Originally Posted by Tuco
Well, “forbid manual reactions in online sections” would be a great way to make sure I’d never bother with one.

And personally I feel that making the system automated by default (forcing the player to look for the option and manually activate it) is precisely the thing that Larian got the most wrong in this partial implementation.
There's arguably no worse way to get feedback on a large scale for a feature than burying it and telling your players "Yeah, you'll have to go looking for it".

Doing the opposite would have worked wonders, on the other hand: everyone comes in contact with the new feature and gets a chance to try it and get the pulse of the system, while anyone who doesn't like it can disable it with few clicks.

Originally Posted by fallenj
If not, then personally I'll have to try and convince a player that takes a hour per turn to not use pop ups for his reactions so our group doesn't have to wait another 30 for him to figure that out also.
Sounds one of these fringe cases that never actually happen. A reaction is a "yes/no" binary choice. It would take a special kind of mental impairment to drag it past two or three additional seconds and it's going to be even less typically.
One may as well ignore a turn-based game entirely with this mindset, because "What if the other guy goes to the bathroom or takes phone calls between turns".

Which incidentally applies also to real-time games where you can hit pause (DOTA 2, most RTS, etc).

Hello Tuco

Seconds add up, that was one of my main complaints about adding a pop up during a combat encounter that has a good handful of enemies. You'll be clicking on it for each enemy that the feature pops for along with reaction time, it'll drag out combat way longer. seconds turn to minutes and so on. If you are saying that it's a made up example, it wasn't I only played one run when beta first started with two friends one is really slow on choice making. Not everyone is equally the same.

Bathroom example is another good one, say someone taking a bathroom break after there turn, pop up hits mid enemy turn and everyone has to wait for that person to come back so npcs can finish there own turns so other players can start theres and true for the last part.

Originally Posted by Blackheifer
Originally Posted by fallenj
I posted on the mega thread that was linked from here, but its a dead thread from the looks of it. Sooo, I skimmed through the new feature and looks like it defaults to auto. If it stays that way, that would be fantastic. If not, then personally I'll have to try and convince a player that takes a hour per turn to not use pop ups for his reactions so our group doesn't have to wait another 30 for him to figure that out also.

Outside of that small scenario, I really don't care, I'll test it later to see if I'll actually use pop ups personally solo.


I have this whole thing we go through before we start multiplayer where I simply ask people to try to keep their turn to under 20 seconds out of consideration for other people and to think about what they want to do before their turn comes up. I have never had anyone disagree with that because it really makes the game go faster. Complex situations are always excepted and it doesn't apply to New Player Runs that we host.

A lot of the cultivating I have done is to find people who are - not just good at the game - but good at multiplayer in general, which means good inter-personal skills and teamwork/consideration for others. It's just selfish to take 2-3 minutes to run a turn because you have to narrate EVERY single one of your options to everyone in discord and then proceed to fail to accomplish anything anyway.

What I am saying is that if you have a player taking too long per turn then you should talk to them or not play with them. The system itself isn't the problem.

Doesn't work that way, some people are just naturally going to be slower, nice advice though.