Originally Posted by RagnarokCzD
Originally Posted by Wormerine
I am saying that the mechanic is broken. Having an ability to ignore the problem doesn't make it go away.
I mean, i dont really mind fixing this exploit ... but i dont use it, so i dont mind keeping it as it is.

Originally Posted by RagnarokCzD
Originally Posted by Wormerine
In the scenario that you described the characters who are still unstealthed could move into their position during their turn
Presuming they are close enough to reach that position within single turn ...
Otherwise, nope. :-/
So you ARE using this system to get to places your character shouldn't be able to get to within their allotted movement range:).

Originally Posted by RagnarokCzD
I mean if (or when) i immerse myself ... and dont think about game design at all ... i would never end up in situation where i would use exploit allowing me to move infinitely aroun time-frozen battlefield. O_o
And to me the moment I recognise that half of my party is in different dimention of time and space because they are hiding behind a rock, and I have to leave an excitement of combat engagement to switch to them and go through two extra combat initiations is when I am painfully reminded it is just a game, and one with some questionable mechanics. Maybe if transition into combat mode wasn't as bombastic it would be less jarring to switch back and forth.

The obvious reason for this werid design is most likely, that a player isn't meant to control more then one character and therefore not run into that problem - Larian framework has been build with coop in mind. It make more sense as in player coop with the way things are each player will be drawn into combat only if they themselves are spotted/attack. but with how far BG3 have moved toward providing a better singleplayer experience the more oddities like that stick out.

Last edited by Wormerine; 03/09/22 08:35 PM.