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Originally Posted by Maximuuus
Not sure if you're complaning about controls or surfaces... But I agree that both should be improved or adjusted.
Surfaces definitely need to be in the game. Not as an option : as tactical choices


Originally Posted by RagnarokCzD
Originally Posted by RumRunner151
I propose that as an option.

I would not say option ... but part of dificiulty settings. smile


What is easier ? Toggle surfaces ON or toggle surfaces OFF ?

Does it matter if you can adjust game so it would be easier or harder for you? wink


If my comments bother you, there is nothing easier than telling me to stop.
I mean ... I won't ... but it's easy to say. wink
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Originally Posted by dunehunter
I’d like to see a homebrew toggle in options, so you can turn on and off all the surface shit and high ground backstab shits. Now DOS2 fans and dnd fans will all be happy.



YES!!!!

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Originally Posted by 1varangian
Originally Posted by Bukke
Outside the goblin camp there's a passage full of hidden mines and explosives. In the middle of the passage there's a very small chasm that you need to jump across.
If you somehow manage to avoid all the explosives leading up to the chasm and jump across it with one character (since you can't jump with everyone at once) the remaining three characters will immediately try to walk the entire way around the chasm, triggering explosive mines and possible running into goblin guards (the ones you likely were trying to avoid in the first place if you went this route)

If you want to cross the chasm unharmed you need to unchain all four characters, select them one by one, jump across the chasm, move the characters out of the way to make room for the others (but without stepping on the explosive mines), select all the remaining characters and jump across, then continue to move through the passage without triggering the explosives on the other side as well. If you fail this at any point you'll trigger a mine which deals enough damage to take 1/2 of a character's health on top of leaving a puddle of fire on the ground.

This is extremely bad design if you ask me.

That happened to me too. And there is no pause either to stop it from happening. Half the time the force TB mode glithces out and won't even activate.

The chain follow system is incredibly awkward. Even if they didn't run over hazards I still wouldn't want the team to spasm about when I move one character a few steps. When you unchain everyone you can't select all or marquee select which makes moving everyone individually painfully slow.

Why are they fighting so hard against the tried and true character movement scheme from previous games in this genre. It's like they have decided to reinvent the wheel but can't see their version is not round.

As for surfaces..far too common. Cantrips and arrows making surfaces needs to go away. Goblins are carrying way too many magical arrows and bombs. When a goblin or any other enemy has something like this, it needs to be obvious (Goblin Arsonist / Alchemist with fire surface making stuff) so you can mercilessly focus fire them down before they throw anything. Any random goblin spamming surfaces or pulling a magical force arrow and shooting you into a pit is just dumb. This stuff doesn't exist in Faerun to this extent.

Goblins are supposed to be dangerous because they can overwhelm you with numbers, not because they all have access to magic stuff.



So Right +1

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I've been watching a friend stream Divinity: Original Sin lately, and I'd forgotten the surface apocalypse that it was. Baldur's Gate 3 is actually massively toned down on surfaces compared to the D:OS games.

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Originally Posted by Rhobar121
Originally Posted by 1varangian
Originally Posted by Bukke
Outside the goblin camp there's a passage full of hidden mines and explosives. In the middle of the passage there's a very small chasm that you need to jump across.
If you somehow manage to avoid all the explosives leading up to the chasm and jump across it with one character (since you can't jump with everyone at once) the remaining three characters will immediately try to walk the entire way around the chasm, triggering explosive mines and possible running into goblin guards (the ones you likely were trying to avoid in the first place if you went this route)

If you want to cross the chasm unharmed you need to unchain all four characters, select them one by one, jump across the chasm, move the characters out of the way to make room for the others (but without stepping on the explosive mines), select all the remaining characters and jump across, then continue to move through the passage without triggering the explosives on the other side as well. If you fail this at any point you'll trigger a mine which deals enough damage to take 1/2 of a character's health on top of leaving a puddle of fire on the ground.

This is extremely bad design if you ask me.

That happened to me too. And there is no pause either to stop it from happening. Half the time the force TB mode glithces out and won't even activate.

The chain follow system is incredibly awkward. Even if they didn't run over hazards I still wouldn't want the team to spasm about when I move one character a few steps. When you unchain everyone you can't select all or marquee select which makes moving everyone individually painfully slow.

Why are they fighting so hard against the tried and true character movement scheme from previous games in this genre. It's like they have decided to reinvent the wheel but can't see their version is not round.

As for surfaces..far too common. Cantrips and arrows making surfaces needs to go away. Goblins are carrying way too many magical arrows and bombs. When a goblin or any other enemy has something like this, it needs to be obvious (Goblin Arsonist / Alchemist with fire surface making stuff) so you can mercilessly focus fire them down before they throw anything. Any random goblin spamming surfaces or pulling a magical force arrow and shooting you into a pit is just dumb. This stuff doesn't exist in Faerun to this extent.

Goblins are supposed to be dangerous because they can overwhelm you with numbers, not because they all have access to magic stuff.


Goblins can have a hard time overwhelming anyone, with their numbers since battles are mostly fought with small groups. smile



Not only that but the encounter has the goblins with more HP and better armor class the goblins in the DM guides considering your CR rating at low levels the encounters are way out of balance against the players.

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Originally Posted by Firesnakearies
I've been watching a friend stream Divinity: Original Sin lately, and I'd forgotten the surface apocalypse that it was. Baldur's Gate 3 is actually massively toned down on surfaces compared to the D:OS games.


It's still more than I have seen in any D&D game unless you have a sadistic DM that like party wiping you and making everyone roll new characters. Just saying they are still making it feel a lot like an original sin you have to watch everywhere you walk because of surface effects that should not be in the middle of nowhere guarding nothing but just for the sake of having it there.

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Originally Posted by ZafferinVallis

It's still more than I have seen in any D&D game unless you have a sadistic DM that like party wiping you and making everyone roll new characters. Just saying they are still making it feel a lot like an original sin you have to watch everywhere you walk because of surface effects that should not be in the middle of nowhere guarding nothing but just for the sake of having it there.

In unfamiliar or hostile territory, you should always be careful where you are walking. Not paying attention gets your party wiped, the DM is not there to hold your hand. I do think the surface effects and the causes of them should be modified a bit, there have been many suggestions on how to do this.

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Originally Posted by Zarna
Originally Posted by ZafferinVallis

It's still more than I have seen in any D&D game unless you have a sadistic DM that like party wiping you and making everyone roll new characters. Just saying they are still making it feel a lot like an original sin you have to watch everywhere you walk because of surface effects that should not be in the middle of nowhere guarding nothing but just for the sake of having it there.

In unfamiliar or hostile territory, you should always be careful where you are walking. Not paying attention gets your party wiped, the DM is not there to hold your hand. I do think the surface effects and the causes of them should be modified a bit, there have been many suggestions on how to do this.


Sorry forgot to add they need to tone the fround effects back by quite a bit being careful is one thing but being party wiped because even if you pay attention suddenly your taking damage from who knows what. I digress they need to be dialed back is the point I wanted to make but failed in my first post. Sorry I got off on a little tangen there.

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Originally Posted by ZafferinVallis
Originally Posted by Zarna
Originally Posted by ZafferinVallis

It's still more than I have seen in any D&D game unless you have a sadistic DM that like party wiping you and making everyone roll new characters. Just saying they are still making it feel a lot like an original sin you have to watch everywhere you walk because of surface effects that should not be in the middle of nowhere guarding nothing but just for the sake of having it there.

In unfamiliar or hostile territory, you should always be careful where you are walking. Not paying attention gets your party wiped, the DM is not there to hold your hand. I do think the surface effects and the causes of them should be modified a bit, there have been many suggestions on how to do this.


Sorry forgot to add they need to tone the fround effects back by quite a bit being careful is one thing but being party wiped because even if you pay attention suddenly your taking damage from who knows what. I digress they need to be dialed back is the point I wanted to make but failed in my first post. Sorry I got off on a little tangen there.

I didn't find a single patch of land in this game, where I wouldn't know from what and why I got the damage. Could you, please, bring an example?

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Add weight to barrels (150lbs) so only str17+ can pick them up and stop map wide inventory swaps. Barrels are fine but you can carry 12 of them which is silly. I was initially horrified by the number of surface hazards but realised a simple weight increase would stop most ofthe cheese factor. Elemental arrows and bombs are too common on base goblins, when I say too common I mean "they exist in the hands of" which is unheard of on TT. Specialist arrows are for assassins guild members and the like. Bombs are generally specialist crafts and aren't goblin fodder unless a boss or alchy.

If you were to add the odd drow thief or bard to the goblin mobs with said items would make sense.

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Originally Posted by Soul-Scar
Add weight to barrels (150lbs) so only str17+ can pick them up and stop map wide inventory swaps. Barrels are fine but you can carry 12 of them which is silly. I was initially horrified by the number of surface hazards but realised a simple weight increase would stop most ofthe cheese factor. Elemental arrows and bombs are too common on base goblins, when I say too common I mean "they exist in the hands of" which is unheard of on TT. Specialist arrows are for assassins guild members and the like. Bombs are generally specialist crafts and aren't goblin fodder unless a boss or alchy.

If you were to add the odd drow thief or bard to the goblin mobs with said items would make sense.


But I can choose to not use barrels and how you play the game doesn't affect me. I VERY rarely use special arrows or any throwables. You take the ability for mobs to use them and ground effects out and combat becomes a joke for me. But isn't that cool that we can choose completely different ways to play and choose to play against completely different game balances?

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Originally Posted by Soul-Scar
Add weight to barrels (150lbs) so only str17+ can pick them up and stop map wide inventory swaps. Barrels are fine but you can carry 12 of them which is silly. I was initially horrified by the number of surface hazards but realised a simple weight increase would stop most ofthe cheese factor. Elemental arrows and bombs are too common on base goblins, when I say too common I mean "they exist in the hands of" which is unheard of on TT. Specialist arrows are for assassins guild members and the like. Bombs are generally specialist crafts and aren't goblin fodder unless a boss or alchy.

If you were to add the odd drow thief or bard to the goblin mobs with said items would make sense.

Agreed on the barrels, actually I wrote it long ago in my feedback post. But about goblins... you see there is someone who could and most likely sold them all those arrows and bombs already - Zhentarims. They even brag openly about how good their gunpowder deal with goblins was.

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I think the environmental damage is a positive during the battles, I dont think certain ones should linger around after a fight sequence though. Fire that has been cast on the ground should go out after a certain amount of time.

Also I have walked over acid puddles without seeing it. I would like it if the colour was a little more obvious for acid as i could barely see it on a stone floor outdoors.

When the whole party is walking outside of a battle they should have the sense to walk around environmental surfaces automaticlly. Or not move at all if you're required to jump.

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I actually rather enjoy all the environmental damage and the changes that can happen when you mix environmental effects. But yes, the way the characters behave makes it very vexing.

Revealed traps and visible environmental effects should be effectively inaccessible areas for the AI unless they are already in them, or you FORCE them in to them. The idiocy of them just gaily traipsing through the searing flames is maddening. NO ONE DOES THAT. No one that lived past the age of 5 anyway.

Having them flee the damage zone though is contentious. They could easily just run into worse danger. Knocking you into turn based mode whenever a character gets caught in an environmental mess is probably good. Then you can decide what to do about it rather than realizing after they are dead that it even happened. This would only be if someone broke open a barrel or some such that got them caught in an effect, because they should never have just strolled into it of their own accord in the first place.

There are *certainly* issues about how the party follows the crown, but they would be mitigated in large just by having the AI avoid playing puddle splash in the OBVIOUS POOL OF ACID as they run laps around the new leader you just clicked.

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