Larian Studios
Hi guys,

Here is another (probably useless) suggestion thread for BG3.
Feel free to add your ideas. There are probably tons of things I'm not thinking about.

So... How to make this game look a bit more like a :


1) Baldur's Gate video game

- Add +1, +2, +3 arrows and bolt rather than only surfaces ammunitions (missing less often)
- Add a day/night cycle and meteo effect.
- Do something about portrait. Add custom portraits, a portrait creator or let us choose a background (and an emotion) for the 3D portrait.
- Let us fast travel through the worldmap rather than through those runes
- Improve the user interface so it looks a bit more P&P
- Improve the fonts of everything so it looks a bit more Heroic Fanstasy.
- Add quickslots items for every characters to use in combats. Other items can always be "thrown".
- Don't allow us to pick in other character's inventory during combats.
- Add a quiver with limited slots to our characters. The ammunitions in the quiver can be used in combats. Others are in the Inventory.
- Allow us to custom our weapons slots (no more "melee slot and ranged slot", just "weapons slots")
- The camp should be on the map.
- Add random encounters when fast travelling and/or resting + an options to enable, disable them.
- Add new ennemies on the map after a few days. Like 2 wolves in the wood at day 3, looter on the blighted village at day 7, a new beast at the swap after day 10... You get the idea. Make this world alive.
- Add non origin companions (with the approval/disapproval mechanic. Interresting companions doesn't always need to be playable).
- Add smaller maps on the worldmap to explore, in exemple for specific (stronghold?) quests (a castle to clean, a dungeon to explore,...)

EDIT : Add more banter and discussions between characters when travelling or fighting. Make the group feels alive.
EDIT : Allow us to remove the dice rolling in the middle of the screen. It breaks the flow of the game (eventually as an option)
EDIT : Add dreams and powers for characters that avoid using the tadpole.
EDIT : Add more lore, more text in books, more pages. No more empty library please. It would be awesome to have explanations of events that happened on Faerun between BG2 and BG3.


2) Dungeons and Dragons video game

- Rebalance the homebrew (also see point 3)
-- Disengage is an action
-- Jump only cost movement, is not couple with disengage and trigger AOO with advantage
-- Highground soes not give advantage (see point 3)
-- Backstab does not give advantage (see point 3)
-- Eating during combat is not possible. Drinking potions is.
-- Dipping is not possible if you don't have a specific component (1 component/weapon, maybe a crafted component...)
-- Changing your equipment during combat is not possible (swapping between weapons slots)
-- The distance you push creatures when you shove depends your strenght. The %to shove depends your strenght way more than now (or if it stay like now, shove become an action)
-- You have to drink potions to benefits from their effects (walking on a healing liquid should not heal a character)
-- Surfaces items that miss their target does not create surface. It should fix the concentration mechanic.
-- Rebalance the Beast Master's companions

- Keep the uniqueness of classes safe !
-- Everyone is not able to use scrolls and classes have a proper spell list
-- Rogue cunning action : disengage and dash can be use as bonus action each turns
-- Implement rogue expertise
-- Rework the resting system so classes that recover spell slots and features during short rest are interresting to choose. Resting should have consequences.

- Allow us to use a potion on a close ally (not sure if "administer a potion" mean something in EN).
- The help action allow us to feint and distract a target. Allies attacking the target have an advantage (may be renamed)
- The help action to rez allies should be an action and should require a potion/a scroll
- Implement the ready action
- Implement the shove to prone action
- Implement the dodge action
- Implement grappling
- Implement ritual spells
- Implement proper reactions
- Implement throwing weapons
- Rework the resting system so it become an interresting gameplay mechanic. Short rests and long rest allow specific actions in DnD (level up, hit dices, arcane recovery, spell preparation and so on...)
- Rework the resting system so it doesn't break the action economy. Resting should have consequences.
- Implement the optional flanking rules

EDIT : make spears versatile weapons.
EDIT : Allow us to roll at character creation
EDIT : Don't allow us to throw ennemies. It just makes no sense.
EDIT : Add medicine checks when we help our downed companions.
EDIT : Add dexterity checks when surfaces damages trigger to avoid them.
EDIT : Better implementation of armors. DnD armors are divided in Tier. We should be able to start with a low heavy armor tier.


3) New Larian IP / video game

- Give us a +2 flat bonus for highground rather than advantage.
- NOT SURE : Increase our damage and/or attack roll by +1 when we're backstabing.
- Increase our range with ranged weapons when we're higher
- Party size of 5
- No more chain. The classic system works better. It's a fact.
- Improve the character creation so it looks a bit more unique
- The detection cone is improved and sound should matter. If it's too complicadted to make sound matter, every ennemies should have a detection cone in their back (obviously way shorter than in front of its eyes). A detection area with different DC could be awesome (easier to hide in their back).
- Eventually, rebalance the encounter so missing is less a problem than it can be in DnD (AC reduction or ability score decreased).
- Implement more damage reduction for our ennemies so we have to use varied weapons and spells.
- Give us an explanation about the tadpole. It's finally not an emergency so please make it clear soon and impossible to miss (or create consequences for resting too much).
- Reduce the amount of blood that spread when someone is killed.
- Allow 1 free action / turn (environment interraction, ...)
- Add options / sliders for us to custom the experience and the difficulty

- Rework various visual effects. This new game deserve to be serious and immersive
-- Remove the "shockwave" effect when someone jump. Characters in DnD become heroes, not super-heroes.
-- Rework the animation of creatures that fall asleep. Gale fall asleep like someone would in a cartoon.
-- Remove the shockwave when using dash

EDIT : Don't make some character dissaprove conversation they can't hear with other party member
EDIT : Rework the companions interactions at camp. It's too easy to miss them and it encourage spam rest. Let them tell us when they want to talk and/or create a queue so a new discussion trigger each time we're at the camp (read the thread, the others have described it better).
EDIT : Jumping should consume the proper amount of speed
EDIT : We should be advertised when jumping will prone our characters
EDIT : We shouldn't see failed perception checks.
EDIT : Implement traps that make sense and that can be disabled. The traps in the druid grove (statue) doesn't make sense and it's hard to understand.
EDIT : Rework traps so they shouldn't OS our entire party (chest under the grove with barrels... I just got OS before they suceed their check. No fun at all)
EDIT : Aradin shouldn't shout "form a lign" when we arrive at the grove. It makes no sense. "Get into position" would suit better. Consistency.
EDIT : Make companions personnality easier to understand. Once they approve, once they dissaprove. It's very hard and not friendly user to improve our relations.
EDIT : Add timed autosaves.
EDIT : Add a proper weight to barrels (limited / unlimited weight could be an option - a slider from 0% to 200% could also be).

Well... that's it for now. I'm sure I forgot a lot of things.
1) Baldur's Gate video game
- Reduce the extent of environmental interactions player must rely onto to win a battle, or make sure AI makes its best to avoid being easily cheesed with the use of them;
- Tone down the cartoon-ish violence;
- Extend maps and areas thus eliminating the theme park feel;
- Add some down to earth companions;
- Rework the overall visual style in favor of realism;

2) Dungeons and Dragons video game
- Rework help action to avoid its spam;

3) New Larian IP / video game
- Add a possibility to fine tune game difficulty and feedback;
I like your suggestions! Some thoughts though:

Originally Posted by Maximuuus
1) Baldur's Gate video game

- Add +1, +2, +3 arrows and bolt rather than only surfaces ammunitions (missing less often)
- Add a day/night cycle and meteo effect.
- Do something about portrait. Add custom portraits, a portrait creator or let us choose a background (and an emotion) for the 3D portrait.
- Let us fast travel through the worldmap rather than through those runes
- Improve the user interface so it looks a bit more P&P
- Improve the fonts of everything so it looks a bit more P&P
- Add quickslots items for every characters to use in combats. Other items can always be "thrown".
- Don't allow us to pick in other character's inventory during combats.
- Add a quiver with limited slots to our characters. The ammunitions in the quiver can be used in combats. Others are in the Inventory.
- Allow us to custom our weapons slots (no more "melee slot and ranged slot", just "weapons slots")
- The camp should be on the map.
- Add random encounters when fast travelling and/or resting + an options to enable, disable them.
- Add new ennemies on the map after a few days. Like 2 wolves in the wood at day 3, looter on the blighted village at day 7, a new beast at the swap after day 10... You get the idea. Make this world alive.
- Add non origin companions rather than mercenaries (with the approval/disapproval mechanic. Interresting companions doesn't always need to be playable).
- Add smaller maps on the worldmap to explore, in exemple for specific (stronghold?) quests (a castle to clean, a dungeon to explore,...)

Agree with pretty much everything! Just one thing, regarding "Add non origin companions rather than mercenaries (with the approval/disapproval mechanic. Interresting companions doesn't always need to be playable)." - while I vote all my yes to non-origin companions, I STRONGLY disagree on having them INSTEAD of mercenary-systems for 2 reasons:
1) It does not seem likely that Larian will introduce a companion for each class/subclass - so having the option to create our own companion through a mercenary system feels very valid.
2) The mercenary system is VERY useful for multiplayer sessions so that new players for the session do not have to pick up someone else's PC nor a origin character (there is a lot of good points regarding this HERE and on some other places here on the forums!


Originally Posted by Maximuuus
2) Dungeons and Dragons video game

- Rebalance the homebrew (also see point 3)
-- Disengage is an action
-- Jump only cost movement, is not couple with disengage and trigger AOO with advantage
-- Highground soes not give advantage (see point 3)
-- Backstab does not give advantage (see point 3)
-- Eating during combat is not possible. Drinking potions is.
-- Dipping is not possible if you don't have a specific component (1 component/weapon, maybe a crafted component...)
-- Changing your equipment during combat is not possible (swapping between weapons slots)
-- The distance you push creatures when you shove depends your strenght. The %to shove depends your strenght way more than now (or if it stay like now, shove become an action)
-- You have to drink potions to benefits from their effects (walking on a healing liquid should not heal a character)
-- Surfaces items that miss their target does not create surface. It should fix the concentration mechanic.
- Allow us to use a potion on a close ally (not sure if "administer a potion" mean something in EN).
- The help action allow us to feint and distract a target. Allies attacking the target have an advantage.
- Implement the ready action
- Implement the shove to prone action
- Implement the dodge action
- Implement grappling
- Implement ritual spells
- Implement proper reactions
- Implement throwing weapons
- Rework the resting system so it become an interresting gameplay mechanic. Short rests and long rest allow specific actions in DnD (level up, hit dices, arcane recovery, spell preparation and so on...)
- Rework the resting system so it doesn't break the action economy and the class uniqueness. Resting should have consequences.
- Remove the "shockwave" effect when someone jump. Characters in DnD become heroes, not super-heroes.

Agree on everything. Few things to add to the list:
+ Fix conversations only happening during long rest so that we don't miss out on dialogues for not resting every minute. Perhaps companions that have something to say could approach us during short rests?
+ Stop allowing long rest while in the very middle of enemy territory - or at least make it seem more believable than the entire party just porting in and out.
+ Please balance Beast Master companions properly. >.<''
+ Unless there is some reasoning that I've completely missed, I still do not see why Larian choose to re-vamp the monster stats (aka, enemies) instead of staying true to MM. :x If the 3 intellect devourers in the start is a problem, then just remove one of them (and perhaps roll with 3 of them on higher difficulties)? :]
+ Please, please, please, please - do not just use flat stat bloat for higher difficulties at release. q _ q


Originally Posted by Maximuuus
3) New Larian IP / video game

- Give us a +2 flat bonus for highground rather than advantage.
- Increase our damage and attack roll by +1 when we're backstabing.
- Increase our range with ranged weapons when we're higher
- Party size of 5
- No more chain. The classic system works better. It's a fact.
- Improve the character creation so it looks a bit more unique
- The detection cone is improved and sound should matter. If it's too complicadted to make sound matter, every ennemies should have a detection cone in it's back (obviously way shorter than in front of its eyes). A detection area with different DC could be awesome (easier to hide in their back).
- Rebalance the encounter so missing is less a problem than it can be in DnD (AC reduction or ability score decreased).
- Implement more damage reduction for our ennemies so we have to use varied weapons and spells.
- Give us an explanation about the tadpole. It's finally not an emergency so please make it clear soon and impossible to miss (or create consequences for resting too much).
- Reduce the amount of blood that spread when someone is killed.
- Allow 1 free action / turn (environment interraction, ...)

Agree on most parts - BUT!

"Rebalance the encounter so missing is less a problem than it can be in DnD" - While I very much understand how annoying the XCOM-effect can be in games, especially since failing is simply not fun when playing CRPGs imo (although Larian said they'd try to make that one of their biggest selling points). I mean, during a DnD session the dice can provide hilarious results when playing with friends and/or a imaginative DM - but in games there is hardly ever any fun coming out of failing. Yet, I am almost certain that messing with the mob stats will affect the class balance poorly so I would advocate for more options regarded loaded dice for those who want it. And *MAKE SURE THAT THIS IS SELECTED BEFORE LAUNCHING THE GAME* so that people know that the option is there! (and leave the options open to be adjusted mid-game as well)
Thanks for continuing to fight the good fight ^.^

I'd like to highlight one that doesn't get enough attention, though most of what you're saying is sound....

I want to re-iterate the weapon slots issue. I absolutely want to be able to wield a shortsword and a hand crossbow, if I so choose, or a hand crossbow and a shield. The insufficiency of the current weapon slot system needs more attention, along with everything else.

I would second the caution about messing with mechanical bonuses; rather, I'd call for proper cover rules, which cause a degree of cover to be granted in high-ground situations that warrant it - that is, when targeting up at someone who is back a bit form the ledge, and half of their model is obscured from LoS as a result... that's half cover.

Similarly, rather than giving a bonus to back stab at all, I'd want to see the option to turn on Flanking, as the mechanic written in the optional rules, or to leave it off. This is, of course, dependant upon having a functioning reaction system as well, since the ability to use your reaction to negate a flank is INTEGRAL to flanking rules working at all.... but a functioning reaction system is essential anyway.

I'd also mention that the character creator does a great job of saying much and explaining little, in its current state. You can see that you have things, sometimes, but you don't really know why, or where they come from. It doesn't explain nearly any of the actually important aspects of character generation, and the lay-out is very poor, coming off as a sloppy, indistinct string of bits and pieces that just pile up one after another without any real definition or ordering. We also shouldn't be required to pick prepared spells in character generation... that's silly.

Rather than having non-origin companions replacing the mercenaries system, I'd really much more strongly prefer that they replaced the origin system itself. Let our companions be companions, full stop.
Some random stuff & +1 to post

Medicine skill is for stabilizing a dying person, not everyone.

Have actual rolls for sneak attack instead of a basic math formula.

Replace racial features that don't work in the game instead of nothing (nimble for halflings - move through larger creature squares, this was axed and nothing added).

There was a ranger post made a while back that talked about this, basically they took away unique features of the class and replaced them with similar features of others. Favored enemy - bonuses on specific race natural explorer - double proficiency on certain land types.
Originally Posted by Niara
Thanks for continuing to fight the good fight ^.^

I'd like to highlight one that doesn't get enough attention, though most of what you're saying is sound....

I want to re-iterate the weapon slots issue. I absolutely want to be able to wield a shortsword and a hand crossbow, if I so choose, or a hand crossbow and a shield. The insufficiency of the current weapon slot system needs more attention, along with everything else.

I would second the caution about messing with mechanical bonuses; rather, I'd call for proper cover rules, which cause a degree of cover to be granted in high-ground situations that warrant it - that is, when targeting up at someone who is back a bit form the ledge, and half of their model is obscured from LoS as a result... that's half cover.

Similarly, rather than giving a bonus to back stab at all, I'd want to see the option to turn on Flanking, as the mechanic written in the optional rules, or to leave it off. This is, of course, dependant upon having a functioning reaction system as well, since the ability to use your reaction to negate a flank is INTEGRAL to flanking rules working at all.... but a functioning reaction system is essential anyway.

I'd also mention that the character creator does a great job of saying much and explaining little, in its current state. You can see that you have things, sometimes, but you don't really know why, or where they come from. It doesn't explain nearly any of the actually important aspects of character generation, and the lay-out is very poor, coming off as a sloppy, indistinct string of bits and pieces that just pile up one after another without any real definition or ordering. We also shouldn't be required to pick prepared spells in character generation... that's silly.

Rather than having non-origin companions replacing the mercenaries system, I'd really much more strongly prefer that they replaced the origin system itself. Let our companions be companions, full stop.

Definitely +1 to everything.

That would imho be the cleanest and best solutions to height/backstab situations/problems.

In another TTRPG called "Das Schwarze Auge" ("The Dark Eye") you even need 4 characters for flanking, because of the turn based nature of how most TTRPGs handle fights.
Backstabbing - in it's current implementation - is just plain ridiculous and mechanically broken.
+1 to the OP and the whole thread.

The weapon slots and quick slots issues are new to me. Wow! That's horrible the way the OP's post makes them out to be right now. Yes, definitely, that needs to be urgently fixed.

Also, of course, I want increasing party size to be an option that goes all the way up to six.

I also strongly support lots of toggles and sliders to enable us to customize our gameplay and difficulty settings.
+1 to everything
Thanks for your ideas guys. I'll change some things to the list after reading your interresting points and add others.
Your ideas are safe in your answers but I think that some things are set in stone even if I'd like something else : theme park feeling, dialogs at camp, no more origin characters... I really think we'll have to deal with it.
Not sure about a "custom" cover mechanic.

Anyway adding this to the first post after reading you :

- The help action to rez allies should be an action and should require a potion/a scroll
- Reduce the amount of blood that spread when someone is killed.
- Difficulty options (I'll try to think about it to give detailed exemples)
- Rebalance Beast Master companions properly.
- Add the flanking rules as a variant for backstab. I never liked backstab, but I think Larian does, unfortunately...

Other things I'm thinking about :
- Keep the uniqueness of classes safe !
-- Everyone is not able to use scrolls and classes have a proper spell list
-- Rogue cunning action : disengage and dash can be use as bonus action each turns (questions about DnD : can you, in exemple dash with your action then dash with your bonus action ?)

-> Help me to improve this please. I'm sure there are lots of things to add.

Originally Posted by VenusP
1) Baldur's Gate video game
- Tone down the cartoon-ish violence;
- Rework the overall visual style in favor of realism;

Do you have exemples ? I'd like to make a list with concrete exemples (I already talked about the ridiculous blood quantity and the shockwave when characters jump).

Just a note about the creatures stats... They HAVE to change them. Encounters in BG3 are often too powerfull for a party of 4 at level 4 or 5 according to any DnD encounter builder.
They often choose too powerfull monsters... bulette, 4 redcap, spectator, (+ drows)... Even with 4 level 5 characters those encounters are deadly. So is 3 ogre at level 3-4, phase spiders.......

(they also choose too weak creatures like gnolls, so they add them stupid features to make combats harder...)

Anyway the creatures choices is so bad that DnD's balance cannot stay safe here...
Originally Posted by Maximuuus
Do you have exemples ? I'd like to make a list with concrete exemples (I already talked about the ridiculous blood quantity and the shockwave when characters jump).
I can't say for sure that's what he was referring to (unless he confirms) but i would mention three examples on the game being gratuitously cartoony:

- the shove projecting people meters away in a ridiculously large arc (I already dedicated a thread to this specific point: https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=97875&Number=776154#Post776154 )
- bows and crossbows shooting these hilariously weak projectiles, once again in exceedingly pronounced arcs. Being an archer/sniper in this game in terms of visual feedback feels like being a comedic relief with a toy weapon shooting the rubber darts that make up the Larian logo.
- The shockwave when activating dash may not be the worst offender on this short list, but it's overkill for sure.
Originally Posted by Maximuuus
Thanks for your ideas guys. I'll change some things to the list after reading your interresting points and add others.
Your ideas are safe in your answers but I think that some things are set in stone even if I'd like something else : theme park feeling, dialogs at camp, no more origin characters... I really think we'll have to deal with it.
Not sure about a "custom" cover mechanic

Hmm, I'll rephrase as my intention was not to get rid of it but that I want it fixed:

Because I can absolutely deal with it - but I want it to be ACTUALLY working. Refering mostly to Gale and his almost impossible weave-scene. Encouraging people to spam long rest in order to not miss out on companion dialogues has to go - there must be some way to make it work like in other games using similar mechanics (such as DA:O) where you can simply click on a character over and over until they are "done" and everything just goes in the order it "arrived" in.

It might not be ideal, and just like in DA:O I am expecting a whole bunch of awkward problems along the road with odd conversation-overlaps (like SH screaming at you, only to praise you 2 seconds later) - but it is much better than missing out on the entire conversation. laugh

Other than just "please fix", I have a few other suggestions on the subject:
1) Let our companions TELL us when they want to say something. "Hey, I need to talk to you when we get to camp later" or a tiny chat bubble icon on their portraits. Or both - just let the player know WHEN companions want a word so we don't have to spam rest "just in case".
2) Somehow manage the overlap system so that we can have more than one conversation during camp. I get that some dialogues are conflicting (intentionally from a RP perspective, like who you go to with certain problems first etc)
The easiest solution to the missed companion scenes would simply be to have them queue up; only one character sequence can play per long rest, but they queue and wait, and one will play each long rest until they've all played out or caught up, and you never miss one... So supposing you've done enough things to unlock three of Gale's scenes and two of Shadowheart's, and three of Astarion's, but you haven't long rested at all yet this game... over the next eight long rests, even if you spam them one after another, these scenes will play, one per rest, in order, with some way to determine character priority, and after that no more will play until you've unlocked more.

As far as I'm aware, that's how a LOT of games handle progressive character interactions, and it's perfectly functional...
They could also make it so that more than one scene plays during the same rest (especially from different companions) UNLESS it’s a specific requirement of a given scene that the night passes.
I add a note about the companions interractions at camp. That's right, I also miss way too may things and/or rest just because they may have something to say but...no...
I'll also check about some visual effects in the game to be sure what to write.

I also add another few things I had in mind...

- Don't make some character dissaprove conversation they can't hear with other party member.
It just happened when I was talking with shadowheart at camp. Lae'zel dissapove my answer but it was supposed to be a conversation with a single companion...
- make spears versatile weapons.
- Allow us to roll at character creation
- Don't allow us to throw ennemies. It just makes no sense. Not sure about this one because I GUESS Larian find it so fun. They're laughing so much when they're playing BG3 and throw them... I guess new mechanical solutions/rules would fit their vision more... But who knows.
- Add more banter and discussions between characters when travelling or fighting. Make the group feels alive.
- Allow us to remove the dice rolling in the middle of the screen. It breaks the flow of the game (eventually as an option)
I know a lot of you like this but I litteraly hate it. I don't enjoy this TT simulator gimmick.
- Jumping should consume the proper amount of speed
- We should be advertised when jumping will lead our characters prone
- We shouldn't see failed perception checks
- Add medicine checks when we help our downed companions.
- Add dexterity checks when surfaces damages trigger to avoid them.
More than half of the points in this thread sound easily fixed by mods when the game comes out, to be honest.
Originally Posted by Maximuuus
- Don't make some character dissaprove conversation they can't hear with other party member.
It just happened when I was talking with shadowheart at camp. Lae'zel dissapove my answer but it was supposed to be a conversation with a single companion...

When you're all standing in camp and nearby companions disapprove, at least it makes sense since they can overhear your conversation. But it's hilarious when you go to meet Astarion in the woods, and Shadowheart disapproves of you sleeping with him. What, is she watching from the bushes nearby?!

She certainly seems to want to snoop on everyone else's business but hates when you pry into her own... smile
Originally Posted by Alexandrite
Originally Posted by Maximuuus
- Don't make some character dissaprove conversation they can't hear with other party member.
It just happened when I was talking with shadowheart at camp. Lae'zel dissapove my answer but it was supposed to be a conversation with a single companion...

When you're all standing in camp and nearby companions disapprove, at least it makes sense since they can overhear your conversation. But it's hilarious when you go to meet Astarion in the woods, and Shadowheart disapproves of you sleeping with him. What, is she watching from the bushes nearby?!

She certainly seems to want to snoop on everyone else's business but hates when you pry into her own... smile

When this happened during my second play-through (alternative route with romance) I almost spat out my coke across the entire screen because SH lurking in the bushes is EXACTLY what popped up in my head.
Originally Posted by S2PHANE
More than half of the points in this thread sound easily fixed by mods when the game comes out, to be honest.

Mods are not in ANY way an excuse for problems with a game. A game should be judged on its own merits/how it is out-of-the-box, mods have nothing to do with it.
Originally Posted by Alexandrite
Originally Posted by Maximuuus
- Don't make some character dissaprove conversation they can't hear with other party member.
It just happened when I was talking with shadowheart at camp. Lae'zel dissapove my answer but it was supposed to be a conversation with a single companion...

When you're all standing in camp and nearby companions disapprove, at least it makes sense since they can overhear your conversation. But it's hilarious when you go to meet Astarion in the woods, and Shadowheart disapproves of you sleeping with him. What, is she watching from the bushes nearby?!

She certainly seems to want to snoop on everyone else's business but hates when you pry into her own... smile
People talks ... noting stays private for long in such small group.

But it would be hillarious, if you get all your conversations ... with no reaction from anyone.
And the next morning you would get 5 disaprovement from Shadowheart, 2 from Lae'zel, and 3 aprovements from Astarion ... with no clue what they did, or didnt like. laugh
Originally Posted by RagnarokCzD
Originally Posted by Alexandrite
Originally Posted by Maximuuus
- Don't make some character dissaprove conversation they can't hear with other party member.
It just happened when I was talking with shadowheart at camp. Lae'zel dissapove my answer but it was supposed to be a conversation with a single companion...

When you're all standing in camp and nearby companions disapprove, at least it makes sense since they can overhear your conversation. But it's hilarious when you go to meet Astarion in the woods, and Shadowheart disapproves of you sleeping with him. What, is she watching from the bushes nearby?!

She certainly seems to want to snoop on everyone else's business but hates when you pry into her own... smile
People talks ... noting stays private for long in such small group.

But it would be hillarious, if you get all your conversations ... with no reaction from anyone.
And the next morning you would get 5 disaprovement from Shadowheart, 2 from Lae'zel, and 3 aprovements from Astarion ... with no clue what they did, or didnt like. laugh

Honestly, that'd be even more frustrating. I am fine with them "knowing" but they can be very judgy for unclear reasons.
Originally Posted by CJMPinger
Honestly, that'd be even more frustrating. I am fine with them "knowing" but they can be very judgy for unclear reasons.
True. smile
Both of it ...

Honestly i dont mind followers being judgy, as long as they judge my decisions ...
What i DO mind tho, is when i loose sometimes so hardly earned reputation, bcs rolls were bad. :-/
Like when you want to squish the tadpole that crawl out of that Dwarf head, but sadly ... RNG says you dont. -_-
LOL. They literally have taddpoles and can read your mind.
Do you honestly think that by the time its ripe for release, that it will still have most, if not all of these ''problems'' ? The remainder of nitpicky issues will be easily and most probably solved by a modder with the same gripes as you. We have an active and hardworking mod community already, check the Discord, they're working their butts off with what they got.

Quote
Mods are not in ANY way an excuse for problems with a game. A game should be judged on its own merits/how it is out-of-the-box, mods have nothing to do with it.
If your statement were true in any sense then in comparison most of Bethesda's games would be crashing dumpsterfires, with no redeeming qualities about them (and that they are most certainly not, well... at least until they did what they did to Fallout grin ).
I'm all for some of the changes needed that were pointed out in this thread, but some just seem like wishful thinking when you look at things from a game development perspective and as such, forgive me if I'm wrong, they are best left to modders. Anyone who cares about D&D will personalize their experience in any way possible, so yeah, I have no worries about it. ​

Quote
If a problem is simple enough to fix that a modder without full access to the code can deal with it, that should be all the more incentive for them to fix it, as paradoxical as that may sound.
All in due time friend. I understand what you're trying to say, but some of the talking points here have been strewn all across these forums in many forms and ideas over the past year, to say Larian hasn't got them on their radar would be silly. The things left unchanged or not even recognized is bound to be solved by the community.
Originally Posted by S2PHANE
Do you honestly think that by the time its ripe for release, that it will still have most, if not all of these ''problems'' ?
It’s difficult to say. There is a long, long time till release, and we don’t even have insight into Larian’s live code. The best one can do right now is complain about every little thing, and let Larian sift through, and decide what’s good, what’s not, and what’s just the matter of time.

Quote
If your statement were true in any sense then in comparison most of Bethesda's games would be crashing dumpsterfires, with no redeeming qualities about them
I mean, yes. Modding is all good, but it doesn’t replace the need for finishing the game you are making. If players themselves have to create semi-competent UIs then I would describe it as a dumpster fire. They might have value as a creativity toy, due their modding ease and flexibility, but I wouldn’t want other games learning any wrong lessons from Elder Scrolls.
Originally Posted by CJMPinger
they can be very judgy for unclear reasons.

So, like real life then!
Originally Posted by <Redacted>
<Redacted>

I'm well aware of him and the issues hes been working around. Gods work, really, and that work is admittedly far from easy. The point still stands.
We just have to wait for the full release to see what options Larian will leave us with. People wanting early access to be right up their alley and coming in with some preconcieved notions of what a Baldurs Gate game is - has and will continue to lead to people getting jaded and angry with the game (completely their fault because the terms of use are clearly stated and there is enough information out there about the game to know if its for you or not, but its still sad).

Right now 90% of the forums is all regurgitated howling at the moon. Same old questions with the same old answers for the past 5 months that I have been here. There is no way that the game will stay in the state it is and that Larian won't at least give people the option to choose how they wish to play the game with some of the alarming issues that have been addressed on their forums. Call me naive but I still have hope.

Originally Posted by Wormerine
Originally Posted by S2PHANE
If your statement were true in any sense then in comparison most of Bethesda's games would be crashing dumpsterfires, with no redeeming qualities about them
I mean, yes. Modding is all good, but it doesn’t replace the need for finishing the game you are making. If players themselves have to create semi-competent UIs then I would describe it as a dumpster fire. They might have value as a creativity toy, due their modding ease and flexibility, but I wouldn’t want other games learning any wrong lessons from Elder Scrolls.
Oh, no no no I didn't mean for it to come out like that. I want BG3 to be a complete game, ofcourse, but its almost as if people forgot that its still a game in development. Most of the people are attacking them on topics that are subject to change as if they peddaled a finished product on them. At least the criticisms here are eloquently sorted. Its been almost a decade since Skyrim and people are still making 10/10 mods around the game, completely rehauling most of the foundations. If Larian makes their game open in a similar model, I think most of the glaring issues could be solved in time, some would be improved and a whole plethora of new additions could make this the ultimate D&D experience for years to come. But hey, here I go with my own wishful thinking. smile
Originally Posted by <Redacted>
Originally Posted by S2PHANE
that work is admittedly far from easy. The point still stands.

<Redacted>
I said no such thing. Its right up there, don't get tunnel visioned. I said some of the remaining issues after full release would be easily and most probably solved.
Some things can't be addressed through mods, thats true for now. But even if Larian locks us out of changing things around, it doesn't mean that things will stay the way they are.
Originally Posted by <Redacted>
<Redacted>
You my good sir got it wrong and to be honest I have no intention of explaining myself to you because I have better things to do with my time. I think my English is good enough to be well understood by most and as such I would urge you to read through the posts again. Have a good one.
Originally Posted by S2PHANE
Originally Posted by <Redacted>
<Redacted>

I'm well aware of him and the issues hes been working around. Gods work, really, and that work is admittedly far from easy. The point still stands.
We just have to wait for the full release to see what options Larian will leave us with. People wanting early access to be right up their alley and coming in with some preconcieved notions of what a Baldurs Gate game is - has and will continue to lead to people getting jaded and angry with the game (completely their fault because the terms of use are clearly stated and there is enough information out there about the game to know if its for you or not, but its still sad).

Right now 90% of the forums is all regurgitated howling at the moon. Same old questions with the same old answers for the past 5 months that I have been here. There is no way that the game will stay in the state it is and that Larian won't at least give people the option to choose how they wish to play the game with some of the alarming issues that have been addressed on their forums. Call me naive but I still have hope.

Originally Posted by Wormerine
Originally Posted by S2PHANE
If your statement were true in any sense then in comparison most of Bethesda's games would be crashing dumpsterfires, with no redeeming qualities about them
I mean, yes. Modding is all good, but it doesn’t replace the need for finishing the game you are making. If players themselves have to create semi-competent UIs then I would describe it as a dumpster fire. They might have value as a creativity toy, due their modding ease and flexibility, but I wouldn’t want other games learning any wrong lessons from Elder Scrolls.
Oh, no no no I didn't mean for it to come out like that. I want BG3 to be a complete game, ofcourse, but its almost as if people forgot that its still a game in development. Most of the people are attacking them on topics that are subject to change as if they peddaled a finished product on them. At least the criticisms here are eloquently sorted. Its been almost a decade since Skyrim and people are still making 10/10 mods around the game, completely rehauling most of the foundations. If Larian makes their game open in a similar model, I think most of the glaring issues could be solved in time, some would be improved and a whole plethora of new additions could make this the ultimate D&D experience for years to come. But hey, here I go with my own wishful thinking. smile
If using a ton of mods is how a game has to be played, then it is a fundamentally flawed game. And yes, that is exactly what I say about Skyrim, which I considier to be a very poor game whose sales numbers don't impress me at all. Furthermore, we critics are not the ones who need to have more faith that Larian will address most of these issues before final launch. I for one have seen zero indication that this will happen, so for me you are the one who is extremely naive in believing Larian will fix these issues before launch. I'll believe the fixes when I see them, and not one second sooner.
It's fun when you buy a car only to find that parts of the engine are missing, the windows roll down and get stuck there, and there are no seatbelts, and then you call the dealership and they tell you that it's fine, the community of mechanics will probably fix it eventually. The possibility for individuals to make changes to a finished product does not excuse releasing a shoddy product. Mods are fine for messing around with different ways of playing the game, but there has to be a solid foundation for them to build on. We're here to give feedback on that foundation, not on a purely theoretical tricked out game.

I do believe that Larian will fix (most of) the things that they perceive as problems before launch. The issue for me is that what they consider a problem and what I consider a problem are wildly different. They claim to be paying attention to our feedback, but designers fall in love with their babies all the time and are often blind to critical responses.
Originally Posted by S2PHANE
Do you honestly think that by the time its ripe for release, that it will still have most, if not all of these ''problems'' ?

Yes. Because Larian seems to have a very different idea of what is a problem and what is a feature than I do. And some other people as well, as this thread shows.

Regarding faith in Larian: I had it, I had copious amounts of it. Then I realized I'd been extremely naive and blind to reality, and that Larian has no interest in making the game they were claiming to be making (meaning one that is faithful to both BG and D&D 5e). I'd love to be proven wrong, but at this point it seems extremely unlikely.

Originally Posted by S2PHANE
Quote
Mods are not in ANY way an excuse for problems with a game. A game should be judged on its own merits/how it is out-of-the-box, mods have nothing to do with it.
If your statement were true in any sense then in comparison most of Bethesda's games would be crashing dumpsterfires, with no redeeming qualities about them (and that they are most certainly not, well... at least until they did what they did to Fallout grin ).

I played Skyrim as the barest vanilla, without expansions or mods. And still, while the game has MANY problems, I did enjoy my lenghty playthrough. And yes, I am judging it by its own merits and not by to what extent modders managed to fix the game. The story is bad. The combat is bad. The reactivity is bad. The UI is bad. The perk trees are underwhelming. It's a buggy mess. This remains true regardless of mods. Mods don't cleanse the game's sins, so to speak.

The mindset of judging a game by "game+mods" completely baffles me, if I am to be honest. I take it a game is shit at release and masterpiece two decades later, without developers as much as releasing a single patch?

Originally Posted by grysqrl
It's fun when you buy a car only to find that parts of the engine are missing, the windows roll down and get stuck there, and there are no seatbelts, and then you call the dealership and they tell you that it's fine, the community of mechanics will probably fix it eventually.

Also the car is not actually a car, it's a boat that they marketed as a car. (Which I guess would explain the lack of seatbelts, among other oddities.)
Originally Posted by Uncle Lester
Originally Posted by grysqrl
It's fun when you buy a car only to find that parts of the engine are missing, the windows roll down and get stuck there, and there are no seatbelts, and then you call the dealership and they tell you that it's fine, the community of mechanics will probably fix it eventually.

Also the car is not actually a car, it's a boat that they marketed as a car. (Which I guess would explain the lack of seatbelts, among other oddities.)

More like you buy a car but it's green not yellow, you would like a different set of tires and why are the windows black? Wtf? In the " Sarevok V7 " model all windows were perfectly transparent!
And you know what? That's fine. You can change them easily :| The community of mechanics will be glad to help.

Denying the impact mods have for a game, especially in case of BG3 where you have DOS fans, BG fans and D&D fans isn't the way go. But granted some mechanics still require changes from Larian.

Let's agree on one thing : No point of discussing what mods will or won't change. Focus on what after you should be different or stay the same wink
Originally Posted by virion
Originally Posted by Uncle Lester
Originally Posted by grysqrl
It's fun when you buy a car only to find that parts of the engine are missing, the windows roll down and get stuck there, and there are no seatbelts, and then you call the dealership and they tell you that it's fine, the community of mechanics will probably fix it eventually.

Also the car is not actually a car, it's a boat that they marketed as a car. (Which I guess would explain the lack of seatbelts, among other oddities.)

More like you buy a car but it's green not yellow, you would like a different set of tires and why are the windows black? Wtf? In the " Sarevok V7 " model all windows were perfectly transparent!

Dont forget that assembling of "the car" was not even finished yet ... so far we dont have even whole 1/3. laugh laugh laugh
And yet, he allready wants to ride and is curious about things that are not working perfectly smoothly. smile
Maybe in general ...
But if people are unable to agree on how something should look, or work ... what are developers suppose to do?
Create ten systems, and ballance the game for each separately? laugh

Nah ...
As long as the game is working "as they wanted" ... its not fixing, its alterning ... even if that alternation might be better in someone eyes.
Wich does everytime i would gues ... after all, why would anyone download a mod to make his game worse? laugh
Originally Posted by <Redacted>
<Redacted>
^This.
Originally Posted by RagnarokCzD
People talks ... noting stays private for long in such small group.

That's the theory. No one ever talks in the game. Companions have a static spot on camp. They never talk together neither at camp or during your exploration... Except a bit Shadowheart and Lae'Zel.

But anyway as Virion said, they have a tadpole, we could consider that nothing is secret. On the other hand I agree with CJM and the reason to dissaprove is sometimes very unclear. I realize that this is what bother me rather than "she heard us". Answering something like "we have to find a cure" to shadowheart makes lae'zel dissaprove, which is stupid considering that we weren't talking about a specific solution (>< the creche)

Originally Posted by S2PHANE
More than half of the points in this thread sound easily fixed by mods when the game comes out, to be honest.

And ?
Mods are not supposed to fix a game and being able to mod the game doesn't prevent to make suggestions to improve it.

You should try Bannerlord, a game that NEED mods to be fully enjoyable. Mods are definitely not the cherry on the cake when we're talking about this game.

Anyway you looks to be in the "wait for release before making suggestions or complaint about something" camp.
Your assumptions are based on nothing but your "faith". Feedback and suggestion is what an EA is for.
Originally Posted by Maximuuus
That's the theory. No one ever talks in the game. Companions have a static spot on camp. They never talk together neither at camp or during your exploration... Except a bit Shadowheart and Lae'Zel.

But anyway as Virion said, they have a tadpole, we could consider that nothing is secret. On the other hand I agree with CJM and the reason to dissaprove is sometimes very unclear. I realize that this is what bother me rather than "she heard us". Answering something like "we have to find a cure" to shadowheart makes lae'zel dissapear, which is stupid considering that we weren't talking about a specific solution (>< the creche)
Good points ...
I also hope they start to talk more with each other. frown
I think this mod discussion is very theoretical at this point.

Now I am a very big mod enthusiast. I use mods for pretty much every pc game I play. And I think every mod user who uses mods as extensively as I do knows without any understanding of how to make mods that there is a big difference between Bethesda games and anything else.

As for the reason why that is, because I have no real understanding of how mod creation works, I can only guess. I assume it is both because of their popularity and the ease of mod creation. There are games with easy to make mods (like mount and blade) and there are games which are very popular (resident evil 2 remake) and hence have many mods, but I think only Bethesda engines enjoy both popularity and ease of use.

Moreover, Bethesda games creation kit and other tools allow the creators much more than skins and textures. This flexibility and ability to change almost every aspect of the game is pretty much unique and I never seen any other game engine which allows this amount of tinkering.

As for Baldur's Gate 3, although we already have a very active mod community (which is great news), I still think this is very early to say how flexible the game will be with mods, and how extensive the possible editions to the game will be.

And as a mod user who really don't know much about how to create mods, my default is to check out the other Larian game with similar engine.

Looking at the divinity original sin 2 mod site on the Nexus the situation is actually better than what I remembered. There are some gameplay altering mods, nothing major (for example, I couldn't find a mod to remove dos2 strange armour system that many people complained about) but still impressive. I also saw at least one quest mod and some new models. Which means it is possible to edit models, but the very small selection either indicates lack of interest of the mod community or hard process, don't know which.
To summarize, judging by dos2 mod page, there is a potential here. Of course it doesn't necessarily mean it will be the same for Bg3, could be better and could be worse, but still a nice way to try and predict how the Bg3 mod scene will look like.

It is also important to note that if it wasn't clear, it seems nowhere close to Bethesda modding in terms of options. It is also important to note that even before release BG3 seems to be much more popular than DOS2 so this message that draw in more modders.

Now I agree with kanisatha and others here that a game should be good on its own and mods should only be an extra treat that enhances the game and improve its shelf life (like mods are for Baldur's Gate 2 for example). But I have to admit that if Baldur's Gate 3 will be modable to a satisfactory extent I will be very happy with it.

Some things I hope for when I say satisfactory -
- a possibility to add more classes, subclasses and race that will work well.
- some changes to the gameplay which will allow for a more faithful DND experience.
- more armors and clothing (so far what we have is very limited and is using game assets)
- more silly cool mods (we already have some of those like the wings mod)

The problem with modern modding -
Even if the modding community will be super big and the game will be very easy to mod, there is one major thing that can't be easily modded - story and characters. Even if technically it will be possible, creating major story changes need voice acting and scripting in a very advanced level. And this is an aspect Larian can't fuck up on or we will be stuck with great modable game with bad story.

So far I was very optimistic in this comment, but now I'm gonna be a buzzkill and say that
A) I don't think the game will allow extensive modding, at least not extensive enough as to offer everyone the experience they want from BG 3. Day night circle, rtwp, and even a reaction system are things that come to mind. If anyone can show me otherwise I'll be happy to be proven wrong.
B) if the story and characters of this game won't be good enough, no amount of modding will be enough to fix this game for me. Dedicated fanbase can save a game (vampire bloodlines) but only if it has enough potential.
Originally Posted by Abits
I think this mod discussion is very theoretical at this point.

Now I am a very big mod enthusiast. I use mods for pretty much every pc game I play. And I think every mod user who uses mods as extensively as I do knows without any understanding of how to make mods that there is a big difference between Bethesda games and anything else.

As for the reason why that is, because I have no real understanding of how mod creation works, I can only guess. I assume it is both because of their popularity and the ease of mod creation. There are games with easy to make mods (like mount and blade) and there are games which are very popular (resident evil 2 remake) and hence have many mods, but I think only Bethesda engines enjoy both popularity and ease of use.

Moreover, Bethesda games creation kit and other tools allow the creators much more than skins and textures. This flexibility and ability to change almost every aspect of the game is pretty much unique and I never seen any other game engine which allows this amount of tinkering.

As for Baldur's Gate 3, although we already have a very active mod community (which is great news), I still think this is very early to say how flexible the game will be with mods, and how extensive the possible editions to the game will be.

And as a mod user who really don't know much about how to create mods, my default is to check out the other Larian game with similar engine.

Looking at the divinity original sin 2 mod site on the Nexus the situation is actually better than what I remembered. There are some gameplay altering mods, nothing major (for example, I couldn't find a mod to remove dos2 strange armour system that many people complained about) but still impressive. I also saw at least one quest mod and some new models. Which means it is possible to edit models, but the very small selection either indicates lack of interest of the mod community or hard process, don't know which.
To summarize, judging by dos2 mod page, there is a potential here. Of course it doesn't necessarily mean it will be the same for Bg3, could be better and could be worse, but still a nice way to try and predict how the Bg3 mod scene will look like.

It is also important to note that if it wasn't clear, it seems nowhere close to Bethesda modding in terms of options. It is also important to note that even before release BG3 seems to be much more popular than DOS2 so this message that draw in more modders.

Now I agree with kanisatha and others here that a game should be good on its own and mods should only be an extra treat that enhances the game and improve its shelf life (like mods are for Baldur's Gate 2 for example). But I have to admit that if Baldur's Gate 3 will be modable to a satisfactory extent I will be very happy with it.

Some things I hope for when I say satisfactory -
- a possibility to add more classes, subclasses and race that will work well.
- some changes to the gameplay which will allow for a more faithful DND experience.
- more armors and clothing (so far what we have is very limited and is using game assets)
- more silly cool mods (we already have some of those like the wings mod)

The problem with modern modding -
Even if the modding community will be super big and the game will be very easy to mod, there is one major thing that can't be easily modded - story and characters. Even if technically it will be possible, creating major story changes need voice acting and scripting in a very advanced level. And this is an aspect Larian can't fuck up on or we will be stuck with great modable game with bad story.

So far I was very optimistic in this comment, but now I'm gonna be a buzzkill and say that
A) I don't think the game will allow extensive modding, at least not extensive enough as to offer everyone the experience they want from BG 3. Day night circle, rtwp, and even a reaction system are things that come to mind. If anyone can show me otherwise I'll be happy to be proven wrong.
B) if the story and characters of this game won't be good enough, no amount of modding will be enough to fix this game for me. Dedicated fanbase can save a game (vampire bloodlines) but only if it has enough potential.

Custom Campaigns, if its possible people will make there own stories. Example would be NwN1 & 2.
Originally Posted by fallenj
Originally Posted by Abits
I think this mod discussion is very theoretical at this point.

Now I am a very big mod enthusiast. I use mods for pretty much every pc game I play. And I think every mod user who uses mods as extensively as I do knows without any understanding of how to make mods that there is a big difference between Bethesda games and anything else.

As for the reason why that is, because I have no real understanding of how mod creation works, I can only guess. I assume it is both because of their popularity and the ease of mod creation. There are games with easy to make mods (like mount and blade) and there are games which are very popular (resident evil 2 remake) and hence have many mods, but I think only Bethesda engines enjoy both popularity and ease of use.

Moreover, Bethesda games creation kit and other tools allow the creators much more than skins and textures. This flexibility and ability to change almost every aspect of the game is pretty much unique and I never seen any other game engine which allows this amount of tinkering.

As for Baldur's Gate 3, although we already have a very active mod community (which is great news), I still think this is very early to say how flexible the game will be with mods, and how extensive the possible editions to the game will be.

And as a mod user who really don't know much about how to create mods, my default is to check out the other Larian game with similar engine.

Looking at the divinity original sin 2 mod site on the Nexus the situation is actually better than what I remembered. There are some gameplay altering mods, nothing major (for example, I couldn't find a mod to remove dos2 strange armour system that many people complained about) but still impressive. I also saw at least one quest mod and some new models. Which means it is possible to edit models, but the very small selection either indicates lack of interest of the mod community or hard process, don't know which.
To summarize, judging by dos2 mod page, there is a potential here. Of course it doesn't necessarily mean it will be the same for Bg3, could be better and could be worse, but still a nice way to try and predict how the Bg3 mod scene will look like.

It is also important to note that if it wasn't clear, it seems nowhere close to Bethesda modding in terms of options. It is also important to note that even before release BG3 seems to be much more popular than DOS2 so this message that draw in more modders.

Now I agree with kanisatha and others here that a game should be good on its own and mods should only be an extra treat that enhances the game and improve its shelf life (like mods are for Baldur's Gate 2 for example). But I have to admit that if Baldur's Gate 3 will be modable to a satisfactory extent I will be very happy with it.

Some things I hope for when I say satisfactory -
- a possibility to add more classes, subclasses and race that will work well.
- some changes to the gameplay which will allow for a more faithful DND experience.
- more armors and clothing (so far what we have is very limited and is using game assets)
- more silly cool mods (we already have some of those like the wings mod)

The problem with modern modding -
Even if the modding community will be super big and the game will be very easy to mod, there is one major thing that can't be easily modded - story and characters. Even if technically it will be possible, creating major story changes need voice acting and scripting in a very advanced level. And this is an aspect Larian can't fuck up on or we will be stuck with great modable game with bad story.

So far I was very optimistic in this comment, but now I'm gonna be a buzzkill and say that
A) I don't think the game will allow extensive modding, at least not extensive enough as to offer everyone the experience they want from BG 3. Day night circle, rtwp, and even a reaction system are things that come to mind. If anyone can show me otherwise I'll be happy to be proven wrong.
B) if the story and characters of this game won't be good enough, no amount of modding will be enough to fix this game for me. Dedicated fanbase can save a game (vampire bloodlines) but only if it has enough potential.

Custom Campaigns, if its possible people will make there own stories. Example would be NwN1 & 2.
Oh yeah totally forgot about that one. Super Important.
Originally Posted by Abits
Originally Posted by fallenj
Originally Posted by Abits
I think this mod discussion is very theoretical at this point.

Now I am a very big mod enthusiast. I use mods for pretty much every pc game I play. And I think every mod user who uses mods as extensively as I do knows without any understanding of how to make mods that there is a big difference between Bethesda games and anything else.

As for the reason why that is, because I have no real understanding of how mod creation works, I can only guess. I assume it is both because of their popularity and the ease of mod creation. There are games with easy to make mods (like mount and blade) and there are games which are very popular (resident evil 2 remake) and hence have many mods, but I think only Bethesda engines enjoy both popularity and ease of use.

Moreover, Bethesda games creation kit and other tools allow the creators much more than skins and textures. This flexibility and ability to change almost every aspect of the game is pretty much unique and I never seen any other game engine which allows this amount of tinkering.

As for Baldur's Gate 3, although we already have a very active mod community (which is great news), I still think this is very early to say how flexible the game will be with mods, and how extensive the possible editions to the game will be.

And as a mod user who really don't know much about how to create mods, my default is to check out the other Larian game with similar engine.

Looking at the divinity original sin 2 mod site on the Nexus the situation is actually better than what I remembered. There are some gameplay altering mods, nothing major (for example, I couldn't find a mod to remove dos2 strange armour system that many people complained about) but still impressive. I also saw at least one quest mod and some new models. Which means it is possible to edit models, but the very small selection either indicates lack of interest of the mod community or hard process, don't know which.
To summarize, judging by dos2 mod page, there is a potential here. Of course it doesn't necessarily mean it will be the same for Bg3, could be better and could be worse, but still a nice way to try and predict how the Bg3 mod scene will look like.

It is also important to note that if it wasn't clear, it seems nowhere close to Bethesda modding in terms of options. It is also important to note that even before release BG3 seems to be much more popular than DOS2 so this message that draw in more modders.

Now I agree with kanisatha and others here that a game should be good on its own and mods should only be an extra treat that enhances the game and improve its shelf life (like mods are for Baldur's Gate 2 for example). But I have to admit that if Baldur's Gate 3 will be modable to a satisfactory extent I will be very happy with it.

Some things I hope for when I say satisfactory -
- a possibility to add more classes, subclasses and race that will work well.
- some changes to the gameplay which will allow for a more faithful DND experience.
- more armors and clothing (so far what we have is very limited and is using game assets)
- more silly cool mods (we already have some of those like the wings mod)

The problem with modern modding -
Even if the modding community will be super big and the game will be very easy to mod, there is one major thing that can't be easily modded - story and characters. Even if technically it will be possible, creating major story changes need voice acting and scripting in a very advanced level. And this is an aspect Larian can't fuck up on or we will be stuck with great modable game with bad story.

So far I was very optimistic in this comment, but now I'm gonna be a buzzkill and say that
A) I don't think the game will allow extensive modding, at least not extensive enough as to offer everyone the experience they want from BG 3. Day night circle, rtwp, and even a reaction system are things that come to mind. If anyone can show me otherwise I'll be happy to be proven wrong.
B) if the story and characters of this game won't be good enough, no amount of modding will be enough to fix this game for me. Dedicated fanbase can save a game (vampire bloodlines) but only if it has enough potential.

Custom Campaigns, if its possible people will make there own stories. Example would be NwN1 & 2.
Oh yeah totally forgot about that one. Super Important.


Maybe straight up a basic map template that you can modify to make it easier to make more content,quests, implement characters etc. and hopefully with a way to link it to the main campagin? Like you add a mod, you define you want it to be anchored with the campaign and you just choose the place in the map where they are supposed to be linked together.

Obviously that depends on the final structure of the game but MODs did a lot for BG to survive that long. Larian already stated they really will be counting on mods to flourish once the game is done so not sure why this conversation shifted so much into modding.
@OP:

1) Add a quiver with limited slots to our characters. The ammunitions in the quiver can be used in combats. Others are in the Inventory.

I beg you not to. Managing ammo in older games for the sake of it is just annoying if it's not coupled with a reasonable attrition system per map (xcom2 with managing ammo left in clip+ cooldowns) or on the scale of the whole game (any survival game really).
Maybe an " Infinite quiver" with limited ammo " Per combat" would be a thing? Promoting this way multiple roles/actions from archers apart from spamming their arrows?


3) New Larian IP / video game

Apart from what you listed I would add combat speed adjustment with "Simultanous AI " as #1 solution.
a) If we have 2 enemies acting , then 1 ally, 4 enemies etc then each group of enemies can act ON THE SAME TIME.

I had comments regarding this stating it could be too chaotic but I think it comes from the fact you don't expect it.

You can have :
Enemies who will act have a red circle under their feets blink red for a second and their targets can be highlighted in yellow.
Their all make their action.
You have a bit more explicit combat log that would be visible by default and you could hide it/show it on click instead of being hidden by default and having to make it appear in options.

small note : I had this already happen to me. My game lagged for a pico-second and when it unfroze a group of enemies acted on the same time. I didn't expect it so my first reaction was
"wtf just hapenned". But as soon as I traced back the attacks to my attackers I was like "oh ok, so he shot an arrow, that guy launched a spell and this one is looking for a ladder".

The goblin camp would be so much more enjoyable with this faster paced combat style.

b)Animations can be at least 20% / 30% faster for both enemies and us regardless of the AI thing.
Originally Posted by virion
@OP:

1) Add a quiver with limited slots to our characters. The ammunitions in the quiver can be used in combats. Others are in the Inventory.

I beg you not to. Managing ammo in older games for the sake of it is just annoying if it's not coupled with a reasonable attrition system per map (xcom2 with managing ammo left in clip+ cooldowns) or on the scale of the whole game (any survival game really).
Maybe an " Infinite quiver" with limited ammo " Per combat" would be a thing? Promoting this way multiple roles/actions from archers apart from spamming their arrows?

I totally disagree that managing ammo in the old games was annoying. It was one of those things that makes the games more consistent and immersive.

But anyway considering that ammunitions are unlimited in BG3, I only had in mind quiver for special ammunitions (+1/+2/+3 and surfaces arrows).
I didn't explained it well.

Originally Posted by virion
3) New Larian IP / video game

Apart from what you listed I would add combat speed adjustment with "Simultanous AI " as #1 solution.
a) If we have 2 enemies acting , then 1 ally, 4 enemies etc then each group of enemies can act ON THE SAME TIME.

I had comments regarding this stating it could be too chaotic but I think it comes from the fact you don't expect it.

You can have :
Enemies who will act have a red circle under their feets blink red for a second and their targets can be highlighted in yellow.
Their all make their action.
You have a bit more explicit combat log that would be visible by default and you could hide it/show it on click instead of being hidden by default and having to make it appear in options.

small note : I had this already happen to me. My game lagged for a pico-second and when it unfroze a group of enemies acted on the same time. I didn't expect it so my first reaction was
"wtf just hapenned". But as soon as I traced back the attacks to my attackers I was like "oh ok, so he shot an arrow, that guy launched a spell and this one is looking for a ladder".

The goblin camp would be so much more enjoyable with this faster paced combat style.

b)Animations can be at least 20% / 30% faster for both enemies and us regardless of the AI thing.

I may be wrong because I didn't play it much yet, but I think it's how it works in Wasteland 3.
It is a bit chaotic and sometimes it's hard to understand what happen... BUT it increase a lot the flow of combats and chaos should definitely be a thing in battles. As you said with a good user interface / logbook or anything else, I guess it could be cool.
Originally Posted by <Redacted>
<Redacted>

Agree.
Anything else would be going the Bethesda route. i.e. ship broken games and let the community fix and patch them. And I don't think anyone want Larian to turn in to Bethesda.
Originally Posted by virion
@OP:
Managing ammo in older games for the sake of it is just annoying if it's not coupled with a reasonable attrition system per map (xcom2 with managing ammo left in clip+ cooldowns) or on the scale of the whole game (any survival game really).

Oh you mean just like having a thousand homebrew gimmicks that create redundancies and trivialize all D&D System and Mechanics just for the sake of it? Interesting...
There is a discussion about fallout 3 Vs fallout 1-2 elsewhere on the forum which I think is very relevent here as well. I think that say what you want about Bethesda, in that regard they did a pretty good job, and since fallout 3 is completely different in perspective from the previous titles I think it's no small feat to nail the presentation.

Right now Baldur's Gate 3 has some aspects that reminds the previous instalments, but I really wish we had more. I think music is also something to consider here
Originally Posted by Abits
Right now Baldur's Gate 3 has some aspects that reminds the previous instalments, but I really wish we had more.

Could you please give us your thought here ?

If I have to think about it :
- DND but 20 years later
- The Forgotten Realms but customized a lot (physics, time, "rules of the world")
- 1 book about Gorion, but I probably have missed other things
- Dreams but not for everyone
- A worldmap with pins on it but useless (for now?) in BG3
- A datamined companion (not yet in the EA)

What else do you have in mind that looks like real /clear references to the old games ?
Originally Posted by Maximuuus
Originally Posted by Abits
Right now Baldur's Gate 3 has some aspects that reminds the previous instalments, but I really wish we had more.

Could you please give us your thought here ?

If I have to think about it :
- DND but 20 years later
- The Forgotten Realms but customized a lot (physics, time, "rules of the world")
- 1 book about Gorion, but I probably have missed other things
- Dreams but not for everyone
- A worldmap with pins on it but useless (for now?) in BG3
- A datamined companion (not yet in the EA)

What else do you have in mind that looks like real /clear references to the old games ?

Few notes about
bhaal in the hag's cabin
, mind flayers, and that's pretty much it. Can't think of anything else on the fly. Probably few minor easter eggs. Not mentioning anything combat related or not cause it's 5th edition vs 2nd to begin with.
I think the entire prologue sequence is very reminiscent of Baldur's Gate.

The exploration of this middle of nowhere map with small encounters is also very Baldur's Gate like (specifically Baldur's Gate 1 if you want to be specific). It is very limited at the moment, but i cannot deny I feel it Very much, and because this sense of exploration that many games tried to emulate but few succeeded is very well done. Again, right now the number of encounters is pretty low I think they are much higher quality than say something you would find in Skyrim typical roaming.

There are other smaller things like the portraits of our characters or certain interactions.

I don't think this is nearly enough, but it's not nothing
Some good points in here already, I’ll add one visual one that bugs me but in the grand scheme probably doesn’t bother many others…

Dirt.
Or lack of.
Everyone is in such shiny glossy armour/clothing, despite being kidnapped, crash landing, slaying monsters left right and centre.

So yeah, dirt, blood, wear and tear. I’m not after hyper realism or grimdark, just a tattered version of armour.
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