No day\night cycle confirmed by the devs, because "it will conflict with multiplayer".
Disappointing. This sort of makes the Vampire Spawn pointless. And supports somebody's claim that the player can "master" the tadpole, thus refusing the change but keeping its power. I mean, there is no side-stepping a vampire walking in the sun otherwise, when there is no day/night cycle. Unless they want to restrict vampire players to night, with night being merely a cosmetic?
Also it will fuck up shadow mechanics making stealth broken as fuck.
You could change that by making sneaking much harder by less skilled characters and adding bright moonlight as sort-of light source, as well as a lot of light sources (torches, fireplaces, etc.).
It was made rtwp to appeal to RTS players who were big at the time. Dumb shit. RTS is still played today almost exclusively competitively. If it's so casual why is every casual complaining about how its too hard to understand?
1) You are confusing the competitive scene with the casual scene. It's not the same. I think the word "popular" is better here.
2) This is RPG Codex. People here may be retarded, but sure as hell they aren't casual.
3) "Too hard to understand"? The crux of the debate is how it plays, not how hard it is to understand. (What is there to understand? How hard can it be to press pause at any given moment?)
except being a female character adds a noticeable change to the game simply making the game darker adds NOTHING.
The point isn't just to make the game darker when the night arrives. It's about linking it to the gameplay. It should make the world change (where relevant), thus giving potential for different encounters, make stealth more powerful, empower certain characters (Vampire Spawn?), etc. Because by the same argument that you're making I can say that I have seen a plenty of games where sex added nothing to the game (it's literally a cosmetic option in the creation screen), so why even have it?
It has been discussed to death. Kiting is a logical tactic and there's nothing wrong with it. It is only problematic when it becomes an optimal answer for everything. You could instantaneously improve Baldur's Gate by merely varying movement speed between creatures - let's say make spiders the fastest, then the wolves/dogs then the bears, then the small and big bipedal creatures, in that order. It would make kiting viable in certain circumstances and impossible in others, as it should be. No need for arbitrary mechanics. Sawyer boasted about "fixing" DnD but in the end he was unable to veer away even a little from standard DnD concepts, nor did he understand when they make sense and when they don't. Anyways, usefulness of kiting decreases towards the end of BG1 and is a minor problem in BG2.
Oh, I am not intending on restarting a debate.
I merely agreed that - in my opinion - BG had issues with melee engagement (or melee in general. After all, melee fighters were less interesting than mages or priest, because of how little they had to do) and Swayer intended on fixing that by giving them more tasks. That sounded interesting on paper and resulted in melee engagement becoming a bigger deal in PoE, but sadly the end result wasn't as positive as expected.
I hope that makes my position clear.
would you people prefer if it actually continued where BG2 left off?
It's not about that.
I think most people agree (not just here, but in general) that it would have been much better for the current BG3 title to be a spin-off, rather than the actual BG3 game, given how loosely it seems to be connected with the series it's supposed to be related to. That way technically it would still be a "Baldur's Gate" game in name, while at the same time not having the same preconceptions people have when faced with "It's Baldur's Gate 3, therefore it must/should be closely related to Baldur's Gate 2 and 1".
outside of a few grognards making a lot of noise there is no "shitstorm"
Check out reddit and Steam. It isn't an apocalypse, but it is a [very] hot topic.