|
veteran
|
veteran
Joined: Jul 2014
|
The fact that Fly hasn't been implemented in this game at all makes me really sad. I'm telling you, it's a huge disappointment. It is SO much fun in Solasta. I LOVE flying around in that game. It's one of the first spells I get as soon as I can get it.
Fly would make BG3 so much more intelligent. There could be SO many uses for it. SO many uses. It adds an entirely different element to the strategy of the game. It's not just fun to do it, but also fun to deal with enemies that use fly or wall climbing/spiderwalk as well. Preparing a ready action and intercepting a flying creature that dives down to hit you in melee is blast. It's one of these simple but genuine "D&D moments" that BG3 may never offer, busy as it is to make any creature special and with an arsenal of throwable gadget. Wanna use ready action attack on a Phase Spider? Tough luck, sucker. Aside for the fact that Ready actions aren't a thing, Phase spiders here jump far away and blast you with AOE poison. Why? Pretty much because "FUCK D&D, WE MADE DOS AND ARE PROUD OF IT!".
|
|
|
|
veteran
|
veteran
Joined: Feb 2021
|
The fact that Fly hasn't been implemented in this game at all makes me really sad. I'm telling you, it's a huge disappointment. It is SO much fun in Solasta. I LOVE flying around in that game. It's one of the first spells I get as soon as I can get it.
Fly would make BG3 so much more intelligent. There could be SO many uses for it. SO many uses. It adds an entirely different element to the strategy of the game. It's not just fun to do it, but also fun to deal with enemies that use fly or wall climbing/spiderwalk as well. Preparing a ready action and intercepting a flying creature that dives down to hit you in melee is blast. It's one of these simple but genuine "D&D moments" that BG3 may never offer, busy as it is to make any creature special and with an arsenal of throwable gadget. Wanna use ready action attack on a Phase Spider? Tough luck, sucker. Aside for the fact that Ready actions aren't a thing, Phase spiders here jump far away and blast you with AOE poison. Why? Pretty much because "FUCK D&D, WE MADE DOS AND ARE PROUD OF IT!". Jump? No no. They don't jump. That would at least trigger AOO. They Misty Step hundreds of feet clear across the game map. Thank God the Whispering Depths are only a few hundred feet. Imagine one of these Teleport Spiders on the surface. They'd teleport from the Gith Patrol location all the way to the beach in a single turn. But yeah. I agree 100% with you - minus the vulgarity. 😂
|
|
|
|
enthusiast
|
enthusiast
Joined: Dec 2020
|
+1 to fly/spider climb - I was blown away by fly in Solasta, even though the interface was a bit crude and it was somehat buggy (some tiles couldn't be flown over). It would be such a shame to waste all the verticality in BG3. And I mean proper fly, not a specialised jump ...
|
|
|
|
veteran
|
veteran
Joined: Aug 2014
|
I would also like to fight Phase Spiders (in melee) with proper tactics like Ready Action and Protection Fighting Style. Rather than having to play the whac-a-mole king of the hill meme combat. But Larian decided for me it's not fun if I have to think too much or adapt to different types of encounters. It's more fun to rush to high ground and push stuff down in every single fight. And jump out of surfaces while you're at it. And get your PC's one shot by push arrows and shoves from low level minions. Or exploit game breaking mechanics so the enemies don't even get to fight back. Such fun.
/sarcasm. Please improve combat to at least what the raw source material offers.
|
|
|
|
veteran
|
veteran
Joined: Jul 2022
|
I wanted to play the ultimate game of games, BUT LARIAN decided that I'd better play just a game! This is ridiculous! Rework everything! Create another engine from scratch! I give you 3 month!!! /sarcasm ofc. Lets be realistic!
Last edited by neprostoman; 16/08/22 06:43 PM.
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2020
|
+1 to all of this fly and wall climb. My spider form can't walk climb??? What??? Also, moon druid power really drop off until they can shape into flying creature. ATM, there is no true flying.... I hope they have it in the work and wanted to be proven wrong but we might end up not getti g fly or wall climb ..... With so much vertical in this game just for the shoving mechanic.... And ridiculous +2 for range, when they are already at advantage being range.
|
|
|
|
addict
|
addict
Joined: Oct 2020
|
I wanted to play the ultimate game of games, BUT LARIAN decided that I'd better play just a game! This is ridiculous! Rework everything! Create another engine from scratch! I give you 3 month!!! /sarcasm ofc. Lets be realistic! What seems to be unrealistic in this thread so far according to you?
|
|
|
|
veteran
|
veteran
Joined: Jul 2022
|
Reworking the divinity engine and level design at this stage in production, so it can support fly and wall climb as people here imagine it.
|
|
|
|
addict
|
addict
Joined: Oct 2020
|
Reworking the divinity engine and level design at this stage in production, so it can support fly and wall climb as people here imagine it. Well. Do we have actual conformation that the engine can't handle it? And, considering how little Larian has deemed us worthy of seeing the end product or communicate with us, and the fact that Tactical Adventures managed to implement the mechanic in their game with a budget a fraction of BG3's I don't find it unrealistic at all to wish for such. In fact, I won't mind waiting yet another year for the full release if that would mean that we get a proper game with mechanics worthy of a AAA title today.
|
|
|
|
veteran
|
veteran
Joined: Jul 2022
|
Don't get me wrong, I'd want the same level of freedom when it comes to traversing the map and fighting and I'd wait more. I doubt that It'd be in the game, and I doubt it won't be there because Larian want to harm their players (all those bitching-type posts above are actually what triggered my initial response), but because it has to pass several stages: coding, then QA, then playtesting (remember that there are other acts we can't help with playtesting sadly). Ofc it could be done with enough time at disposal, but the casual part of the community seems like a boiling pot as of now, complaining about an already late release. Those people influence the reviews and reception, I am happy to spare Larian trouble delaying the game for this but to let them have a chance at making BG4 or other cool games and keep their reputation.
Last edited by neprostoman; 16/08/22 07:19 PM. Reason: typo/wording
|
|
|
|
veteran
|
veteran
Joined: Jul 2022
|
...worthy of a AAA title today. Can you please specify, what is considered an AAA title, in general? I am not very good with the semantics in this matter. Is DOS2 an AAA? It has same amount (or more) mechanics than Dark Souls, which is considered an AAA in a different genre.
|
|
|
|
Volunteer Moderator
|
Volunteer Moderator
Joined: Aug 2021
|
...worthy of a AAA title today. Can you please specify, what is considered an AAA title, in general? I am not very good with the semantics in this matter. Is DOS2 an AAA? It has same amount (or more) mechanics than Dark Souls, which is considered an AAA in a different genre. I think it's a question of studio size and budget. Think God of War, Call of Duty, World of Warcraft. (Apparently, all AAA games have a "Blank of Blank" naming scheme.) Naming convention aside, I'm not sure if there's a clearly defined line between AAA and AA. DoS:2 felt AA (edit: to me*), but Larian vastly grew in size for BG3; they've sold millions of copies of BG3 in early access, so the game's budget could well be over 100 million dollars. All of this should land BG3 in AAA territory. *The size and budget of the studio usually correlates to polish rather than number of game mechanics. The Mario games are all relatively simple but polished to AAA diamonds by Nintendo. Dos:2 may have a bunch of things to do, but not all of it gets the polish it deserves. 2nd Edit : Yeah, if flight can be done justice, please do it justice. Spider climb also, but it would require adding pathfinding mesh to a bunch of currently blind zones on every map. That can lead to a lot of bugs, and pathfinding isn't great to begin with.
Last edited by Flooter; 16/08/22 08:12 PM. Reason: Clarification; Answering OP
|
|
|
|
addict
|
addict
Joined: Oct 2020
|
I doubt this can reasonably implemented at this point, but nonetheless +1 to fly/spider climb.
|
|
|
|
veteran
|
veteran
Joined: Feb 2021
|
All I can say is, Larian has boasted that this game will be THE D&D 5e game of games. And yet, thus far, Solasta has BLOWN BG3 away in terms of combat and overall mechanics, creature stats, encounter builds, etc. Solasta is more faithful to D&D 5e and all of its spells, reactions, ready action, etc.
If Larian really wants BG3 to be THE D&D 5e game, they NEED to implement a GOOD working Fly and Spider Climb mechanics system, along with reactions and Ready Action. I don't flipping care about whether it's hard or whether it requires a ton of work. The fact is, as of right now, Solasta DESTROYS BG3 as THE D&D 5e experience.
I love BG3. Don't get me wrong. But it is SO not the 5e experience Larian professes that it is.
|
|
|
|
veteran
|
veteran
Joined: Jul 2014
|
What seems to be unrealistic in this thread so far according to you? There's no "unrealistic" expectation or request being made, he just decided he needs to be the cheap summer replacement for JandK.
Last edited by Tuco; 16/08/22 08:46 PM.
|
|
|
|
veteran
|
veteran
Joined: Sep 2020
|
Reworking the divinity engine and level design at this stage in production, so it can support fly and wall climb as people here imagine it. Climbing maybe requires a lot of rework, but flying should require fairly minimal effort. - There is already a flying ability in DOSII (i.e., the BG3 engine) that enables characters to hover and not be affected by surfaces. I'm sure an additional "can't be hit by melee attacks from non-flying characters" tag could be added. - BG3 is also full of elevation (I'm fairly sure projectile distances are affected by it..?!) which means that the game keeps track of characters' Z-coordinate. Thus, Larian could probably modify Fly so that it sets characters X feet off the ground. An incredibly common glitch used by speedrunners is to walk on air by making the game think you have (or the ground is at) a different elevation. If speedrunners can break games to enable that, I feel like it wouldn't be that hard for developers to make that intentional.
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2020
|
Back in patch 1 and 2, we could teleport out of map (obviously a bug), but then we would be "flying" above the npc and still attack them. So, surely fly would work? even the red dragon in the EA "fly" away.
|
|
|
|
old hand
|
old hand
Joined: Oct 2020
|
The fact that Fly hasn't been implemented in this game at all makes me really sad. I'm telling you, it's a huge disappointment. It is SO much fun in Solasta. I LOVE flying around in that game. It's one of the first spells I get as soon as I can get it.
Fly would make BG3 so much more intelligent. There could be SO many uses for it. SO many uses. It adds an entirely different element to the strategy of the game. It's not just fun to do it, but also fun to deal with enemies that use fly or wall climbing/spiderwalk as well. Preparing a ready action and intercepting a flying creature that dives down to hit you in melee is blast. It's one of these simple but genuine "D&D moments" that BG3 may never offer, busy as it is to make any creature special and with an arsenal of throwable gadget. Wanna use ready action attack on a Phase Spider? Tough luck, sucker. Aside for the fact that Ready actions aren't a thing, Phase spiders here jump far away and blast you with AOE poison. Why? Pretty much because "FUCK D&D, WE MADE DOS AND ARE PROUD OF IT!". Yeah... imagine scenarios where flying creatures get close to your monk, that has Ready action and hits it, and can THEN choose to apply "stun"... wont be seeing that, I reckon....
|
|
|
|
old hand
|
old hand
Joined: Oct 2020
|
I doubt this can reasonably implemented at this point, but nonetheless +1 to fly/spider climb. I am not a programmer, but is it really THAT hard to implement something like flying and such at this stage? Is it possible to estimate how hard it could feasibly be?
|
|
|
|
addict
|
addict
Joined: Oct 2020
|
...worthy of a AAA title today. Can you please specify, what is considered an AAA title, in general? I am not very good with the semantics in this matter. Is DOS2 an AAA? It has same amount (or more) mechanics than Dark Souls, which is considered an AAA in a different genre. It is an informal classification for sure but, and I will leave a snippet from Wikipedia explaining the term, this project certainly falls within its bounds. The term "AAA" began to be used in the late 1990s, when a few development companies started using the expression at gaming conventions in the US.[2] The term was borrowed from the credit industry's bond ratings, where "AAA" bonds represented the safest opportunity most likely to meet their financial goals..../
/...By the seventh generation of video game consoles (late 2000s), AAA game development on the Xbox 360 or PlayStation 3 game consoles typically cost in the low tens of millions of dollars ($15m to $20m) for a new game, with some sequels having even higher total budgets – for example Halo 3 is estimated to have had a development cost of $30m, and a marketing budget of $40m.[11] According to a whitepaper published for EA games (Dice Europe), the seventh generation saw a contraction in the number of video game developing houses creating AAA level titles, reducing from an estimated 125 to around 25, but with a roughly corresponding fourfold increase in staffing required for game development.../
/...With larger budgets, developers were able to find new innovative ways to present narrative as a direct part of gameplay rather than interspersed into pre-rendered cutscenes.../
/...During the seventh generation, AAA (or "blockbuster") games had marketing at a similar level to high-profile films, with television, billboard and newspaper advertising; a corresponding increasing reliance on sequels, reboots, and similarly franchised IP was also seen, in order to minimize risk. Costs at the end of the generation had risen as high as the hundreds of millions of dollars.../
/... Staffing and costs for eighth generation games increased; at Ubisoft, AAA game development involved 400 to 600 persons for open world games, split across multiple locations and countries.../
|
|
|
|
|