Larian Banner: Baldur's Gate Patch 9
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So I'm taking my time playing and currently in Act 3. In the original Bioware Series there were features that you could toggle on/off based on the current circumstance (enemy seen, weapon ineffective, player health at 50%, etc). Whilst I understand the mechanics are different with this game/engine, passing a perception check to find a trap, and then getting blown up by said trap has happened to me now about 30 times!! Ether by my rogue spotting it and running right into it, or by a party member positioning itself right on the trap when I'm trying to disarm (it's dumb to have to de-group every time to avoid the second part). Anyhow, how difficult would it be to have an option to toggle on/off situations that could put you into turn-base mode for spotting a trap? Other on/off options to enter into turn-base would be beneficial as well, but the trap one is the worst. I try to avoid save scumming because Larian has the best anti-save scumming mechanism out there: LONG LOAD TIMES! So I generally just go along with bad rolls and see what happens (of course with certain exceptions), but I don't find barreling into traps that have been spotted an "intended game experience".

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THIS! How are we supposed to interpret this stupidity?
1. A character spots a trap.
2. He loudly informs the party to be careful, because there is a trap!
3. He then proceeds to promptly ignore his own warning and walk straight into the trap.

No auto-pause needed, but PLEASE GIVE US AN OPTION TO AUTO-STOP MOVEMENT ON SPOTTED TRAPS (like with RMB click).

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The lack of an auto-stop on trap option is the main reason I actually prefer the controller to M&K when exploring in this game...

Just like how a mouse is the more precise aiming device in an FPS (because the crosshair stops when we stop moving the mouse), the controller's thumbstick yields more precise movement with BG3's setup because the character stop moving as soon as we let off the thumbstick, and it affords direct control without any AI pathing.

Now, if this game had the option for WASD movement (without needing mods), that would probably side-step the issue, but if we're stuck with the current method of mouse-click movement, then an option to halt movement on trap detection would be invaluable.

Last edited by Larathiel; 18/08/23 07:26 PM.
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Oh yeah, there are parts of this game that has made me wear down my F8 key...

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I agree just "stopping" the character would be ideal, but since you already gave an input to go somewhere, I believe the easier thing for Larian to do is the auto-turn base since this mechanism already exists (when hostiles spot you for example) and I imagine it wouldn't need as much development time compared to introducing a new mechanism that just stops the characters from moving while still being in real time.

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Originally Posted by Jajo
THIS! How are we supposed to interpret this stupidity?
1. A character spots a trap.
2. He loudly informs the party to be careful, because there is a trap!
3. He then proceeds to promptly ignore his own warning and walk straight into the trap.

No auto-pause needed, but PLEASE GIVE US AN OPTION TO AUTO-STOP MOVEMENT ON SPOTTED TRAPS (like with RMB click).

Exactly. Just like the original games (and most other real time RPG's) do.
You see a trap, movement stops.

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Originally Posted by Minscforlife
I agree just "stopping" the character would be ideal, but since you already gave an input to go somewhere, I believe the easier thing for Larian to do is the auto-turn base since this mechanism already exists (when hostiles spot you for example) and I imagine it wouldn't need as much development time compared to introducing a new mechanism that just stops the characters from moving while still being in real time.
But this behaviour, too, already exists. When you click right mouse button while your party is moving, they will stop moving.

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Yes, but you're making those inputs, not the game programing. nowhere does the game interfere with your movement outside of triggers such as an ambush for example that puts you in combat/turn-base. I was just thinking that it would be easier using the same "aggro" mechanics to include traps. Having your character just stop probably needs a lot more programing than just adding traps to the aggro table. Also, you would have to make all 4 stop because 1/4 of the time it's one of the other 3 ding-bats that go past my rogue to set-off the trap, so why not just go turn-base. But I'll take anything that works at this point.

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Autopause examples in other RPG games:

POE:

http://ibb.co/MPG51BL

POE II:

http://ibb.co/CnGSj8R

Pathfinder KM:

http://ibb.co/2ZXL48P

Last edited by Palatinus; 19/08/23 10:16 AM.

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