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Re: Optional third-person/WASD mode — feedback from someone who needed a mod to enjoy BG3
Wormerine
2 hours ago
I'm not asking you to abandon the isometric view — it's clearly core to what you make, and plenty of people love it. But an optional third-person/WASD mode would open the game to a whole group of players who currently need a mod to get past the front door. The mod I used (Ch4nKyy's "WASD Character Movement", paired with Ershin's "Native Camera Tweaks") sits at over 25,000 endorsements on Nexus, has nearly 5,000 comments, There is a really great third person camera mod, if you are into it: https://www.nexusmods.com/baldursgate3/mods/23959Personally, it didn't work for me. It becomes very clear to me that game wasn't designed with that in mind. IMO it plays and looks far better with slightly zoomed up default look. However, I strongly agree with the WASDa. Now, conceptually I shouldn't. If done correctly (see other cRPGs or any decent RTS) mouse control should provide better accuracy and efficiency of controlling a party of characters. However, clunky chain-system, characters abandoning their current action as soon as you switch, and general clumsiness and unresponsiveness of this control system leaves traditional mouse control feel fairly terrible. THEN there are some genuine issues with hazards - this game doesn't have automatic pause, or autostop when detecting traps, which means characters are highly likely to walk into hazards even if they detect them. And even if by luck I am fast enough to order move order away from a detected traps, it will make the lead character turn back and face the other direction, which may result in party members running behind him and stepping into the hazard anyway. I HATED traps in my first playthrough. With WASDa though - you press W to move forward, something happens you stop pressing forward and the character stops in its tracks. IMO in general it looks and feels better in BG3 as well. In my first playthrough I ended up sometimes switching between gamepad and keyboard to achieve this effect, but that was very clunky. WASDa mode works really really well.
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Re: Development of Tactical RPG game using the GaaS + Live Ops model
MoloF
6 hours ago
Important milestones in the game will be recorded below to serve as a sort of changelog.
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We’ve successfully set up a CI build with automated tests and changes pulled in via Git, so any employee can access the latest data. This makes it possible to commit changes to the dev environment and receive them in real time after a test has been successfully completed, allowing us to continue working on new features. No one has to wait for anyone else; everyone works with what’s available, and everyone from any department has the opportunity to view the interim results.
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Re: Crafting. Please improve
Tav'ith'sava
Yesterday at 09:41 PM
I didn't collect them all, but at times the crowded camp in early Act 3 felt a bit like having henchies around. It would have definitely been handy to have Dammon and maybe others in camp, although I admit that I was a bit surprised at the beginning that everybody apparently knew where our camp was. To me, that kind of went against how I behave when sleeping outside. It's where you keep your stuff, maybe someone doesn't want you to be there. So, you try to hide it out of sight and keep it secret. Act 1 also has this feeling of paranoia since at that point we hardly know what's going on.
In an explorer scenario, of course it's great! The local crew may also know the language on the old slates in the dungeon, or secretly work for the mummy you're trying to destroy. As a DM, that's always a nice chance to introduce more background and mood of the scenario.
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Re: Your hopes for future Larian games ?
Jackob28
Yesterday at 08:32 AM
For future Larian games, I mostly hope they keep the things that made BG3 feel so good in the first place: real freedom, strong companions and choices that actually change how a story plays out. I’d also really like them to avoid turning the game into a shop with a story attached. I’m totally fine paying for a good expansion or some proper extra content, but I want the buying side to stay simple and out of the way.
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Large hit box interferes with gameplay
Shadowbart
Yesterday at 03:29 AM
I know they probably had no idea there would be a mod that kept adding the same buff over and over again (but not stacking). This causes another problem they probably didn't design for. There's a hit box that intercepts mouse clicks to the "world out there", that's as wide as the row of icons and as high as all four characters (whether the other 3 have so many or not.) Everything in the world inside the box cannot be clicked, not just chests and people, but move-to or even cam rotate of middle mouse button. Anyway, at this point I can scarcely play the game as I have to rotate the camera until what I want to click on is on the right half of the screen. When it was smaller it wasn't so bad but it's really becoming a gamebreaker at this point. Yes I could abandon the mod (it's one of the skeleton mods, which gives you a buff that if you are killed you pop back up like a good little undead.) But it adds this every single time you long rest. I don't hold out much hope the mod or the devs will address this issue. Are there any UI or other fixes (like collapse multiple icons and use a number instead) that will compensate?
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