La vie sexuelle
Learned
D&D mechanic is flawled anyway, Larian should drop it entirely.
Just because your Asperger somehow manages to compromise your ability for imagination, I don't have to be the one who has to work around it.foundations to NOTHING
Given what they came up with before moving to D&D, maybe they really shouldn't.D&D mechanic is flawled anyway, Larian should drop it entirely.
Did I imagine the existence of these plot elements? No? Maybe you should use a different word.That's my point: you are specifically imagining a quest POORLY designed to fit the constraints of the game and attempting to use it as an excuse for dismissing an entire set of features that could be, you know, used properly instead.
Remains? Where was the "time skip" button in BG 1 & 2?It doesn't "need to" because time-skipping remains an option.
It's a problem that doesn't need to be there. That primarily appeals to people who have long arguments about theoretical RPG features.And if you had time run uncompressed and the odd rest issues don't bother you, you'd still have the issue of this constant timer running that the devs have no control over story-wise. What happens if the player goes afk and a day passes? Lots of tracking to be done that doesn't need to be.
Cosmetic. Benefits.We already went through it: a BASIC implementation of a day/night cycle even in absence of super-complex scheduling ALREADY comes with its own set of benefits and improvement to the game's immersion.
For FREE mods that no one will PAY the company making the game for.On top of that it ALSO sets the foundations to build more over it, expand, improve and add content tailored around the feature.
Speaking of not knowing what you're talking about. How do you know that's the conversation that took place?Conversely starting from the beginning with "I don't know if we should do it. It can be a lot of work to make it AWESOME, so let's build the rest and then evaluate"
I already said I'm not pleased with the game. I've complained about several features. That's not being a fanboy, is it?It doesn't mean I can't argue why that was not a good decision or worse that I should be the bling fanboy and attempt to rationalize why "that was achtually for the best" like you are doing.
They sleep by night, when you are sleeping too"day" "night" "many meaningful" and then you walk into underdark and SUDDENLY nobody sleeps anymore.
Here's your ability for imagination:Just because your Asperger somehow manages to compromise your ability for imagination
A bridge to FUCKING NOWHEREBut NO ONE is asking for extensive and detailed NPC scheduling that changes between day and night.
i'm not some dresswearer so i don't need to sleep after every fight. and you know - drow shops are ALWAYS open and store clerks are always same! muh immersion broken!They sleep by night, when you are sleeping too"day" "night" "many meaningful" and then you walk into underdark and SUDDENLY nobody sleeps anymore.![]()
It would be a point if some people posting here weren't spamming about it so many times now. It seems like petty criticism now.i'm not some dresswearer so i don't need to sleep after every fight. and you know - drow shops are ALWAYS open and store clerks are always same! muh immersion broken!They sleep by night, when you are sleeping too"day" "night" "many meaningful" and then you walk into underdark and SUDDENLY nobody sleeps anymore.![]()
no. human shopkeepers are cleared from the streets, but drow shopkeepers stand behind corner 24/7/365. it's just lazy.It would be a point if some people posting here weren't spamming about it so many times now. It seems like petty criticism now.i'm not some dresswearer so i don't need to sleep after every fight. and you know - drow shops are ALWAYS open and store clerks are always same! muh immersion broken!They sleep by night, when you are sleeping too"day" "night" "many meaningful" and then you walk into underdark and SUDDENLY nobody sleeps anymore.![]()
It's not my argument.The process of replacing the host brain is supposed to only take a few hours, so if that's your argument, Baldur's Gate 3 has already failed.
No, it doesn't boil down to that. You clearly haven't played the EA or even read a single article about it. These are not normal tadpoles. But they are tadpoles. My point is that their nature is different from your MotB example.I do find it amusing that your argument boils down to "muh tadpole biology".
Wow, Sherlock! Great job noticing that! Did you also notice that the game has a vampire walking around in daylight? Did you? Maybe there's a story behind that.What about all the creature and spell descriptions in D&D that explicitly list how they interact with day/night?
It's as petty as the original call for cosmetic immersion.It would be a point if some people posting here weren't spamming about it so many times now. It seems like petty criticism now.i'm not some dresswearer so i don't need to sleep after every fight. and you know - drow shops are ALWAYS open and store clerks are always same! muh immersion broken!They sleep by night, when you are sleeping too"day" "night" "many meaningful" and then you walk into underdark and SUDDENLY nobody sleeps anymore.![]()
This is all he's asking for, yes. It's all about how it "feels" and muh immersion.If you aren't going to ask for GOOD day and night cycles, then what the fuck is the point of such ridiculous waste? Cosmetic Variation?
Technically elves don't sleep. Maybe he's meditating at work.no. human shopkeepers are cleared from the streets, but drow shopkeepers stand behind corner 24/7/365. it's just lazy.
also they don't let slaves they selling to sleep because drow sadism > profits.Technically elves don't sleep. Maybe he's meditating at work.no. human shopkeepers are cleared from the streets, but drow shopkeepers stand behind corner 24/7/365. it's just lazy.
The life of a Drow salaryman do be like that sometimes.![]()
usually literally like that soulafain fagAny Drow male who remains in the Underdark is cucked beyond belief.
Mods will fix it, bro. But you need to fix it first so that mods can fix it."Just have day and night system bro, just because reasons bro"
Items are handplaced and the notable ones are unique.how interesting is itemization? hope its not original sin tier where everything is useless after gaining level or two
Day/night cycle was always only bothering me. Who cares about that. I want to go to shops/houses anytime I want. Making me wait for day (rest until sunrise) was always inconvenient. I want to play a game, not simulate life.
It's minor but day and night is also part of the tactical combat, target being obscured giving malus to hit. Some monsters appearing at night strongers and some have penalties in daylight like drows , or even troll get slowly turned to stone on some rpg rulesets. It's another layer of depth and its always welcome. Of course i know no one gives a fuck about our opinions...The only thing that matters is great combat. Literally everything else can be mediocre and it will be lifted by combat. This is also why PF:KM/WotR are shit games despite boasting really deep build customization because the games horribly fails in encounter design. Autistically worrying about day/night cycles is like item #5821 on the list of things that makes or breaks a cRPG.
Don't be silly, of course you can. Kingmaker, Mask of the Betrayer, even the original BG had timed quests, this isn't some revolutionary concept we're talking about, that BG3 is "more timed" doesn't change that. At the end of the day, these are videogames and I expect the plot to be developed in service of the functional experience, not the other way around. That means you start with mechanical aspects, like the day/night cycle (whether it's an hour or six or whatever), and then build your plot and time its progression around that.Except you would lose the time mechanic of the game. Days are tracked. It's not BG where you can spam rest and the date is just a meaningless count. They wanted each day and each rest to progress an event timer. A short one.
Can't do that when some fake ass day/night cycle is running every hour or two.
I said "Larian don't want to spend time on dynamic light and complex NPC schedules, nor do they like the presentation of NPCs that ignore day/night." The part you omitted was in reference to the original BG games, obviously.Complex NPC schedules? Do you think BG had these?
Wouldn't say no to some Skyrim schedules in my BG. I'd be okay with NPCs loafing around, ignoring the time of day, but taking it further would certainly be welcome.Or do you want Skyrim and not BG?
I said I'd take simpler cinematics with a dynamic, in-level camp over movie-game drama that needs a distinct, pocket plane camp. The reason I brought up Kingmaker is because resting isn't just a button press, you have to put down a large object in a clear area, and that object contains some waypoints that the party animate on, the same approach could be used to help stage those simpler cinematics, in addition to what Tuco said about contextual cinematic stuff.Again, this doesn't work. You could easily have world objects interfere with the scene in a cinematic game. Just being in a walled corridor could do this.
Kingmaker has no cinematic dialog or animations. It's all abstraction. It might as well be 2d.
The general reaction I remember when DAO came out, restricting party interactions to camp was lame.From who? Here?![]()
That wasn't directed at you, I was just completing my own point from earlier. Skipping the day/night cycle reduces the cosmetic engagement of the game space, the illusion of the open world, it misses a wonderful opportunity at mechanical interplay with BG3's otherwise pretty sophisticated stealth system, and it adds limitations to the D&D ruleset adaptation.I doubt the difference between mage armor lasting 8 hours and it lasting until the next day will matter to most people.
This isn't some videogaming marvel we're discussing here, a day/night cycle doesn't require a technological breakthrough, just a quantifiable labour allocation. Obviously, it's a core design that you can't just change mid-development, people who thought it could be "added" through Early Access were being completely unrealistic, but it's legitimate to criticise the pretty big corner that got cut here.When you're making a game, you have to choose what's more important. Day/night cycles, which are cosmetic in these games and would interfere with their planned narrative, got the axe. Oh well.
To be honest, we're all just rehashing the same tired arguments over and over, this thread degenerated into a pointless circlejerk a long time ago. And no amount of reason is going to convince the shills that BG3, for all its fortes, has some serious problems baked into it as well, just like no amount of shilling is going to convince me that the controls aren't a fucking obscenity.There are several things I'm not happy about with this game, but this isn't one. It's just nitpicking at this point.
I find it a cool feature as well but everything rests on combat. Nothing matters if it’s a boring slog and shallow. It’s incredibly hard to get combat right. Build variety and depth, itemisation, interesting abilities, encounter design, use of environment, pacing, VFX, SFX etc all have to work in harmony. You get that right and everything else become ‘nice to have bonuses’ like reactivity, interesting story, whatever. However, those things don’t have to be great.It's minor but day and night is also part of the tactical combat, target being obscured giving malus to hit. Some monsters appearing at night strongers and some have penalties in daylight like drows , or even troll get slowly turned to stone on some rpg rulesets. It's another layer of depth and its always welcome. Of course i know no one gives a fuck about our opinions...The only thing that matters is great combat. Literally everything else can be mediocre and it will be lifted by combat. This is also why PF:KM/WotR are shit games despite boasting really deep build customization because the games horribly fails in encounter design. Autistically worrying about day/night cycles is like item #5821 on the list of things that makes or breaks a cRPG.
And I brought up that BG had them and how they were different on the previous page. I also talked about how MotB is different.Don't be silly, of course you can. Kingmaker, Mask of the Betrayer, even the original BG had timed quests
Fake news.Also, as a sidenote from skimming some of your other replies here, there's no point going into the "lore" of cereomorphosis (sp?) since the plot makes it clear that you and your companions are "special" and that it's not progressing as usual anyway.
Why include it if that wasn't what my question was about?I said "Larian don't want to spend time on dynamic light and complex NPC schedules, nor do they like the presentation of NPCs that ignore day/night." The part you omitted was in reference to the original BG games, obviously.
I haven't played DA:O in years, but I thought you could talk to them outside of camp.The general reaction I remember when DAO came out, restricting party interactions to camp was lame.
Good for you. Make a game like that then. Because this game is meant to be cinematic.I said I'd take simpler cinematics with a dynamic, in-level camp
I agree, but as you say, a lot of these are cosmetic changes.Skipping the day/night cycle reduces the cosmetic engagement of the game space, the illusion of the open world, it misses a wonderful opportunity at mechanical interplay with BG3's otherwise pretty sophisticated stealth system, and it adds limitations to the D&D ruleset adaptation.
Fair enough.To be honest, we're all just rehashing the same tired arguments over and over, this thread degenerated into a pointless circlejerk a long time ago. And no amount of reason is going to convince the shills that BG3, for all its fortes, has some serious problems baked into it as well, just like no amount of shilling is going to convince me that the controls aren't a fucking obscenity.