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I just had a quest NPC suicide into Moonbeam after a very long fight. People run into hazards so fast when combat ends there's no time to react. Not only did they die, but the Fist arrested the party for "murder". Having to reload because of that and play the fight and everything else again is pretty infuriating.

Until such time when NPC's and party members know better than to run directly into fire, can we just keep turn based mode on after combat if there are hazards? So you have a chance to cancel your spells and put out fires.

And issue an all stop command when a trap is discovered before everyone tramples all over it. Simple stuff.

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Larian has a surface fetish. It's been that way for a while and it aint changing.

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The All Stop Script was already a staple on D:OS2 if the Char discovered Traps so who knows why decided to do it this way here. They should just make the whole Party Autostop whenever there's ANY kind of Check. Even Pathfinder has like million Toggable Options. But i ask the same Question when i can't find any Chat Window in Multiplayer. I still don't see the "Overdelivering" from all that Youtube Propaganda.

Last edited by JDCrenton; 11/08/23 03:31 AM.
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It would not be a Larian game if there are no npcs dying on surfaces. There is also no fight without acid or fire. Even stupid goblins are able to make Molotow-Cocktails.

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Existence of surfaces in Larian games and that NPCs walk right into them are two different topics.

Losing time because AI is dumb is not fun.

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Originally Posted by 1varangian
I just had a quest NPC suicide into Moonbeam after a very long fight. People run into hazards so fast when combat ends there's no time to react. Not only did they die, but the Fist arrested the party for "murder". Having to reload because of that and play the fight and everything else again is pretty infuriating.

Until such time when NPC's and party members know better than to run directly into fire, can we just keep turn based mode on after combat if there are hazards? So you have a chance to cancel your spells and put out fires.

And issue an all stop command when a trap is discovered before everyone tramples all over it. Simple stuff.

Yeah I agree. This is infuriating at times. But it's all connected to the much beloved and flawless toilet chain system.

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Moving your party is one thing. You can theoretically unchain them and move them one by one. Which is far from a good way to control party movement, but at least you have full control. All stop for traps is still needed whatever the control scheme is.

What you have absolutely no control over is a quest NPC running and suiciding into fire, making the quest impossible to continue. And getting thrown into jail because of that. So the AI, cascade failing. Causing the player potentially to lose a lot of play time depending on where their last save is.

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The old post combat suicide rush, what a good mechanic. Not to mention:
"Look out, there's a trap!"
"OH TRAP WOOPEEE ME FIRST PLEASE!"
"NO THAT'S MY TRAP YOU GET OUT OF THE WAY I'M STEPPING ON IT!"
"Excuse me, but as the lowest health member of the party on the brink of death, I believe that I have the sacred right to be the first to step onto this newly discovered trap - excuse me if you please"
"Oh of course how rude of us! You first, we'll just stand right next to you and hope for some sloppy trap seconds."

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> can we just keep turn based mode on after combat if there are hazards

A character should never willfully walk into a hazard, period. The amount of times my chars got poisoned or burned, simply because they were too lazy to make a step aside is infuriating. Pathfinding should be fixed and when the AI believes there's no other way, they should stop and wait for another explicit move command.

Last edited by Daniel213; 13/08/23 10:18 AM.

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