Larianshill
Arbiter
- Joined
- Feb 16, 2021
- Messages
- 2,158
Was armor system worse before the definitive edition? I didn't have a single problem with it, but I didn't play the original.
Oh no, not this again.Was armor system worse before the definitive edition? I didn't have a single problem with it, but I didn't play the original.
In the release build they were op as fuck. Some codexer did a solo run iirc, their pet alone (spider especially) was insane. Curious to hear if all the patches since then have changed that (unlikely).Purchased.
Let’s see what a Ranger can do.
Hordebreaker is really, really bad.Anything I should know starting out?
Yep.BG3 loses toSolastaNWN2:
- In UI
What's incredibly funny about that is that adding a pop-up system for reactions in BG3 wouldn't in any way change the gameplay for someone who doesn't want to use it. You just need to add a third status to the already existing toggle: "always use reactions", "never use reactions", "ask me every time".I recently had a conversation with a braindead drone, who said that pop-ups like in Solasta would break the flow of the game and make them throw the keyboard at the wall after the fifth one. It's honestly baffling to me that people defend BG3's reaction system, when Solasta did it the smart way, and it works.
Larian's UI department don't like simple fixes. The problem is they don't like complicated ones, either.What's incredibly funny about that is that adding a pop-up system for reactions in BG3 wouldn't in any way change the gameplay for someone who doesn't want to use it. You just need to add a third status to the already existing toggle: "always use reactions", "never use reactions", "ask me every time".I recently had a conversation with a braindead drone, who said that pop-ups like in Solasta would break the flow of the game and make them throw the keyboard at the wall after the fifth one. It's honestly baffling to me that people defend BG3's reaction system, when Solasta did it the smart way, and it works.
But please guys, let's not forget that only recently Larian figured out how to allow the player to cast a spell on a character clicking on his portrait. They will probably bridge the technological gap to make a functioning pop-up system in 2055.
Not really. You don't have to understand any of that in order to play the game. It only matters when you're trying to optimize your performance on higher difficulties, but that's another story.You are assuming that DOS2 and old school RPG's has something in common. THAC0, AC, Saves(...)this things would melt the brain of the average modern RPG fan.
The basics that you actually need to comprehend are communicated to the player by characters shouting "My weapon is ineffective!" (and variations of thereof), which should be hint enough to try hitting that enemy with something else. Or just ask online for a solution or advice. I mean, I was able to play through Icewind Dale (my first RPG) and then Baldur's Gate, and I don't consider myself a genius. In fact, I had no idea about THAC0, AC or Saves. All I had to do is equip better armor and better weapons as I gained them. Same with spells: just cast more powerful ones as you level your casters up. No real limit on resting also helped, because you didn't have to "pace" your team throughout the journey (which is something both Baldur's Gate 3 and Solasta: Crown of the Magister try to implement, and I support that attempt).
Just because a lot of people don't like to learn - or don't think they can learn, or think learning to be difficult - doesn't mean they can't play and learn what works and what doesn't as they go. After all, video games aren't exactly exclusive goods made for intellectual elite in mind. It's a pastime. All you really need to succeed is the willingness to keep playing. That's it.
the UI is a metaphor for pain
nooooooo it's too epic! I demand you start out by raking the yard followed by fixing the broken sign!I don’t have a big problem with starting on the Spelljammer. You don’t fight any big baddies. It’s the Cirith Ungol thing of Evil will shall Evil mar, and all the big baddies canceling each other out, leaving the path wide open for hobbits and newbs.
Is it at least fun.
Hordebreaker was fine when I've tried it on a stealth bow ranger, got something like four attacks (I don't recall how that worked) in the opening round. And it is really easy to sneak currently. You can even cheesily stealth in the middle of melee with pass without a trace & darkness or cloud fog.Hordebreaker is really, really bad.Anything I should know starting out?
Difficulty options aren't in yet.Is it at least fun.
I think. It will be a lot more fun when you can click on mobs and pan the camera, especially after clicking the edge panning box in the controls one would think that would be an option.
Haven’t figured out how to adjust difficulty yet. Default is Deadfire faceroll with lots of looting random stuff, which is definitely as much in the BG (and PS:T!) tradition as it is D:OS.
Interfaces aside, BG3's party controls concept is exactly the same as NWN2's, in that you control your leader and the rest of the party follow indedepently. Though it wasn't quite as emphasised as it was in the original design for its predecessor, NWN2 was still built as a co-op platform.
Where BG3 massively screws the pooch is in the interfaces to execute that concept. NWN2 had Orders (via context menu or hotkeys) and BG3 has the Toilet Chain, but NWN2 also implemented standard multi-selection mechanisms via Shift+Click and, later, Marquee Click+Drag. Coupled with the ability to turn AI completely off via Puppet Mode and a keybind to toggle Select All on and off, NWN2's control scheme did allow you to get some basic simile of the old IE controls, and you could come to terms with it after a bit of practice.
BG3's implementation doesn't let you do that, even though all the elements are already there. You don't even have to jettison the Toilet Chain, you just need to add Shift+Click and Marquee on top of it to apply to non-chained characters. Basically, unchaining acts as Puppet Mode and you can manually select multiple characters as needed. If characters are chained together, they act as they do now, and if they're unchained, all of and only the ones which are in your active selection execute. If you Marquee two unchained characters and there's a third character, chained to one of the former two, then obviously that character will continue following its assigned leader. And this doesn't interfere with multiplayer, because it only applies to characters assigned to a given player, you wouldn't be able to Marquee another player's character just like you wouldn't be able to chain them.
In summary - BG3's party controls follow the same concept as NWN2's for the same reason of multiplayer-compatibility, but they're far, far worse in execution.
Everything I've described earlier to add multiple selection on top of the Toilet Chain would take one programmer for a day, two at the very worst, and that's allowing time for testing and reading
But if you just wanna test the concept with the minimum amount of work, all you need is to add Shift+Click listeners on the portraits to loop companions in and out of the current leader's chain, and a new button and keybind to toggle Chain All on and off. It's like two hours' work, and even that would be a massive improvement over the current trainwreck.
Oh, and the camera fixes - screen-edge turning, disable auto-lock, manual pitch - another couple of hours. Seriously, Larian, what's the hourly rate for a programmer in Belgium, €30? €120 and I stop calling your opus "worse than NWN2", think about it.
Co-op to seduce your future lover.What is the point of BG3?
Codex got filtered so hard by dos2's armor system that they're still butthurt about it.
I recently had a conversation with a braindead drone, who said that pop-ups like in Solasta would break the flow of the game and make them throw the keyboard at the wall after the fifth one. It's honestly baffling to me that people defend BG3's reaction system, when Solasta did it the smart way, and it works.