that shortcut to be in need to become a lot less buried/cumbersome to select, in any scenario where it was going be a cornerstone of the dialogue system, for a start.

Then again, where to place the "magic button" wouldn't be more than a marginal portion of the problem. Making the system feel good and not an artificial, mechanical swap of characters mid-dialogue would be a far greater challenge.
And that's even assuming we can make it work with a seamless continuation of the same chat, rather than the "complete reset" we often experience now when we use two different characters to start a dialogue with the same NPC. So dialogue with different characters should be tracked differently.

In term of vibe, I wouldn't really consider this system "We are having a conversation as a party" as much as "I have 4 characters in line and I can pick and choose who's talking before I click every line".

Which sounds precisely what some of you are asking for.
I wouldn't be a fan. It would make me feel like skill checks aside pretty much anyone in the party is on a fundamental level the same person with the same choices.

If we have to imagine an IDEAL solution rather than a compromise that SOMEWHAT works, I prefer the idea of "The MC/player is the core of every dialogue and NPC interaction; the companions can occasionally infer to help according to their individual competences".
This seems as good as a moment as any to stress that this game isn't IWD or Solasta where "we" are the party and every member of it is someone we created. Here "WE" are the main character living an adventure and the companions are just on board for the ride. In some case possible as a temporary presence, too.

Last edited by Tuco; 12/08/22 10:35 AM.

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Originally Posted by Tuco
I have to admit I'm not sure why you keep mentioning/involving the chain system.
Aside from the fact that on a personal note I have nothing but contempt for it and I'd love to see it expelled from the face of the planet and YEETED past the Oort Belt with a nuclear-fueled SHOVE, it doesn't really seem that relevant to the dialogue system at all, on a mechanical level.

I know you hate it, but I mention it as it’s a mechanism the game already has for the player to indicate what party members they want to act in concert or independently, and I refer you to your earlier points about reusing what’s already there and the late stage of development.

Originally Posted by Tuco
I already pointed that without an extensive revamp I think that system would have too much of an artificial feel to me. It would feel like having several parallel conversations rather than having all the characters be part of one.

Fair enough. I still think it might be a cheap way to get some approximation to party dialogue but I threw the idea out there for feedback and yours makes it clear it’s not the elegant no-brainer I initially thought it might be!

Originally Posted by Tuco
I also don't happen to think that just relying on the general rule "NPC shouldn't start dialogue on their own" could solve much.

Again, fair enough. I put it first because I assume it’s cheaper, and would preserve player choice of who engages in specific cases if there were a default face (be that the MC or a designated one). I agree there are plenty of ambush scenarios where it wouldn’t work, but would be a quick way to fix, eg, the tiefling rescued from bugbear, Sazza after opening her door, Mirkon after saving him from Harpies, Karlach as you approach her, and possibly Ethel after surrendering (as long as she didn’t heal herself!), to name just a few examples off the top of my head. But while I’ve stated my ranking preference, I can understand why you have a different one.

Originally Posted by Tuco
If we have to imagine an IDEAL solution rather than a compromise that SOMEWHAT works, I prefer the idea of "The MC/player is the core of every dialogue and NPC interaction; the companions can occasionally infer to help according to their individual competences".

Well, yes, but this wasn’t meant to be an ideal solution and, to quote another poster…

Originally Posted by Tuco
I dislike to fantasize about unrealistic or overdesigned systems that aren't practically viable on a reasonable budget, so I always try to 1) keep things simple. 2) recycling as much as I can of what's already there. Especially this late in development

Anyway I’ve chucked my suggestion out there belaboured my points enough - or too much - so I’ll stop repeating myself.


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Originally Posted by Tuco
Ok, I'll keep this short, we all know what this is about, right?

You finish a battle, and the NPC immediately starts a dialogue automatically with the companion who's the closest to his current position.
You reach a hotspot with an automatic trigger and same happens.
Same when you are druid in beast form and everyone talks over you as if you weren't even there.
I hate it, you hate it, everyone hates it.

It's something that was pointed as an annoyance since the very first days of EA, but we all had more urgent things to debate/complain about and this minor issue was always sidelined. As I was saying few days ago in another thread "You have to pick your battles at some point" etc, etc.

Still, this is something that needs to be addressed and doesn't even take much work to correct.

Premise:
- Especially in single player ALL NPCs, in any circumstance, should ALWAYS start the dialogue with the Main Character as a priority over anyone else.
- As second best alternative (and maybe the "problem solver" in multiplayer, too) the player(s) should be able to *mark* one character in the party as the "Face/Party leader".

Only exceptions when dialogue can start with other characters:
1- The player prompts the dialogue with the companion on purpose.
2- the trigger for the dialogue happens with the MC hidden/dead/significantly out of range.

This should be the baseline of the system. Not a new thing, just a refinement of what we have now mechanically.

Then, on top of it, it would be IDEAL if the rest of the party could be involved at will when there are skill checks to make during dialogue.

The basic form of this feature would involve just using the character skill value to make the check/roll.
The "luxurious" one that may be more up to Larian's taste, could go the extra mile and have every companion offering a voiced line with a comment about how they "got this" for us ("Let me handle this" and so on).
Bonus points (and extra budget spent) if the comment is occasionally contextual to the specific situation rather than generic and used all over the game.

Did I forget to address something?

Aside for multiplayer, which I have to think about separately, since I can't really consider it a priority.


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