Need a couple of mods to even begin to genuinely enjoy this. It needs -
1. Party inventory. Having to micromanage who carries every piece of loot around (due to individualized weight limits) is a massive waste of the player's time.
You should have your equipped gear, a potion belt (both of these limiting what a particular character can use in a combat encounter), and a master party inventory. Any loot you pick up goes into the master party inventory, by default, with ONE SINGLE CLICK (where the weight limits of all party members are added up to form a carry limit.)
The amount of times I've had to pick a lock with my rogue, just to then have to individually right click, left click each piece of gear to my warrior to carry is ridiculous. Why? What does this add to the game-play aside from mindless busy work?
2. Use highest in-party member for conversation/skill checks automatically. Why are conversations locked to the party member who was in the front that triggered them? I run with my warrior leading the group, sorcerer at the back. When my warrior hits a scripted checkpoint, he's the one that has to talk? Why? What's to prevent my sorcerer (or any party member), 10 feet behind him, from stepping in and joining the conversation? What an imbecilic game design choice.
Also, all merchant transactions should automatically use the party member with the highest charisma stat to calculate buy and sell prices. Again, more mindless busywork.
3. When combat starts, it should start for everybody in the party. I'm not sure what's going on here (if it's a pathing issue or what), but the amount of times I've started combat, just to have one or two party members in the back not be added to the initiative list on the first turn is ridiculous.
4. Burn on a public square pyre whoever designed the toolbars and UI. Nothing more needs to be said here. Fucking TRASH.
Basically, every single thing that annoyed the shit out of me in the modern Divinity series' is still here, copy+pasted straight out of those games with no effort made to put even a modicum of thought into their improvement.
This...as GOTY? Get the fuck out of here.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
The party inventories are definitely a shitty thing. It was just as annoying in Baldur's Gate 2, I don't see any benefit to it.
Loads of little things too, like the controls you use for the camera. Why do they stop working in other areas, like when you open the map? I have to pan around by clicking + dragging. Interestingly though, and I tested this - it's not the same for gamepads. The camera controls are consistent everywhere.
But you can fuck a bear and every randomly generated char looks LGBT.
ace2kx wrote:
Greetings mens,
Do you have to know anything about D&D to play this?
The latest D&Ds are so dumbed down that they don't make a good platform for cRPGs. This game dumbs it down even further, so you don't have to worry about much.
Basically, every single thing that annoyed the shit out of me in the modern Divinity series' is still here, copy+pasted straight out of those games with no effort made to put even a modicum of thought into their improvement.
This...as GOTY? Get the fuck out of here.
Enhanced Edition soon
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
Hmm, those are disappointing remarks, especially after 6 years development, jesus.
But Jagged Alliance has some similar mechanics, like individual inventory (except ammo), not automatically taking highest skilled character, things like that). It works there, so what makes it different in BG3? The sheer amount of loot you find, things like that?
There must have been a door there in the wall, when I came in.
Truly gone fishing.
For me, it's the fact you have to switch to certain people for certain actions, like speaking to animals. And if you pick something up, it goes in to their individual inventory. You have to swap between people all the time for different abilities, it's hard to remember who has what without checking each inventory, and it's just a pain.
If one person fills up on stuff, you have to distribute it out among others, and again it's just a mess of items across 4 inventories.
If it made sense in some way, for some technical gameplay reason, then cool, but I don't see a reason. It's especially odd considering how simplified the game is in most other areas.
But Jagged Alliance has some similar mechanics, like individual inventory (except ammo), not automatically taking highest skilled character, things like that). It works there, so what makes it different in BG3? The sheer amount of loot you find, things like that?
But JA3 is a missions based game with a focus on resources. The game is not filled with lootable crap. There's quite a difference between the two in this regard.
The single hivemind type of gameplay was never going to happen here.
It worked in DoS1 as solo and in 2 player coop because by game design you were tied together so the story and interactions take place as a group and are actually possible to follow very easily.
In DoS2 every character is given the same end goal as individuals and you're set up as rivals. It's very difficult to 'listen in' properly on conversations and everyone can talk/make their own choices without you even knowing they did something. The up-to-4 players aren't actually tied together and their resources are not tied together. I first tried it in full 4 player coop and that individual freedom kept clashing with what everyone wants, starting with inventory management and we just couldn't stand playing 'together' because it was practically impossible. I eventually finished it as a duo, really trying hard to play it the same way as DoS1 but it's technically difficult to do.
I personally find DOS1 much more enjoyable than DOS2 because that extra freedom was hindering the experience for a player expecting to go through the game as a singular group having all the perks people here expect. For BG3 I'm super early in but pre-release coverage implied that individual character control is even more pronounced so...maybe mods can stitch up the technical aspects for a solo experience but seems like it's all working as intended by design
not everyone is a mega nerd that enjoys min maxxing numbers on pages long spreadsheets
people get paid for doing that in any excel job
Why call your game Excel Simulator 3 then?
God of War 2018
Resident Evil 4
Fallout 3 and New Vegas maybe
Doom3
i think Larian made a Larian game and that's that and its not a far cry from bg2 as these examples were to their previous games.
sometimes even the same studio that made the previous game will change the sequel completely, but in this case its a completely different studio 20 years later
not everyone is a mega nerd that enjoys min maxxing numbers on pages long spreadsheets
people get paid for doing that in any excel job
Why call your game Excel Simulator 3 then?
God of War 2018
Resident Evil 4
Fallout 3 and New Vegas maybe
Doom3
i think Larian made a Larian game and that's that and its not a far cry from bg2 as these examples were to their previous games.
sometimes even the same studio that made the previous game will change the sequel completely, but in this case its a completely different studio 20 years later
bah!
But you have the "solution" in your reply
Quote:
Fallout 3 and New Vegas maybe
Bethesda shouldn't have gone with a numbered entry IMO, and Obsidian did it the right way, just like this one shouldn't have been a numbered entry too.
Although this was more about which dnd rules are being used, I think?
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Relationships are too easy though. Don't need to do shit. Everyone's ready to jump your bones and it doesn't seem like there are any prerequisites.
The sexual things WAB mentioned is a valid one I reckon. It's not funny, it's just dumb.
Edit: using CTRL + click in inventory makes sending multiple items to someone else a lot easier. It's a shame you can't do the same when selling stuff. That item increment slider is some poor UX for KB/M
They are using a rather linear reputation system for companions which is much easier to implement (and not fuck up) then requiring particular combinations of dialogues to lead somewhere.
I enjoy the sense of exploration. Larian nailed that.
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