Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 3 of 3 1 2 3
Joined: Feb 2024
enthusiast
Offline
enthusiast
Joined: Feb 2024
I thought they may eventually tie the cycle to Short Rests. You wake up in the morning after the long rest and then move on to noon and evening.

Joined: Jul 2014
Location: Italy
Tuco Offline OP
veteran
OP Offline
veteran
Joined: Jul 2014
Location: Italy
Originally Posted by Swelis
I've also thought about this question. For me, the day/night cycle works when it fits organically into the game world, rather than just changing the lighting. It's cool when different enemies appear at night, the characters' behavior changes, or new opportunities for progression open up. But if it's just a cosmetic detail, I quickly stop paying attention to it.
Yeah, but even then it would be a minor addition (and probably something TRIVIAL to add, effort-wise) rather than something actively detrimental to the game's quality and it would STILL open a lot of possibilities to modderns who want to leverage the feature.

So back to the point: no, even this won't be a sound argument AGAINST having a day/night cycle.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
Joined: Aug 2023
old hand
Offline
old hand
Joined: Aug 2023
The problem with game design is often that there are features suggested that for example "add immersion" that create a lot of additional work and waste a lot of limited resources, but dont actually improve the game as a game.

Full simulation of a city is one of those. A shopkeeper who is open 24/7 and never moves from their spot may not be realistic, but its hella convenient for the player.

Joined: May 2023
stranger
Offline
stranger
Joined: May 2023
I'd like to see more dynamic environmental systems, involving weather-based mechanics and interactive construction

Joined: Mar 2026
J
stranger
Offline
stranger
J
Joined: Mar 2026
I get the frustration here because this pattern has basically repeated across DOS1, DOS2 and BG3, and from what I’ve seen it is less about whether the idea of a living world is possible and more about how much simulation depth survives the trade off with production scope, voice work, cinematics and scripting complexity, so I would not personally expect a sudden leap into fully scheduled NPC ecosystems even in the next big Larian style project, more likely it will stay selective and authored rather than systemic everywhere; on a different note I sometimes end up checking lighter interactive browser experiences like https://pokiesman1.net/free-pokies/ just to compare how different games handle randomness and systems design in a much simpler framework, and it actually highlights the contrast between controlled simulation and fully dynamic worlds pretty clearly, so overall I would temper expectations and assume incremental improvements rather than a full “world simulation revolution” this time.

Last edited by Jackob28; 2 hours ago.
Joined: Mar 2020
Location: Belfast
veteran
Offline
veteran
Joined: Mar 2020
Location: Belfast
I will be curious to see what will Larian adopt from D&D for their new Divinity game, but I somewhat doubt rests will be it. It is always a problematic mechanic in computer RPG, and while I hope cooldowns won't come back, there are other potential alternatives to consider.

Larian definitely likes their systems, so leaning into a more systemic world would make sense to me - but I am not sure it is what they are after. Personally, I don't need a big systemic uplift (though I feel the game could use smarter the systems Larian already likes to implement). What I would be satisfied is just a more evocative map design. Larian's maps feel so... fake? Bits of content stitched together that don't add up into an immersive experience. There are bits in BG3 that work for me, but just bits.

I suspect, however, it is a result of a different design philosophy and at its core it won't change. I want them to really consider setting and story first and foremost, but I suspect it is just not how they do things for the better and for the worse.

Joined: Nov 2023
T
old hand
Offline
old hand
T
Joined: Nov 2023
Originally Posted by Wormerine
It is always a problematic mechanic in computer RPG

Not always. Wrath of the Righteous uses rests pretty well. With actual passage of time and consequences of such things. Meaning you didn't spam rests to cheese the game.

Wartales also uses rests reasonably well. Again, you bypass the nature of rest spamming by having time advance and consequences for such things (I.e. Quests are time based for full rewards) in addition to more limited resources (Food and gold to upkeep your party. Even more so if anyone happens to have a negative personality trait that requires specific dietary needs like meat or alcohol)

Originally Posted by Wormerine
I hope cooldowns won't come back

Personally, I do.

I find that cooldowns provide a much better gameflow. Both in terms of stuff like resting (Whereby there's no incentive to rest spam to always have all your most powerful abilities ready), but also individual combat. Whereby you don't just spam your best ability every turn and are promoted to use a variety of actions.

Of course, you can still mess it up if you do something like ME2/ME3's shared cooldowns, which has all the negatives of pushing you to spam your best skill on top of the penalty of being locked out of skills constantly...

My main qualm with DOS2's system was that the entire thing was not balanced very well. Everything had relatively long cooldowns and their impact was barely (If at all) better than just using regular attack actions (Especially with the abhorrent armour system making any status effects useless). Like, the most notorious example was with Necromancer, where your only basic direct damage skills are Mosquito Swarm and Decaying Touch which had whopping 3 turn cooldowns and was basically just a regular attack that you could do any turn with no cooldown (Even worse if you'd modded in more items and had physical damage staffs that would scale with intelligence).

There are other systems like resource based ones (Such as Mana/Energy) but I find that they too, fall into similar pitfalls where you are best served by just spamming your most effective skill over and over (Whether it's the most powerful or most efficient)

Of course, there's always the catch of a cooldown based system being kind of repetitive since you can always open every combat with your strongest abilities. Though there are ways around that, such as certain skills being on cooldown when combat starts, or combining cooldowns with resources (For example, you do actions to build a resource, then you can use a powerful ability that has a cooldown. Then the next time you build the resource, you have to use something else as the best ability is on cooldown)

Originally Posted by Wormerine
What I would be satisfied is just a more evocative map design. Larian's maps feel so... fake? Bits of content stitched together that don't add up into an immersive experience. There are bits in BG3 that work for me, but just bits.

I do wonder what their plans are for the world. Their comments about the game being "Of larger scope in both depth and breadth" along with comments regarding how companions in BG3 felt "Isolated from the world" could suggest they want a less linear experience.

Thus allowing them to put in some distance to make the world feel better, rather than having to cram everything for an Act into a singular map. For example, they could have you go to different cities and locations surrounding them. All within a singular Act.

This would allow for things to be presented more naturally. Though, it does bring in the question of content density which is often a thing in more sandbox style designs.

But we'll have to wait and see I guess. They might still just continue on with the 1 map per act design and cramming all these things into a single small space which can lead to everything feeling awkward and disconnected (As well as some dissonance between scale and NPC interactions)

Page 3 of 3 1 2 3

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5