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Baldur's Gate Baldur's Gate 3 RELEASE THREAD

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
Can anyone else see a future where companies take the absolute worst aspects from BG3 and makes them the focus of future cRPGs? Tactical combat? Interesting world building? Quality writing? Pffftttt, fuck that, we need more hypersexual companions with an inordinate amount of focus placed on them and whatever irrelevant bullshit the writer thinks makes them "interesting" and "immersive". No company was actually putting out good cRPGs before BG3 so maybe it's not really a loss, but I can definitely see this leading to a further push towards the horrible "cinematic gaming" trend that is already quite big.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,589
Lmao @ people getting to Act 3
Honeymoon's over guys
I told you :smug:

Dude Act 3 city is HUGE!!! there's so many... unclickable.. npcs.. dressed in grey clothes.. looping animations..

> computer smoking and melting under my desk
> frame rate dropping to 3 then spiking to 120 then dropping to 3 again randomly

Sure am enjoying Baldur's Gif..

If you slaughter your way through the streets, the non-interactable bystander npcs melt away into the void and might improve your FPS.

1692052066281.png
 

Fedora Master

STOP POSTING
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Edgy
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Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
 

Zed Duke of Banville

Dungeon Master
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Can anyone else see a future where companies take the absolute worst aspects from BG3 and makes them the focus of future cRPGs?
Already noted:
So people expecting more AAA TB RPGs in the future with incline gameplay should curb their enthusiasm a little.
Lessons developers should learn from Baldur's Gate 3:
  • Tactical, turn-based combat sells
  • An RPG should have at least a semblance of exploration
  • A considerable amount of interactivity with the world can be accomplished, even in a game with turn-based combat
  • Quests can have various Choices & Consequences associated with them, and there can also be consequences for player actions outside quests
  • RPGs can have a fairly non-linear structure
Lessons developers will learn from Baldur's Gate 3:
  • Sex sells, especially with viral marketing
  • Aside from a single player-generated character, the party members should be pre-generated and have ludicrously convoluted backstories
  • Vast amounts of money should be spent on voice-acting and motion-capture, especially for those pre-generated companions
  • Embrace the most generic fantasy setting possible
  • Players don't care about basing your game on a poor ruleset, such as "D&D 5th edition"
Granted, we've already had a renaissance in squad-based tactical games over the last few years, including a few CRPGs squarely focused on tactical combat (e.g. Solasta, Naheulbeuk), so perhaps BG3 will provide even further impetus for these types of games developed by companies that lack either the funds or the inclination to create extensive cinematics, voluminous voice-acting, and reams of writing. :M
 

Anthedon

Arcane
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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
This is from a sword that is supposed to deal 1d8 psychic damage, but rolls 1d6 six times and adds all of that damage up. Seems a wee bit too strong.

psychica3id2.png
Wait, what's this and where did you get it?
The item is called Cruel Sting, a longsword you get from

the Drider leading the patrol towards Moonrise Towers.

But after resting (or loading) the Psychic effect is gone.
 

Fedora Master

STOP POSTING
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Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Your top class feature is the free fly for positioning. No save/attack roll necessary damage on getting hit is pretty good as is the other half that prevents full attax against you. Just make sure you've got phys resistance and temp hp and its free damage, but that doesn't show up until lvl 11 in any event. Have you *read* the level 6 ability?

Why do you need more than a few spells? Call Lightning gives you plenty of action econ and you can upcast the other ones as necessary.

Then there's the five free spells at lvl 6. Biggest problem there may be waiting that long for them, but there's a Staff with Create Water you can use anyway.

Edgelords regressing hard to the mean.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
Misty Step costs an action retard. Seriously, why do people do this to themselves. Play the damn class, and ask for help if you're sucking. It isn't hard.

When it's free you reposition constantly and Fly is great at getting up to high ground for that +2 to hit and protection from low archers.
 

Fedora Master

STOP POSTING
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Edgy
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Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
Misty Step costs an action retard. Seriously, why do people do this to themselves. Play the damn class, and ask for help if you're sucking. It isn't hard.

When it's free you reposition constantly and Fly is great at getting up to high ground for that +2 to hit and protection from low archers.
There's the abrasive autist I know from the Wrath thread. :positive:
 

Shaki

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Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
I don't use it for repositioning in combat that much, but as a free exploration tool outside of combat. Get disguise self spell, which doesn't require spell slots = free flight on demand outside of combat.
 

Immortal

Arcane
In My Safe Space
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Messages
5,070
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Safe Space - Don't Bulli
Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
I don't use it for repositioning in combat that much, but as a free exploration tool outside of combat. Get disguise self spell, which doesn't require spell slots = free flight on demand outside of combat.

How does disguise self trigger flight?

Pretend I'm retarded.. (shouldn't be hard)
 

darkpatriot

Arcane
Glory to Ukraine
Joined
Mar 28, 2010
Messages
6,241
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.


Maybe it is also due to my party composition with only one character that really needs long rests for important abilities (a cleric) while the rest of my party (Fighter/Warlock, Fighter, Barbarian) restore many abilities with a short rests.
 

Immortal

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Messages
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Safe Space - Don't Bulli
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.

You will never run out and the camp supplies that give more than 40 rations are essentially worthless dead weight. You never need more than 40 for a single rest. So a single ration that gives 80 or 100 just weigh's a lot and is worthless.
 

Shaki

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Hyperborea
Goddamn what's even the point of Storm Sorcery? You can count the Thunder/Electricity spells on one hand and your top class feature activates on being hit.
Free flight is cool, and it's not like other subclasses offer anything better
You don't reposition that often and Misty Step from items and scrolls is ubiquitous.

But that's just 5e for you, the more I look the shittier most of the subclasses turn out to be.
I don't use it for repositioning in combat that much, but as a free exploration tool outside of combat. Get disguise self spell, which doesn't require spell slots = free flight on demand outside of combat.

How does disguise self trigger flight?

Pretend I'm retarded.. (shouldn't be hard)
Storm sorcery subclass gives you free flight as a bonus action whenever you cast a spell lvl 1 or above. Disguise self is a lvl 1 spell. You cast it, and free flight appears on the right side of the hotbar for a few seconds, like with any other spell. Except disguise self doesn't cost spell slots :smug:
 

Shaki

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Dec 22, 2018
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Hyperborea
Btw. I just found a new cool staff for my sorcerer, but I also wanted to keep using my old staff.

Solution = take the dual wielding feat, now my sorcerer is dual wielding quarterstaves. Unlimited powah, tho it looks uber retarded
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Messages
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Insert Title Here Pathfinder: Wrath
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.


Maybe it is also due to my party composition with only one character that really needs long rests for important abilities (a cleric) while the rest of my party (Fighter/Warlock, Fighter, Barbarian) restore many abilities with a short rests.
Send them to camp (you can do that directly from inventory) if they get to heavy. At 80 a pop you can run through them fast if you're fighting a lot and blowing through your spells. If you're playing normally it will feel like somewhat too much but if you're murderhoboing you'll need all you can get. I tend to use skills to avoid combat so then it's way too much, at least in Act1.
 

Immortal

Arcane
In My Safe Space
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Messages
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Safe Space - Don't Bulli
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.


Maybe it is also due to my party composition with only one character that really needs long rests for important abilities (a cleric) while the rest of my party (Fighter/Warlock, Fighter, Barbarian) restore many abilities with a short rests.
Send them to camp (you can do that directly from inventory) if they get to heavy. At 80 a pop you can run through them fast if you're fighting a lot and blowing through your spells. If you're playing normally it will feel like somewhat too much but if you're murderhoboing you'll need all you can get. I tend to use skills to avoid combat so then it's way too much, at least in Act1.

I'm in act 3 with all companions and my long rest cost is 40 supplies..?
What increases it past 40?
 

darkpatriot

Arcane
Glory to Ukraine
Joined
Mar 28, 2010
Messages
6,241
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.


Maybe it is also due to my party composition with only one character that really needs long rests for important abilities (a cleric) while the rest of my party (Fighter/Warlock, Fighter, Barbarian) restore many abilities with a short rests.
Send them to camp (you can do that directly from inventory) if they get to heavy. At 80 a pop you can run through them fast if you're fighting a lot and blowing through your spells. If you're playing normally it will feel like somewhat too much but if you're murderhoboing you'll need all you can get. I tend to use skills to avoid combat so then it's way too much, at least in Act1.

I'm in act 3 with all companions and my long rest cost is 40 supplies..?
What increases it past 40?
Maybe a difficulty thing? I need 80 per rest, and I am playing on tactician.
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,070
Location
Safe Space - Don't Bulli
I am still in the first act, but what is the point of camp supplies? I am playing on tactician, but I loot so many camp supplies they are actually starting to become a bit of an encumbrance issue. They are certainly not limiting my resting in a meaningful way.

I try my best to not burn through combat resources unnecessarily, but I am still taking a short rest after most fights. So far I have only had to have like 3 or 4 full rests, but in that time I have still amassed more than 1,000 camp supplies.

Do they become harder to acquire later in the game? If not, I am really not sure why they were included. They just give me busy work without actually placing any real limitations on how often I rest.


Maybe it is also due to my party composition with only one character that really needs long rests for important abilities (a cleric) while the rest of my party (Fighter/Warlock, Fighter, Barbarian) restore many abilities with a short rests.
Send them to camp (you can do that directly from inventory) if they get to heavy. At 80 a pop you can run through them fast if you're fighting a lot and blowing through your spells. If you're playing normally it will feel like somewhat too much but if you're murderhoboing you'll need all you can get. I tend to use skills to avoid combat so then it's way too much, at least in Act1.

I'm in act 3 with all companions and my long rest cost is 40 supplies..?
What increases it past 40?
Maybe a difficulty thing? I need 80 per rest, and I am playing on tactician.

Probably.. or maybe your character is a fatty.
 

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