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Baldur's Gate Baldur's Gate 3 Early Access Thread [GAME RELEASED, GO TO NEW THREAD]

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,065
What, you guys don't play with 6 party members?
AOwrBon.png

GgAir4D.png
How does this affect dialogue with other NPCs? Does the game only register the first three of your companions as party members or does it consider everyone to be present?
Either way I'm pleased to see that it apparently is easy to modify the game's campaign. The encounters will likely have to be readjusted for 6 players, but I'm sure there will be various difficulty mods following the game's release.
 
Self-Ejected

Joseph Stalin

Totally not Auraculum
Joined
Jul 16, 2020
Messages
796
What, you guys don't play with 6 party members?
AOwrBon.png

GgAir4D.png
How does this affect dialogue with other NPCs? Does the game only register the first three of your companions as party members or does it consider everyone to be present?
Either way I'm pleased to see that it apparently is easy to modify the game's campaign. The encounters will likely have to be readjusted for 6 players, but I'm sure there will be various difficulty mods following the game's release.

If people will be loud enough, Larian will simply add this as an option - a much more difficult mode, but one allowing a larger party.
 
Joined
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Codex Year of the Donut
Technically no difficulty modification would be needed if you just reduce the XP gained based on the number of party members I suppose.
I never bothered to check if XP is split or not already.
 

kangaxx

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atop a flaming horse
Technically no difficulty modification would be needed if you just reduce the XP gained based on the number of party members I suppose.
I never bothered to check if XP is split or not already.

The encounters themselves would have to be made more challenging to keep the game fun, I reckon.

Agreed, just taking the spider encounter as an example I did that first time with a level 3 party of 4. I guess the question is whether a party of 6 would also be level 3 at that point, but assuming it would then they'd at least need to throw in a couple more spiders.
 
Joined
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Messages
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Codex Year of the Donut
Technically no difficulty modification would be needed if you just reduce the XP gained based on the number of party members I suppose.
I never bothered to check if XP is split or not already.

The encounters themselves would have to be made more challenging to keep the game fun, I reckon.
Maybe really low level ones but the XP difference should about offset the extra party members I think.
As long as it's not too easy to hit the level cap, anyways.
 

Gargaune

Arcane
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Mar 12, 2020
Messages
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Look, we basically already addressed all of this and more.
And yes, I'm hammering this complaint over and over to the point of bordering autism because I think it's a a "now or never" situation to address it.
Larian will either listen to the extremely negative feedback about their control scheme in the next months or we'll have to suck down this shit for years to come, bitterly thinking "If only they didn't made that aspect of the game such an unforgivable pile of garbage" in hindsight.

Here's the thread about it, for the record: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679414#Post679414

Most of the reasons mentioned here about why it's "necessary" have already been extensively discussed (and mercilessly debunked).

By the way no, Jack, I don't count it as "pet pevee" of mine, because the term implies a minor annoyance, while on the contrary I think this control scheme is currently one of the single most harmful flaws for the overall quality of the experience.
It's also a rotten foundation that is preventing improvements in other areas (i.e. allowing for a larger party than four).
Were you replying to me or to Bah? 'Cause I'm pretty sure I was in agreement with you - camera and controls are in dire need of fixes, and said fixes don't present technical or design challenges. Whine now, while it's in EA, or resign yourself to shit controls.

Is it really the chaining/selection system that is the reason they can't have a party larger than four? It seems like that would be more related to their crappy two-player system. With 2 NPCs, each PC gets one NPC. But an odd number of NPCs doesn't divide evenly, so they won't ever allow a party of 5.
Is that an issue? So one player gets two followers, the other gets one, I don't see a problem. I've never played multiplayer IE, but didn't those games allow you to assign companion ownership at the host's discretion? Don't think Larian's party size is dictated by multiplayer considerations, more likely just general balance.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
How does this affect dialogue with other NPCs? Does the game only register the first three of your companions as party members or does it consider everyone to be present?

Seconding this question.
 
Joined
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Messages
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Milan, Italy
Were you replying to me or to Bah? 'Cause I'm pretty sure I was in agreement with you
To you, but I wasn't implying we were disagreeing on anything specific. Just venting my point of view in general.

camera and controls are in dire need of fixes, and said fixes don't present technical or design challenges. Whine now, while it's in EA, or resign yourself to shit controls.
Well, yes. Exactly.
 

sullynathan

Arcane
Joined
Dec 22, 2015
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6,473
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Not Europe
I'm almost certain that if the mod is like OS2's 6 party mod, the game acknowledges the other companion when necessary like speaking to npc's that know them and have a quest involving them.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
Something I noticed about spell durations - Mage Armour and Shield of Faith in BG3 last until the next Long Rest, as opposed to 8 hours and, respectively, 10 minutes in the PHB. Now, in practice, that isn't a big change for the former, but it absolutely is major for Shield of Faith.

But there's a more significant implication, this further suggests that Larian has taken a fundamentally different approach to representing its environments, it's not just a lack of day/night cycle, but rather that the maps themselves represent a space-time position, as opposed to a space with time running independently. Indeed, with what others have mentioned in this thread, it appears the game's only notion of time is based on Long Rests for the purposes of advancing quest stages.

I don't know how I feel about this. I don't mind this approach for "a game", what works for Deus Ex works in general, but I sort of have a different expectation of a D&D CRPG. In the other games, you had the impression of a large, autonomous world to explore, even if the way things developed (or, rather, didn't) occasionally challenged your suspension of disbelief. With BG3, you've got a more cohesive and controlled fiction, but at the expense of making the world feel smaller and more moment-focused. With how many different stages could be developed for concurrent events (e.g. how long Lae'zel spends in that cage, or - I'm guessing - whether Kagha completes her ritual), I suspect your involvement in each environment or chapter will be represented in the range of days, rather than weeks of months at your discretion.

To you, but I wasn't implying we were disagreeing on anything specific. Just venting my point of view in general.
Ah, cool, got it.
 
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Messages
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Codex Year of the Donut
One problem I'd see with changing encounters is that many of them aren't nameless enemy encounters but well scripted/positioned enemies with routines etc., It would probably be better to increase their overall CR than add more unless it was added in a very professional fashion.
 
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Milan, Italy
Something I noticed about spell durations - Mage Armour and Shield of Faith in BG3 last until the next Long Rest, as opposed to 8 hours and, respectively, 10 minutes in the PHB. Now, in practice, that isn't a big change for the former, but it absolutely is major for Shield of Faith.

But there's a more significant implication, this further suggests that Larian has taken a fundamentally different approach to representing its environments, it's not just a lack of day/night cycle, but rather that the maps themselves represent a space-time position, as opposed to a space with time running independently. Indeed, with what others have mentioned in this thread, it appears the game's only notion of time is based on Long Rests for the purposes of advancing quest stages.

I don't know how I feel about this. I don't mind this approach for "a game", what works for Deus Ex works in general, but I sort of have a different expectation of a D&D CRPG. In the other games, you had the impression of a large, autonomous world to explore, even if the way things developed (or, rather, didn't) occasionally challenged your suspension of disbelief. With BG3, you've got a more cohesive and controlled fiction, but at the expense of making the world feel smaller and more moment-focused. With how many different stages could be developed for concurrent events (e.g. how long Lae'zel spends in that cage, or - I'm guessing - whether Kagha completes her ritual), I suspect your involvement in each environment or chapter will be represented in the range of days, rather than weeks of months at your discretion.
Well, generally speaking I would have preferred a more traditional day/night cycle with the notion of time passing.
That said, given that Larian already said that was completely out of the question months ago, I was reigned to getting nothing, so "Rests mark the passing of time" is already a somewhat decent surprise in my book, IF they elaborate on this system a bit more.

P.S. rusty_shackleford Concerns about the balance of encounters at the moment are more or less pointless. Chances are not a single one of them should be considered finalized.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
It's obvious Larian are reducing the AC of the mobs while taking the higher end of their HP tables. All mobs have varied HP and can be scaled up and down at the DM's discretion. The giant spider matriarch doesn't have "too much HP", she has the upper end of the usual giant spider HP, and she's supposed to be a boss. I don't like the reduction of AC, though.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
Well by decreasing AC you will avoid many "the random is broken" threads.
 

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