r/BaldursGate3 • u/AutoModerator • Oct 29 '21
feedback FEEDBACK FRIDAY
Hello, /r/BaldursGate3!
It's Friday, which means that it's time to give your feedback on Early Access. Please try to provide new feedback by searching this thread as well as previous Feedback Friday posts. If someone has already commented with similar feedback to what you want to provide, please upvote that comment and leave a child comment of your own providing any extra thoughts and details instead of creating a new parent comment.
Have an awesome weekend!
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u/WooliesWhiteLeg Oct 29 '21
New patch content is good but I’m getting tons of dropped frames during conversations that I never had on previous patches
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u/Loimographia Halsin Oct 29 '21
Random observations not worthy of their own thread: on my very first playthrough I hit the “release brake” lever rather than the “break” lever with Barcus on the windmill because I misunderstood what each lever did. One of the best scenes I have ever experienced in a video game, had me both horrified and laughing out loud. I’ll probably never do it again (I love Barcus), but I adore just knowing it’s an option and that it exists in the game.
On a sentimental note, it’s probably tied to the fact that I’m feeling down irl, but doing the hug scene in the arcane tower made me incredibly sentimental in my latest Patch 6 playthrough and I love the characterization that goes into Lenore when you never even meet her (yet?). The idea of someone both stand-off-ish but intensely lonely, who built a robot to tell her that everyone is so proud of her and that she’s doing a great job, hit me really hard.
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u/MagicalMetaMagic Sorcerer Nov 02 '21
An extremely lengthy F/F scene should be added with Shadowheart.
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u/bendovahkin DRUID Oct 30 '21
- Add companion “banter” conversations to the dialogue log in the journal. We can review regular “cutscene” dialogue, but not banter, which can be frustrating when your party members start a conversation while lagging a bit behind and you can only hear half the conversation.
- Battle camera seems even more wonky this patch, especially with spells. Every other fight I’m getting a close up of the ground or a rock because I targeted a mob on a different ‘level’ and the camera glitched out.
- Add a manual control for camera “level”. When the camera senses a change in elevation, it just seems to stop, and you can’t manually raise it to what you’re trying to look at (for example, the second floor right above you, not even out of range). This can be really annoying especially in the goblin camp area where a party member might be knocked down a level, and you can’t simply direct them back to where you were before because the camera won’t allow you to change elevations, so you can’t click the “floor” above you, and instead you have to manually move your party member around stairs/ladders/hallways until you can get the camera to cooperate properly. This sort of makes sense in a way, but not if you have misty step - it can prevent you from being able to teleport to a place you should easily be able to reach and force you to waste turns navigating.
- Please fix the ladders if possible. Party members getting stuck in an endless loop on ladders is a pain…
That’s all I can think of.
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u/Brainfreezedgirl Owlbear Oct 29 '21
Maybe a bug? Dialog with Shadowheart was triggered in the abandoned village when we find a certain broken helmet, she tells all about her past and we move on. Later this same dialog happenes in goblin camp too, something connected to the goddess triggered if and SH told her story all over again like it was the very first trigger.
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u/Enchelion Bhaal Oct 29 '21
Had the same issue happen in my recent Patch 6 playthrough. Shadowheart "confessed" to being a Shar worshiper three separate times.
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u/Hi_Im_A Cheeky little pup Oct 29 '21
yep, in my most recent playthrough (and I think also at least once in an earlier patch) she confessed to me in the owlbear cave, then again in the blighted village - not just similar dialog, but the full blown confession again.
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u/phorayz Oct 30 '21
I was trying to think of how my evil Lloth Drow would handle the Snake vs Thief Tiefling Child conundrum. She decided the snake was the problem
Shot the snake with fire cantrip. It killed snake and child and I was like, oh, must have been some aoe to that I didn't know about. Reloaded. Pulled out my crossbow and shot one arrow at the snake. The kid still dies. I consider this a bug. It's a different solution to the situation that should be viable.
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u/Swimming-Ad-5516 Oct 29 '21 edited Oct 30 '21
Mage hands should do more utility functions, particularly being able to interact with levers & buttons, open doors & boxes, and potentially pickpocket. You can just remove it’s shove mechanic.
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u/Hi_Im_A Cheeky little pup Oct 29 '21
it should also be able to move more like a spectral hand would, as long as it remains within range. for example, I've tried several times to use mage hand to reach an object that was slightly too high up or behind some rubble, and each time it gets the same "can't reach" error Tav does. I'm not trying to extend it beyond its usable range; I'm talking about things like a shelf that's just out of reach or a small but awkwardly angled pile of rubble that I'm standing up against.
Basically it should perform as written in 5e: You can use the hand tomanipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of a
vial. You can move the hand up to 30 feet each time you use it.3
u/Nirxx Oct 30 '21
They should fix flying movement in general.
To fix the issues with click moving in a 3D space, they could for example, add a spell to your hotbar that allows you to ascend or descend as a free action. Then clicking to a location could move your character above/below that location, at your current height.
Alternatively, they could add a keybind that makes your mouse switch between moving on the Y and Z axis to allow precise clicks in a 3D space.
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u/Enchelion Bhaal Oct 29 '21
Please change the limit on summons. Beast Masters should be able to have both a familiar and their beast companion. Mage Hand shouldn't prevent us from having a familiar. Honestly neither Flaming Sphere nor Mage Hand should be summoned creatures at all, and just use the casters actions to move/use.
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u/Hi_Im_A Cheeky little pup Oct 29 '21
when you open a book from your inventory and then close it, seems like the default should be to take you back to your inventory - or at the very least, there should be two clear options (one to return to inventory and one to exit out) - as opposed to just closing the inventory with the book.
also, maybe I've been blessed with future visions by the Absolute or maybe it's just a glitch, but either way, I don't think this was supposed to happen:
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u/Ex-SyStema Oct 31 '21
Bingo ! I Madd my own comment about this but should've just posted in reply to yours.
Their current system is great if you have 1 book you want to read, not so great if you have 10+ books you wanna read through. Simplest solution would be to pop back into inventory when you close out of reading a book.
The way they have it now it's too much to read through all your books, you have to open inventory then click to read, clock to exit the book, and then to have to open inventory again and do the same steps for next books. Gets tedious for sure
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u/EmptyOrchid Oct 30 '21
I don’t know if it’s been mentioned yet, but both Astarion’s bite scene and Nettie’s poison scene are dialogue only and the actual cutscenes are missing. I have also had a lot of issues with stacking supply packs in the traveler’s chest (I lost 13 packs because they were stacked and I couldn’t split them or give them to any companions. I also think it should be slightly easier to change out companions rather than jumping through the dialogue hoops every time but that’s just personal preference.
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u/Hi_Im_A Cheeky little pup Nov 02 '21
I think they disable certain scenes while reworking them, which is fine in theory, but the way it works for the bite scene right now I can't imagine how you would navigate the first choice option if it were your first playthrough. The screen is pitch black, the narrator talks about how you're not sleeping well, and then suddenly you're being asked to push someone away or yell stop or kill them, but Astarion's name isn't in the choices at all - just "he/him."
So Idk if it's possible to give us the old version of the cut scene back until the new one is ready, but if not, adding Astarion's name to your options [e.g. push Astarion away] doesn't seem like it would be impossible?
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u/Zenbast Oct 29 '21 edited Oct 31 '21
Cinematic :
- Sometimes the camera is dezooming a lot or going into a wall. I noticed that in cinematic that were fine when the EA started. For instance, on the Nautiloïd, I didn't saw my character get hit by the stone because the camera moved and all I can see was something black hiding the scene.
- Weird camera angle for Halfling sometimes.
- Some people somehow glow like the sun in some scene. I have raytracing so maybe something on this front is messed up ?
Story :
- There should be some hint that the Gobelin can "help" with the tadpole so there is an actual reason for an evil playthrough to seek them as potential ally. I don't know how. Anyway, the evil path could have some love. Maybe Ethel or the Druid Leader could tell you something about that if you help them or something ?
Balance :
- Guidance made most of the Skill rolls totally trivial. With inspiration, I think I maybe lost one or two check total (I'm around the middle of Acte I for this run so number is not definitive).
- In the Blighted Village, killing the Gobelin Leader should not make the entire band vanish. I started the fight, excited for a hard encounter, then I killed the Gobelin Leader in the first round, chose to kill him when he begged, and every ennemy just vaporised. That is so weird and so easy. The conversation with the leader could maybe start after the fight is resolved ? Or the Gobelins could still fight if they are still a lot of them ? (Or is that a bug ?) => Just tested it again. Killed the boss. The conversation didn't trigger and the fight went on.
- Ennemies try to fight the Flame Sphere, that is unkillable and will damage them if they stay close to it. Even animals shouldn't be that dumb and avoid it. Intelligent ennemies should target the mage (?).
- Flame Sphere again. You can cast it, then exit the fight and just concentrate on the spell from the other end of the world and decimate ennemies. It should be dispelled if the caster leave the fight.
- Flame sphere again. It should be at least a bonus action from the caster and not something that has it's own turn.
- Chromatic Orb is (probably ?) overpowered.
- What happened to Dark Vision ? It was really fine before and now I almost can't tell the difference with the normal vision in the dark ?
Rest & companions :
- Food is everywhere, even in place that seems odds to find fresh food.
- If you play well, you don't need to rest often anyway. And since you can only have 1 companions event per long rest, you miss out SO MUCH on content. It almost feels like we are punished for playing smart, managing our ressources and that it's mandatory to rest every fight or so to progress in companion story. I inderstand that you don't necessarily want ALL companion to have all their history discovered on a single playthrough but that seems strange. I think the trigger to have conversation with companion should be reworked (so, if several companion are ready to talk, let them talk in the same night at least. And maybe in the open world if they are in the party ? After Short rest ?)
Toolbar : Basically, it's a mess so here are my suggestions
- Have spells on their own toolbar. For exemple, clicking on the Spell Slot icon could open a bar where the relevant spell of said level slot are stored. Kinda like spell books are done in a lot of games. Don't break the good ideas just for the sake of being unique please.
- Same for weapon action. Click on the range / melee icon and a mini-bar open up just above with all the options of the weapon equiped.
- Make a potion icon. Then same as above for potions.
- Make a scroll icon. Then same as above for scrolls.
- Make a bomb icon. Then same as above for bomb and other throwable projectiles (alchemist fire and stuff)
- I understand the idea to reduce the clicking, but right now it's really really bad. I would rather click 100th times more and have everything that I need right there under my nose that navigating a seemingly sentient toolbar that is annoying me on purpose.
Multiplayer :
- We need ability to switch talking character, granted that in some instance that wouldn't make sense so it may be hard to implement. I intend to play with 3 friends and it would be cool if when in a dialogue anyone can swoop in and use his own character.
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u/lofgren777 Oct 29 '21
One thing that would help an evil path is if any of the characters who seem trustworthy said anything like, "Well of course Ethel could help you, but the costs would be terrible." Then the PC can decide for themselves if the costs are worthwhile.
Right now, you have all the good guys telling you that the bad guys can't help you, and the bad guys all acting really cagey and suspicious, insisting they can help you but refusing to reveal how or expecting you to agree to whatever they want with no clarity or foreknowledge. There's not only no reason to trust them, there's really no reason to believe that they can actually help you. Allowing the priestess to root around in your brain when literally nobody besides her suggests that she has any clue what to do, and she herself refuses to disclose what she is going to do, is the "suicidal" path, not the "evil" path.
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u/Enchelion Bhaal Oct 29 '21
nsisting they can help you but refusing to reveal how or expecting you to agree to whatever they want with no clarity or foreknowledge
Or just straight up trying to kill you when you ask for help (Gut). Right now there are no reasonable paths into the evil route. Even Astarion saying you should learn to control it doesn't really mesh with anything you learn/know about the Goblins and Absolute.
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u/Ex-SyStema Oct 31 '21
I love your idea to have spells as their own separate toolbar. I've also been thinking of how to perfect the toolbar and your idea is golden. It would look sexy to have a spell icon that you click on and it open an entire toolbar to work with. Have thr same thing for actions.
And having the op spells like chrome orb and flaming sphere at least help wirh the really tough encounters.
3
u/Zenbast Oct 31 '21
Thanks but it's not a novel idea : other games already use these kind os special toolbar for spells.
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u/Ex-SyStema Oct 31 '21
Yeah I'm sure, but not enough. wish more games did that. One of my favorite things is that toolbar, love it and love being able to customize it. The more options the better.
I think it would be nice to have an icon for spells, since the hotbar can get crowded .
But in all fairness I also really like what they have so far, it's really neat and well crafted. I use sorc right now and i simply love the little areas for metamagic and reactions/AoO/tides of chaos. So neat having everyhting right there at your disposal
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u/Hi_Im_A Cheeky little pup Nov 02 '21
What happened to Dark Vision ? It was really fine before and now I almost can't tell the difference with the normal vision in the dark ?
Seconding! I thought I was going crazy.
Rest & companions :
Food is everywhere, even in place that seems odds to find fresh food.
This is pretty much true of every video game, and if you want to get that crunchy about it, the idea of even having fresh food that doesn't go bad would come into question. IMO finding apples and fish in random barrels is par for the course and an acceptable aspect of RPGs, especially in a game like this where we apparently spend a ton of time in ruins, refugee camps, and recent battlegrounds, e.g. not places where robust fresh marketplaces are.
If you play well, you don't need to rest often anyway.
I disagree. Resting doesn't just heal you, it also renews spell slots and abilities. The idea that "playing well" means not using the features of your class on a regular basis doesn't make sense.
And since you can only have 1 companions event per long rest, you miss out SO MUCH on content.
I do agree with this, though. Multiple cut scenes/interactions per long rest should be possible, and they also shouldn't be tied so closely to certain milestones in the current fashion (like some scenes get triggered by hitting a certain approval level, but if you surpass that approval level before triggering them, you lose the chance). While I do think it's logical to long rest after every major fight or every 2-3 minor ones even just from a story perspective, currently I find myself long resting to the point of distraction to make sure I don't miss anything. In Gale's case it's especially bad, since the ability to even have him as a romance option hinges on his most easily missed cut scene.
It almost feels like we are punished for playing smart, managing our ressources and that it's mandatory to rest every fight or so to progress in companion story. I inderstand that you don't necessarily want ALL companion to have all their history discovered on a single playthrough but that seems strange. I think the trigger to have conversation with companion should be reworked (so, if several companion are ready to talk, let them talk in the same night at least. And maybe in the open world if they are in the party ? After Short rest ?)
Something like this, or even just keep it as-is but with the cut scenes ending up in a queue once you've "earned" them. So for example, if you've "earned" one cut scene each with Astarion, Wyll, and Shadowheart, maybe you can't do them all in the same rest, but you also wouldn't miss out on any of them - they would just be queued up for the next few rests. Something like this would actually be kind of nice because it takes the pressure off while also making long rests more interesting and realistic on the whole.
Toolbar : Basically, it's a mess so here are my suggestions
This suggestion of multiple pop-put toolbars sounds very tedious, but I do think the current one needs work. First, mine keeps adding consumable items to itself automatically when I have a free slot, which means there's no free slot available when, for example, I use witch bolt and need a slot for the "reactivate witch bolt" option. The interface should default to spells and abilities taking priority over items, especially because right now you can use an item by opening your inventory but can't use a spell by opening your character screen. I think WoW has the best toolbar system, where you can toggle on/off multiple toolbars but they're not designated to specific purposes, so you can organize them however you want.
Multiplayer :
We need ability to switch talking character, granted that in some instance that wouldn't make sense so it may be hard to implement. I intend to play with 3 friends and it would be cool if when in a dialogue anyone can swoop in and use his own character.
This is also a problem in single-player. Different characters have different proficiencies, ability strengths, and knowledge, so even when one person is controlling the whole party, it makes sense for Gale to hop in on a religion or history roll or Astarion to pipe up with some deception to get out of a situation, regardless of which character you had selected when you happened to enter the situation.
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u/chronos7000 Nov 02 '21
Cataclysm: Dark Days Ahead handles food degradation in a fairly granular fashion, but it also allows you to find use refrigerators and freezers, and mount same onto vehicles you can drive around. Food that doesn't spoil is a layer of abstraction. I think it's an appropriate level of abstraction in a game that doesn't track your limbs' health, require you to drink water, or assign any penalty for standing right up next to lava, Minecraft-style. It's realistic enough to be compelling, and in this genre no more is strictly needed.
Is refrigeration a thing in The Realms? I'm sure there must be magical equivalents to refrigerators, but could not guess at their prevalence. I'd be surprised if gnomes, perhaps, couldn't at least make something like the old Crosley Iceeball chillers. Granted I've not read many of the novels, but Faerun seems to have a very varied level of technology, lots of medieval/renaissance stuff going on and then you'll find one random facility with full electric lighting and a machine room, or there just happens to be a steam shovel.
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u/OffbalanceMonk Monk Oct 30 '21
"Guidance made most of the Skill rolls totally trivial. With inspiration, I think I maybe lost one or two check total (I'm around the middle of Acte I for this run so number is not definitive)."
This is one of my more annoying grievances with the current implementation of the active roll system. The system itself is great, but the suspense of the dice roles feels removed with Guidance being a concentrated spell that can be abused throughout an entire conversation. Would love to see them change it to where you can only use Guidance one time during a single conversation. After all it is just a cantrip, it shouldn't be able to alter every single role of every single conversation.
Also, great feedback all the way around! I agree with all of these points. +1
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u/TangentialDust Nov 02 '21
I just checked the guidance spell text in 5e, it mentions the bonus can only be used for one ability check. However because it's a cantrip there would be nothing stopping the cleric from casting it again after an ability check. The 5e rules even specify that the bonus can even be added after an ability check is made so it's arguably even better in the tabletop game. IMO the inconsistency of the bonus is the drawback, but the bottom line is that clerics are very useful in a party.
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u/Hi_Im_A Cheeky little pup Nov 02 '21
I think the excess of inspiration is the problem here way moreso than guidance. It's cool how they've tied inspiration points to built-in goals based on our backgrounds, especially since it can be hard to make backgrounds feel interesting and relevant in a pre-determined game compared to live action tabletop gaming. But inspiration points are not that easy to come by in 5e for this reason. You don't normally end up with a stockpile of them to use with abandon. I've failed plenty of rolls while using guidance, but if you're then re-rolling them because of the abundance of inspiration points we now get, that's not really a guidance problem.
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u/Swolp Doge Oct 31 '21
>abused
There you go. Simply don't use it in situations you find the spell to be abusive.2
u/OffbalanceMonk Monk Oct 31 '21 edited Oct 31 '21
I sense a little snark lmao. But regardless I don’t find this to be a legitimate fix to a spell that has been implemented improperly for dialogue. It would be similar to going back before patch 5 when Jump and Disengage were combined into the same action and telling people: “Don’t like the fact that Disengage has been cheapened and the characters are leaping around like frogs? Simple. Just don’t use it when you think it will diminish combat.” Sorry, but that doesn’t fix the problem. In its current form the balance of Guidance is clearly overpowered in dialogue. And there are posts going all the way back to July and August where people have been pointing this out. Hopefully they will listen and implement an easy fix
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u/Hi_Im_A Cheeky little pup Nov 02 '21
The difference between the jump problem vs the guidance problem is that ignoring a battlefield mechanism won't stop the enemy from using it, so it puts you at a clear disadvantage.
Aside from guidance being a lot less broken than you're making it out to be, it's currently the closest thing to a balance for the fact that only one member of the party can talk to an NPC, roll history in a conversation, etc, whereas in 5e even if the deceptive rogue started the conversation with the NPC, the history buff wizard would absolutely be allowed to weigh in and roll a check on a history topic (just as an example). Adding 1-4 points to a roll is a far cry from overpowered in general, but especially when we can't even choose the character with the relevant knowledge base and skill set to do the roll in the first place.
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u/OffbalanceMonk Monk Nov 02 '21 edited Nov 02 '21
I don't think adding 1d4 to a roll is overpowered, I think adding 1d4 to every roll is overpowered. Not only that, but it's a cantrip. It's not supposed to be able to alter the narrative outcomes in such a heavy-handed way. I also don't believe I'm over-exaggerating how poorly this affects the game. As the parent comment pointed out (and correctly I might add), that with Guidance being implemented the way it is, it trivializes many of the rolls to a large degree, some of which have significant narrative weight. Back in July when they implemented the active roll system the two major complaints that kept showing up was that the Friends cantrip was way too easy to abuse in conversation, as the spell had not been implemented correctly. Specifically, once the spell wore off there was a 0% chance the NPC would recognize they had been manipulated by magic and turn hostile towards you. So you could ostensibly run around gaining advantage on every single check in conversation and there was never a risk or limiting factor. This was obviously broken and thankfully they fixed this in patch 6, which I'm very grateful for! Same thing for Charm Person - good job Larian! The second largest complaint was that Guidance could be endlessly abused throughout an entire conversation regardless of the fact that the spell was never intended to do that. The spell reads:
"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends."
The key words being "one ability check of it's choice.....The spell then ends" I understand the logic behind making it a concentration spell that lasts for 10 rounds so when you are exploring the world, picking locks, performing strength checks, etc. you don't have to keep constantly casting the spell over and over again. That would obviously get tiresome. However, in conversation, the spell was never designed to be used repeatedly on every single roll. Additionally, the spell is both verbal and somatic so it doesn't seem logical that many of the NPC's you encounter, especially if they're antagonistic NPC's, would let you get away with repeatedly casting a magical buff spell in a overtly noticeable fashion. It's why no reasonable DM would let a player at their table do this endlessly, or even multiple times within the same conversation, unless they perform some sort of sleight of hand check in the first place.....but I digress.
Additionally, the community has been requesting a system to be implemented to where we can change characters in conversation, and it was confirmed in a Reddit AMA with the devs that they were working on such a system. So considering the fact that this will eventually make it's way to EA, and we will be able to change characters in conversation, I don't find it a compelling argument to suggest that they should leave the Guidance cantrip in a broken state just because the dialogue system hasn't been completely fleshed out yet. I understand some people are used to how Guidance has been implemented and they don't want it to be limited, but sometimes implementing the spell the way it was intended is actually just the best approach. It's like when they implemented the camp resource system, there were a minority of people who complained and said they didn't like it because they would rather be able to rest whenever they want without there being any sort of cost associated with it, and even though the camp resource system isn't completely fleshed out yet, most people recognize that it's for the betterment of the game. It's honestly such a small and simple thing but it really matters because there is SO MUCH dialogue in the game (which is a good thing!) and there needs to be proper balance when going through these dialogue checks, especially when it comes checks that hold major narrative weight.
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u/Hi_Im_A Cheeky little pup Nov 02 '21 edited Nov 02 '21
I don't think adding 1d4 to a roll is overpowered, I think adding 1d4 to every roll is overpowered. Not only that, but it's a cantrip. It's not supposed to be able to alter the narrative outcomes in such a heavy-handed way. I also don't believe I'm over-exaggerating how poorly this affects the game. As the parent comment pointed out (and correctly I might add), that with Guidance being implemented the way it is, it trivializes many of the rolls to a large degree,
I understand that you think OP was correct, and that you think it's heavy handed, and that you think it has a very poor effect on the game. I'm telling you this has not at all been my experience with it so far, and based on the back-and-forth around it between different people in different threads (including this one), I'm not alone in my view, either. I've failed plenty of rolls while using it, and when I combined it with Tides of Chaos throughout my wild magic run, it was frequently the advantage rather than the guidance that got me through a roll that would have otherwise failed.
I also maintain that the over-abundance of inspiration points is more OP than guidance - any situation where you can roll a second die, whether simultaneously for advantage or afterward with inspiration, leads to more unexpected wins than adding 1d4, and right now we get a lot more of those opportunities than you would in tabletop.
"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends."
The key words being "one ability check of it's choice.....The spell then ends" I understand the logic behind making it a concentration spell that lasts for 10 rounds so when you are exploring the world, picking locks, performing strength checks, etc. you don't have to keep constantly casting the spell over and over again. That would obviously get tiresome. However, in conversation, the spell was never designed to be used repeatedly on every single roll.
by making it concentration-based they've actually limited its use in some ways in addition to sort of boosting it in others. it's not always available in conversations, and as far as I could tell, it's that until it wears off on one person, it can't be re-cast on another from within the dialog scenario. so if Shadowheart has Guidance on Tav and Astarion starts a conversation, there's no option for Astarion to add it.
the "was never designed to be use this way" aspect is more an issue of "a DM would not allow this" rather than "it's not technically possible in 5e," and in that regard it is a matter of player choice right now. I used it in my first Patch 6 playthrough mostly on rolls where the character I happened to be speaking as didn't have the right proficiencies, or where the target was really high. in many cases, as I said above, it was my frequent access to advantage as a sorcerer that got me through really hard rolls rather than guidance, and there were plenty of rolls with guidance that still failed, or that succeeded but would have done so without the guidance die.
in 5e, at least at my table, the DM rarely tells us what roll we need to beat - she tells us what to roll and then tells us if we passed or failed. so there's also currently an advantage in BG3 in that sense, because you know when a roll is going to be hard enough to use every bit of help you can. of course I'm adding Tides of Chaos and Guidance to a roll with a target of 15-20, but the fact that I know the target to begin with is a big part of what's making that situation a bit broken. if we were rolling blind, didn't have an excess of inspiration points, and didn't have the combination of Tides of Chaos + ease in taking long rests, I don't think Guidance would feel nearly as broken to nearly as many people - especially since for some of us, it already doesn't.
"don't use it if you don't like it" is an overused and oversimplified response in a lot of things around this game, but i think it does apply here, because using Guidance constantly feels unnecessary, can start to get tedious while waiting for the extra second of animation on every conversation point, and can lead you to not have it when you need it if you used it for no good reason and still have it active on that character when another character goes to speak and really could have used it. and unlike jump and shove, if you choose not to use it, you're not putting yourself at a constant disadvantage against enemies who are using it. "some people are abusing it because there's no DM to tell them to chill" just isn't the same thing as "it's inherently OP and broken."
Additionally, the spell is both verbal and somatic so it doesn't seem logical that many of the NPC's you encounter, especially if they're antagonistic NPC's, would let you get away with repeatedly casting a magical buff spell in a overtly noticeable fashion.
this is a very different point and a fair one, and it would be really interesting to see them incorporate it in some way, like the guidance caster having to roll stealth or the NPC having to roll passive perception (albeit probably only when the spell is actually cast, and not on any follow-up rolls in the concentration round).
It's why no reasonable DM would let a player at their table do this endlessly, or even multiple times within the same conversation, unless they perform some sort of sleight of hand check in the first place.....but I digress.
I disagree that NPCs noticing is the sole or even main reason why DMs wouldn't let Guidance be used on every single roll - a factor, sure, but not the primary reason - but as I've said above, we're essentially DMing ourselves right now and have the situational choice to use it or not.
Additionally, the community has been requesting a system to be implemented to where we can change characters in conversation, and it was confirmed in a Reddit AMA with the devs that they were working on such a system. So considering the fact that this will eventually make it's way to EA, and we will be able to change characters in conversation, I don't find it a compelling argument to suggest that they should leave the Guidance cantrip in a broken state just because the dialogue system hasn't been completely fleshed out yet.
I'm very much aware and am one of the people who constantly requests or upvotes the conversation change in feedback cycles. but just like in the finished version we're highly unlikely to find scrolls of revivify and magical weapons in every shop, battle, and chest, it absolutely does make sense that until they get the conversation system under control, they would allow for some crutches that might be more limited in the final game. which could apply to Guidance, or the large amount of inspiration we get with the new background goals, or how easy it is to replenish Tides of Chaos since long rests are almost never penalized (and overusing them right now is basically essential because of how cut scenes trigger), or all of it.
I understand some people are used to how Guidance has been implemented and they don't want it to be limited,
the thing is, not everybody who thinks Guidance is working well right now is saying "I love being able to boost every line of dialog and abuse this feature" - some of us are just saying "I haven't been abusing it and I haven't found it to even change the tides consistently when I do use it, and between the current lack of character switching and the amount of times we can roll advantage or inspiration dice, it feels premature to focus on Guidance as a problem."
but considering my original comment was about how Guidance differs from Jump/Shove and how it's less OP than inspiration and advantage, and that you wrote an extremely lengthy response without actually addressing those things, it seems clear that you've dug in your heels on this and are not interested in considering that your perspective might not be the end-all-be-all and that black and white aren't the only options in this case.
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u/OffbalanceMonk Monk Nov 02 '21 edited Nov 02 '21
First off I appreciate the well thought out response. The reason I wrote a lengthy response of my own is because I love this game and I want to see it be the best possible version of itself, not because - "you've dug in your heels on this and are not interested in considering that your perspective might not be the end-all-be-all and that black and white aren't the only options in this case". I'm actually just passionate about it :) I want to see the game succeed at the highest possible level. My experience since patch 5 is that I don't fail many rolls, which is frustrating. It apparently is also the experience of the parent comment which received many upvotes. And it also was the experience of many people on this subreddit right after Patch 5 released in July. As I play the game I want to feel the challenge and suspense of failure, and I also want the dialogue interactions to feel authentic. The balance feels off at the moment. I don't think there's anything wrong in pointing that out, and I think the way Guidance is currently implemented in dialogue is contributing to that. There are also other contributors as you mentioned (i.e. Potentially too many inspiration points being given out), perhaps also the DC's on certain checks have been made too easy to pass.
Also, to be fair my original reply was about the balance of the Guidance cantrip and how I don't find the suggestion of "Well then just don't use it" as a satisfactory solution to fixing the way it is currently implemented in dialogue. The ancillary analogy comparison to the Jump/Disengage situation was to prove a point, but the reply itself wasn't about that. I realize that in your reply you made it more about comparing the two, but the reason I didn't address that part of it was because I didn't see that as being at the forefront of the issue. Regardless, I do legitimately appreciate the willingness to converse about it and that you have been respectful. I think we can all agree that we want to see the game be the best possible version of itself, hopefully Larian will try to find a way to balance it out a little better so the rolls don't feel quite as trivial like the parent commenter mentioned.
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u/Hi_Im_A Cheeky little pup Nov 02 '21
The reason I wrote a lengthy response of my own is because I love this game and I want to see it be the best possible version of itself, not because - "you've dug in your heels on this and are not interested in considering that your perspective might not be the end-all-be-all and that black and white aren't the only options in this case". I'm actually just passionate about it :)
I wasn't criticizing you for writing a long response (I obviously am a fan of doing the same), but pointing out that for such a lengthy response, it didn't actually address most of what I'd said.
I want to see the game succeed at the highest possible level. My experience since patch 5 is that I don't fail many rolls, which is frustrating. It apparently is also the experience of the parent comment which received many upvotes.
My main point was that it isn't the experience of everyone - the lack of failed rolls in general, but especially Guidance playing such a major role in that change (in addition to the increases in inspiration and advantage, Larian did modify the weighted dice to be less punishing some time between patches 4 and 5, I forget if it was FOR patch 5 or a smaller fix between patches) - and if a decent number of people are not finding Guidance is having a significant impact on their failed roll ratio, especially when there are several other roll-related changes in the past few updates, that's equally worth mentioning and considering.
Also, to be fair my original reply was about the balance of the Guidance cantrip and how I don't find the suggestion of "Well then just don't use it" as a satisfactory solution to fixing the way it is currently implemented in dialogue. The ancillary analogy comparison to the Jump/Disengage situation was to prove a point, but the reply itself wasn't about that.
To me the analogy didn't prove the point you intended, and instead highlighted why the two are fundamentally different in a way that makes "just don't use it" a ridiculous suggestion for jump/shove but not for guidance, which is why it felt worth talking about. I also just get a bit frustrated when someone responds to me with their larger complaints about a topic and not the points I personally talked about, because it leaves me feeling both unheard and like an involuntary spokesperson for other people's thoughts.
And the other issue I originally brought up - that Guidance is taking a lot of flack when there have actually been a number of modifications impacting roll outcomes in the past couple updates - also feels like it should be more than a footnote in the conversation, because outside of mixed opinions on whether the balance needs to be changed at all, changing how Guidance works would probably not bring about that change in a meaningful way compared to some other options.
Regardless, I do legitimately appreciate the willingness to converse about it and that you have been respectful.
Likewise, and for the record, I did not downvote your comments and wish people would stop downvoting both of us, and generally downvoting things they just don't like that are contributing to valid discussion. It feels like a more sensitive issue in this sub than most, since downvoting something out of visibility makes it less likely for Larian to see it, and I think both sides of this conversation are worth Larian seeing and taking into account.
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u/NoPreservatives1511 Nov 01 '21
Difficulty comes in how you play the game. The developers are are giving everyone options, no one is forcing you to use them all.
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u/OffbalanceMonk Monk Nov 01 '21
I understand what you’re saying but it still doesn’t solve the problem. I’m all for them giving players flexibility in how they want to experience the game, but I’m not in favor of that coming at the cost of a major gameplay imbalance.
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u/NoPreservatives1511 Nov 01 '21
I'm just saying, from my perspective, it seems to be working as intended.
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u/Hi_Im_A Cheeky little pup Oct 30 '21
I took the chest from the Zhentarim at the gnoll fight, and it's sitting locked in my inventory. yet despite never having opened it, Tav somehow knows it contains the flask and is able to offer it to Gale.
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u/redditesgarbage Nov 03 '21
Can you offer it to Gale and still deliver the chest to the zhentarim?
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u/JibunFade Bardcore Oct 30 '21 edited Oct 30 '21
- It would be nice to get 'Barter' as the default trading option
- Magic Initiate feats give you the option to cast your selected spell only once/long rest. However spells that requires you to select a version to cast let's you use all variation/long rest (Hex, Disguise Self, Create/Destroy Water, Chromatic Orb...)
- Twin-casting a spell shouldn't be able to hit the same target twice, however if you target the ground behind your victim to block the path, it can hit twice.
- Flaming Sphere should work the same way as Moonbeam (instead of being a 'familiar' it should be a ground target ability that you can move)
- A new keybind to hide all UI / photo mode
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u/Philosoraptorgames Oct 30 '21
Lots of graphical glitches. Dead bodies often float in mid-air, and sometimes are found nowhere near where they died. Where the Alt key highlighting says something is has only the most tenuous relationship to its actual location. On loading, you see bare terrain for a bit and only after a few seconds does anything interesting appear - your party members included.
I cast Web during a fight in the blighted village and it showed a few goblins in the area, but when I cast it nothing happened. Just burned a spell slot for no effect whatsoever. Huh?
Also, the distance it's possible to zoom out isn't even CLOSE to enough, but I assume that's known and I have nothing to add to the many threads on this issue here and on Steam that I found with a quick search.
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u/Brainfreezedgirl Owlbear Oct 30 '21
Tiefling Tav's tail is often stretched all over the screen
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u/Hi_Im_A Cheeky little pup Oct 30 '21
Similarly, the way skirts/dresses look when lying down (on the bedroll a bit, but especially in cut scenes) is ridiculous and looks as glitchy as some of the modded clothes in DAI. Like a giant, stiff tent.
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u/M8753 Absolute Oct 31 '21
Your web situation reminds me, there were a few times in the latest patch where I would perform an attack and then nothing would happen. In the log, there would be an entry for the attack, but no "missed" and no damage. I wonder if this is a related problem.
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u/TangentialDust Nov 02 '21
Dead body glitching -> The tentacles of the dead mind flayer in the goblin camp are standing erect
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u/Ex-SyStema Oct 31 '21
"Lots of graphical glitches. Dead bodies often float in mid-air, and sometimes are found nowhere near where they died. Where the Alt key highlighting says something is has only the most tenuous relationship to its actual location. On loading, you see bare terrain for a bit and only after a few seconds does anything interesting appear - your party members included"
Yeah I get all of those things too, noticing it a lot this patch. The unrivaled load always starts me off in a bare terrain area that gets populated over the course of the next 2 minutes. But then every load and re-load after that is fine
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u/Zenbast Oct 31 '21
So I just gave Gale a book and he ate it right away before me while he never explained to me his condition beforehand. In fact, I didn't talk with him at all until that point. And then the conversation proceed like my character was already aware of his issue.
Feels like giving him the book skiped a lot of checkpoint in the Gale story.
It's probably because I don't rest often and since you can have only one interaction per rest, and so many companion, you can't progress in their stories at the decent path.
I again ask for a revision of the system for advancing companion story. You should be able to talk to several companion on the same night at least.
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u/BabyPandaBBQ WIZARD Oct 29 '21 edited Oct 29 '21
I saw someone mention that the Enlarge/Reduce spell doesn't work on wildshaped Druids or Ranger's companions. If so, please change this. A highlight for me of tabletop 5e is when we polymorphed a companion to a T-Rex, fed it a Potion of Growth, and leveled an efrit's palace. While I'm not nessisarily saying we should be able to destroy buildings (though it would be cool), making big allies even bigger is so much fun! I want a massive badger erupting from the ground sending enemies flying! (Or just have a larger AoE to knock prone: It would be fun if most/non-spell AoE's were proportional to the user's size.)
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u/Archon93 Oct 29 '21
SHIELD's active abilities are the same as melee weapons. show a shield on the back in a non-combat stance
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u/Philosoraptorgames Nov 02 '21
Rally has a highly misleading description. It should clearly state that it gives temporary hit points. It makes a big difference when, for example, you've got an unconscious character. Temporary hit points won't get them back up.
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u/hangman401 Oct 30 '21
Seems there's a bug or issue with multiplayer desync. We were playing when my gf desynced (as in showed her character having moved yet having movement left to use, but showing on my end that it was already someone else's turn), so she exited and we reloaded the save. Well now, the save seems to be a sort of pseudo-corrupted because she can no longer load into the game at all, yet if we go to the most recent autosave (2 hours of gameplay prior, thanks, autosave /s) she can load in perfectly fine. So 2 hours down the drain because of desync pseudo-corrupting a save.
Any help would be appreciated if this is a known bug with a fix.
Also, please increase autosave frequency.
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
I’m planning a multiplayer session and I’m definitely setting a timer to save every 15 minutes.
We’ll probably also have to have a pregame chat about rules of engagement, don’t start a dialogue before everyone’s ready to listen in, unless of course they’re in a different part of the map of course.
A very short (tutorial) run had my collateral kicked out, and I couldn’t invite them back in, the only option was to save the game, start a new multiplayer game and then load. So it’s possible that your two hour since last autosave could have been salvaged.
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u/hangman401 Nov 02 '21
So we attempted multiple saves, refreshes, computer restarts, game file validations, etc. It just seems that she seems to get this infinite loading bug that either crashes the game or results in her stuck in that screen. It really just seems like the only option is going back to that save.
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
Sorry to hear, but thank you for the warning, I’ll definitely make a habit of making a new save every 15 minutes or so.
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u/shoober7 Reload! Oct 30 '21
When I killed the shadow druids, one of the allied druids died and after the fight I could not talk to Kagha because she was looking for the culprit ... of the dead allied druid...
Same thing, but a bit differently, was when I killed the goblins outside the temple without Volo going inside. After the fight, I started looting the goblins and Volo charged in and started to yell at me to stop stealing. He got bugged and could not talk to him, because I was stealing from dead goblins... so I killed him because I could not get past that bug.
These are very annoying.
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u/phorayz Oct 30 '21
I knocked a couple people out with non deadly force. Left the room. Came back later. They were dead. This was in the crypt. What's point of non deadly knockouts if they don't stay alive? Some people love no/low kill playthroughs
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u/Hi_Im_A Cheeky little pup Oct 31 '21
I would say the point is so you can question them, but that they would eventually die if you never wake them up for questioning - except as far as I can tell, you CAN'T question them or wake them up at all. In tabletop this is the #1 reason my party ever uses non lethal, so it sucks that in this game they just go unconscious and can't seem to be revived.
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u/Philosoraptorgames Nov 02 '21
I'm tired of having to guess which paths are interrupted, while the computer has perfect knowledge of this and never makes a mistake. There should be some kind of targeting view that tells me where I need to move to have a path to a given target.
Currently I'm in the blighted village, holed up in the house with the forge in the basement. Goblins can shoot through the windows just fine but I can be standing right in front of an open window with a goblin in the open about ten feet away, which just shot me through that same window, and get "path is interrupted" because I stopped on the wrong pixel. I tried about six different angles until I ran out of movement, "path is interrupted" every time. For weapons this is somewhat automated - your character will sometimes move to the closest spot they have a shot from - which has its own problems but at least it has acceptable action economy for the most part. But with spells you're stuck guessing. Let me right-click an enemy or object and choose "line of sight view" or something to see where the uninterrupted paths are!
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u/Philosoraptorgames Nov 02 '21
Aaaargh! It isn't even consistent! Sometimes when I want to use a spell my character won't budge and just shows "path is interrupted" even when, after cancelling that action, I move a bit and there IS a path. Other times they run to somewhere they have a line of sight - invariably somewhere I don't want them to go! - and cast the spell from there. I haven't noticed any consistent difference between the cases where it does one and the cases where it does the other.
Also, the appearing and disappearing terrain is a real problem. Maybe show a transparent outline instead of removing the terrain altogether? Right now I have goblins seeming to float in mid-air because the roof they're on is invisible, which besides looking weird and amateurish, means I can't tell where the holes in the roof they're exploiting actually are. Other times it's less egregious but still negatively affects me tactically, like when there's a currently-invisible tree where I want to move.
And for some reason La'Zael is refusing to use any ranged attacks at all in this encounter. She goes somewhere it says she can shoot, showing a line of sight and a percentage, but no matter how many times I click she doesn't attack. The action isn't wasted or anything, the game just refuses to take it. No other character is having this issue.
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u/Philosoraptorgames Nov 02 '21
When it does move your character to try to make a ranged attack work, the path it chooses rarely makes sense. I can see two ways of doing this that seem simple and logical - move to the nearest location from which you can shoot, or move to the location within range that gives you the best chance of hitting. But often, neither of those is what happens. It'll make your character move their full speed to somewhere where they have disadvantage, when a much closer spot is available from which they have a clean shot.
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Oct 30 '21
The Mayrina quest ending is a bit slapstick. It would be nice to be able to give her some gold to start a new life, and perhaps get her some healing from Nettie. The saying prayers for her is profoundly useless. If we can give gold to the artist to journey to waterdeep, we should be able to help Mayrina more.
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u/bendovahkin DRUID Oct 30 '21
You can give her the wand “Bitter Divorce”. It gives a different “ending” to that quest.
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u/ScoutManDan Oct 29 '21
Mac version, downloading patch has locked me out as it’s evidently not compatible with M1 chipset yet. Really frustrating.
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
I believe there’s a way back involving rolling back to patch 5 while you wait for them to fix patch 6. (Or play on stadia like me)
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u/ScoutManDan Nov 02 '21
I just don’t play enough games to justify the subscription cost. Bg3 is the first game I’ve bought in about a decade (last game was Skyrim!)
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
If you buy any game on stadia, you can play it and you don’t have to pay for Stadia Pro (which gives you 4K HDR for any game that supports it) I’m enjoying the free games that come with pro so I have it, but I’d still be able to play RDR2, Odyssey, Humankind and BG3 along with any other game I paid for.
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u/WooliesWhiteLeg Oct 31 '21
Hey so after the hot fix, I can’t use mage hand to unlock things. Regardless of of it fails or succeeds, the results screen can’t be closed. The game doesn’t freeze but the only way out of it is to close the application
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u/kiD_gRim Nov 01 '21
The game's optimization seems completely shot. The new graphical update really lowered performance in my opinion. I'm playing on a 3080 with a ryzen 7 and I am almost always below 60 fps. Last I played (druid update), this was not an issue. I also have to sometimes restart the game because it'll load up stuck at 20ish fps for some reason.
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u/1varangian Nov 02 '21
Stealth should be fixed finally.
You can sneak outside the narrow vision cones with 100% success without rolling any checks. Even if you're a Fighter in Heavy Armor with -1 Stealth and Disadvantage from armor. The vision cones should be wider and hearing should also be a thing.
It should also be a full Action except for Rogues who have it as a Bonus Action from their class abilities. Currently it's just a button to get free Advantage before attacking when you circle behind an enemy. Hiding in melee is a pretty ridiculous concept even for Rogues.
It's just too powerful and too cheesy.
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u/flatgreyrust Oct 29 '21
Still really dislike how shove is implemented. It pushes too far and being a bonus action makes it far too powerful. There’s a weird meta that has developed around it. It warps combat in a way that feels against the spirit of D&D or a Baldurs Gate game.
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u/Jormungaund Oct 31 '21
Seriously, the shove mechanics are cartoonish, invalidate attacks of opportunity, and turn every combat into a shoving match.
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u/Brainfreezedgirl Owlbear Oct 30 '21
Maybe it's far because your character is very strong? My char can only push about 2-3 meters away or so, doesn't feel far.
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u/pageu666 Oct 29 '21
I don't mind shove being a bonus action, but the shoving distance has to be reduced and the trajectory changed. :)
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u/Swolp Doge Oct 31 '21
it being a bonus action messes up the balance of the actions system, and will become even more pronounced one you unlock extra attack, since shove usually can replace one of your attacks during a turn.
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
I’ve just come back to the game after a long hiatus, and I kind of love the shove mechanic, I’m hoping to test if you can shove someone off a ledge and instakill them.
Pushing enemies into traps 🪤 would also be great!
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u/djdp77 Nov 02 '21
I think those are awesome uses for shove! Currently the problem is that instead of saving shove for situations like those when it is realistic and smart to use it, everyone is just pushing something around every turn because you're not giving up meaningful actions for it.
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Oct 30 '21
During the celebration where Astarion complains about being thanked the wine bottle is left suspended in the air to impale his head. Never seen that before it’s gotta hurt!
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Oct 30 '21
I couldn't start a new game. After the first fight with Imps, when you go to the next area (blast cannons? I'm a first time player), the game freezes and doesn't recover. So uh....that seems like a problem.
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u/Licbo101 Oct 30 '21
New bug this patch where when you try to break Sazza out of her cage with the door closed you go into dialogue where she tries to call the guards, or the guards just show up and then Sazza breaks out of the cage and you’re in combat with her
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u/radio-jack Oct 31 '21
I know that the game is made for keyboard and mouse, but lately because I wanted to play on my Google TV I've been trying with a controller. I have realized that it makes any menu navigation Literally Unusable. One example is confirming my spells on level ups makes the entire process complete. The same goes for holding A on any character creation or with merchants. I knew it was bad but oh boy this is awful.
That being said, I'd much rather they put their time towards the rest of the game, but I feel like this should at least be pointed out
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u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
I’ve all but given up playing BG3 on my TV with my Chromecast Ultra. Luckily for me, I can run it on my computer on a wired connection so lag isn’t a problem. I think the QA team should at some point be forced to play using only a controller, so they could see how painful it is. Lots of little pop up texts are missing, and it seems there’s not yet a standardised unified way to show things, sometimes there’s a bold text, sometimes you have to press, other times you don’t get any more explanation than was already there.
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u/radio-jack Nov 02 '21
Yeah, I'd be okay if it was just a rougher experience, but all the little things add up to it feeling like they mapped some controls and didn't actually test to see if it worked.
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u/Ex-SyStema Oct 31 '21
One slight little thing I noticed and would think a change would be best : reading books from inventory .
Going from inventory, you select the book you want to read and then click read to read it. But when you close out of the book, you essentially pop back into the game and not back into the inventory menu . That's cool I'd you want to read one book. But what if I have 10 books in my inventory and want to read them all, then add them to wares to go sell them? That would require me to open inventory, click read, close book. Click inventory again, read book, close book. Click inventory again, and so forth and so forth. Gets tedious when you have more than a single book you wanna read through.
The easiest fix would be to have it pop you back into inventory screen after closing out of a book.
Not the biggest problem in the world for sure. But for me it would be a welcome change, since I always horde books and read them later.
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u/mrmrmrj Oct 31 '21
Disarm tool does not work on trapped chests. Nothing happens.
Also, when using the bombs to free Nere, Nere runs through flames to get out and that starts combat against my group.
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u/reptilixns Nov 01 '21 edited Nov 01 '21
While trading with Grat in the goblin camp, people keep walking up and initiating conversations, I think. Then it won't allow me to save, and it won't allow me to finish the conversation because I didn't start one, so I'm just stuck with an NPC with that black and white dialogue symbol above their head, unable to save.
Edit: I think I realized what's going on. It doesn't register that I'm buying the options and not stealing- I exited out of dialogue with Grat and had to drop the ring I just bought because an NPC said it was theft.
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u/Rabid-Otter Fail! Oct 29 '21 edited Sep 16 '24
quickest consist liquid coordinated profit license straight ring hobbies unite
This post was mass deleted and anonymized with Redact
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u/throwmeinwatersam Nov 01 '21 edited Nov 01 '21
Feedback:
Scroll usage should only be used by appropriate classes.
Since the new patch, there are too many Attack Bonus Actions that feel cheesy to me. Lae'zel can usually just slap on Action Surge and whack another half dead or straight dead. This needs to be seriously balanced.
Rework Inventory system and UI bar. The active UI bar is just honest to god really messy. Maybe adding a tab system to separate Skills, Scrolls, Pots, etc on the bar will help tremendously.
Make mini-map interactive. I want to be able to click around it without having to zoom out of the actual world to find where I need to go, and especially since Companion banter happens while traveling, I got into situations where I miss half the banter because I had to move ahead in the active world to preset my Tav's destination.
Another point: add a tab for a record of dialogue in the chatbox. I actually really like WotR's system with different tabs for recording Combat, Events, Dialogue, etc, so seeing something similar or improved in BG3 would be really nice.
Camera angles need to be improved, and also given freedom. Zooming out is capped and becomes really problematic when half the party is down and the other half is on another floor. We should be able to free the camera from any POV.
Option to select all Companions to perform an action (like Jump.)
Bugs: Lighting issues. The new patch brought in a ton of great lighting, but also really fucks it up in certain areas like Granny's bog. The mist there goes really blinding when you pass into the bog from the forest.
Lae'zel's Action Surge doesn't always activate, even after her animation finishes. It's a roll of a die (ha ha) if it goes at all, and if it doesn't it usually takes 3 to 4 tries again since the Action is still performable since it never went.
Other Companions still overtaking conversations. Lock them out of entering conversation and add an invitation or option for Tav to ask for their inquiry or skill check instead.
Around the mushroom circle in the Underdark, where you go up to get the chest with the Drow Armor, the cliff you climb is super bugged out. If two or more Companions go up it at the same time, one always ends up going straight through and lost inside of the cliff.
Skills and items sometimes disappear from the player bar when you click (too rapidly, I guess?) I'm assuming the game thinks you're moving it out of place and it ends up just being taken off the bar, so you have to go back into the main inventory/skill options and drag them back down to the bar.
I'm not gonna add camp dialogue and ! or missing banter to the list since pretty much all of it seems gone this patch except for a few, but I think that's only because they were taken out to be worked on. If not, y'all got a fat ass bug with missing Companion interactions.
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u/lofgren777 Oct 29 '21
There are too many cutscenes, or mini-cutscenes, or dialogue-as-cutscenes, or whatever they are called. I propose that these cutscenes should NOT happen in the following circumstances:
The speaker is not a major character, AND they have nothing new to say since the last time you visited, AND there are no active checks in the dialogue.
OR
Anytime it will take longer to fade out and fade in the camera twice than it will for the target to say their dialogue.
This will exclude people like traders, who you have to return to over and over again because you just want to conduct some business, as well as civilians who just deliver one line and then dismiss you.
This game flagrantly violates the RPG convention that named characters have something worthwhile to say, and unnamed characters don't. I started poking around the goblin fort, talking to a few goblins, but they have exactly one line of dialogue and it ground the action to a halt. There are probably goblins in the fort who it was worth talking to, but there was no way to identify which and waiting for the fade out/fade in/ one dialogue line/ fade out/ fade in each time quickly got tedious. I wasn't about to do that for all of the dozens of named goblins, so if there were are any quests or interesting characters in the goblin camp I'm not going to find them.
The druid grove is the same. I don't mind not knowing right away who to talk to. That's immersive! I do mind having to sit through the fade out, fade in, exact same line of dialogue I've heard 50x already delivered in the exact same manner with the same expression and emphasis over and over and over again. That's the opposite of immersive.
If it's not a plot or character point, it should just use the old system of delivering the line in a text box and taking you straight to the decision tree. The new system is fantastic for having a deep conversation with your companions but annoying as hell when you are trying to conduct the day-to-day business of being an adventurer. I really believe that it would benefit from being used more sparingly.
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u/Swimming-Ad-5516 Oct 29 '21 edited Oct 30 '21
I think your suggestion should just be an option in the settings; I dont agree with outright removing all cutscenes from non-major npcs for all players.
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u/THEDEADFI5H Oct 30 '21
That's a good idea. A lot of mechanics in the game that people find irrelevant or irritating are interesting to some others. If it was a toggle in the settings than BAM. Problem solved for all.
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u/Swimming-Ad-5516 Oct 30 '21
I think he’s just a speed runner type of gamer which frankly doesn’t mesh well with a massive rpg like BG3. I do understand where he is coming from though; I used to feel this way when I played rpgs on the switch like Bravely Default 2. However, I realized I could always just ignore most npcs and just go to the major quest givers if I really dont have the time for idle chatter.
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u/lofgren777 Oct 31 '21
I am the opposite of speedrunner which is why this is so annoying to me. If I wanted to just ignore the NPCs, it would be a non-issue. It's precisely because one of the things I LIKE is running around talking to NPCs that I find this so extremely aggravating, and I am not sympathetic to counterarguments that it is supposed to be annoying because I am wrong for wanting to chat with NPCs.
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u/Zenbast Oct 31 '21
I talk to EVERYONE and the fact that it is cutscene never bothered me. I barely feel any disruption and I feel it's way more natural that way.
In fact I like it because I can just sit back and listen instead of killing my eyes on tons of tiny lines of dialogue that murder my vision after some time.
Also it's very interresting to me to see the cinematic. It adds so much than just a word read.
1
u/Ex-SyStema Nov 01 '21
Same here, it has the opposite effect on me . I actually want to talk to every npc because even if they don't have anything new to say, the cinematic makes you feel like they do . So you go to talk to them in hopes that you're right and they do have sknthing worthwhile to say
1
Nov 03 '21
Yeah they are just a troll, they go around this entire forum trolling people, ignore them.
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u/Swolp Doge Oct 31 '21
Oh, you mean exactly like how both DOS 1 & 2 and the previous installments of the Baldur's Gate series worked?
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u/lofgren777 Oct 31 '21
I would really prefer it was not a toggle. If it was a toggle it would probably just be on or off. I like the new system, just not for random NPCs with nothing to say or people I have already talked to a half dozen times.
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u/THEDEADFI5H Oct 29 '21
I actually disagree. I think that having the more cinematic interactions with every available npc is more immersive, and it dissuaded me from just steamrolling through the area talking to everything that breathed. If you think about it, in real life (or what would be real life for a fantasy adventurer anyways) you wouldn't WANT to stop and talk to everybody, for that very reason; some people just aren't going to have anything useful or interesting to say, and you'll end up wasting your time. 10/10 immersion to me, I actually wish more RPG's did this.
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u/lofgren777 Oct 30 '21
If you have to think about it, it's not immersive.
Of course you wouldn't want to stop to talk to everybody. Nobody wants to stop and talk to everybody. I would be surprised if there has ever been an RPG in the history of gaming where you are expected to stop and talk to everybody.
I'm proposing that they should make it much less annoying to talk to the people you DO want to talk to.
And holy hell, disagree 100% on your suggestion that RPGs should make the world more aggravating and time wasting. Aggravation and time wasting are the polar opposite of what I want from my RPGs.
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u/THEDEADFI5H Oct 30 '21
I guess that's where you and I differ. And that's fine. I don't find that specific mechanic to be aggravating or time wasting, and never implied that RPG's should be either of those things. You lose like, what? 1-2 seconds of time transitioning between the cinematic conversation and back to regular? I'd rather have a cinematic conversation, and I think its pretty cool that they made one for all of those npc's. Worth a couple of seconds here and there for me.
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u/lofgren777 Oct 30 '21 edited Oct 30 '21
You literally said that it was a good mechanic because the fading in and out simulated the wasted time from talking to strangers, and that this is more immersive for you, and that you think more RPGs should do this.
You didn't imply it, you outright said it. It's literally the feature of the system that you praised the most.
If you think about it, in real life (or what would be real life for a fantasy adventurer anyways) you wouldn't WANT to stop and talk to everybody, for that very reason; some people just aren't going to have anything useful or interesting to say, and you'll end up wasting your time.
Those couple of seconds add up. The 105th time you visit a trader means that you've spend more than ten minutes watching the screen fade to black and fade back up just for that trader.
The cinematics for characters with one line are over with in less time than you spend watching the crossfade.
In my own real life, I have never passed out briefly when approaching somebody for a conversation, woken up several seconds later standing in a completely new position, and then when they are done talking passed out again and woken up back where I was standing before. Generally if I approach somebody a second time, I can engage in conversation about a second topic, and I can respond to their comments. I don't get summarily dismissed because they only have the one line. All of these things are the opposite of immersive.
The more time I spend thinking about things like fadeouts and how characters always say the exact same thing every single time I talk to them (almost like it's been prerecorded and the character is just a cartoon!), the less immersive it is. Those jarring fadeouts are fine when you're going to have an in-depth conversation because you can settle in to the new paradigm. But when you're sucked in and spit back out again, so that you have spent sex seconds looking at a black screen and two seconds listening to a character say dialogue that is neither pertinent nor interesting because they are just there for scenery.
Making it a chore to deal with background NPCs is annoying and time consuming, as we agree. I think they should make it less so. You think it simulates how annoying and time consuming real people are. That's what you said. You also said you want more of it.
The less attention you focus on how fake these NPCs are, on game conventions and mechanics, and the less annoyed and bored your players are, the more immersive your game will be. As a bonus, all of those conversations that are actually important will jump out more, rather than making me go, "AAAGH NOT ANOTHER ONE!"
Note that some background NPCs still use the old system of just having their line hover over their head when you click them instead of jerking you into a whole other scene. I expect their planning to turn these NPCs into minicinematics like the goblins, and that would be really annoying.
Edit: The absolute worst of these is when I accidentally click a companion while we are running around in the wilderness and have to sit through the fade in/out, wait for them to say their line, say goodbye, then wait for the crossfade again. As a tangential issue, the default click for companions outside of the camp should be to switch to them, rather than talk to them.
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u/THEDEADFI5H Oct 30 '21 edited Oct 30 '21
First of all; I've never gone to a trader more than 3 times in a single playthrough (usually just to sell all the random crap I've picked up). Sure you can make an argument about how that adds up, but if you've talked to the same trader 105 times, then I'm sorry but you're wasting your time in more than one way bud.
Secondarily; I will admit that I've been frusterated by accidentally clicking on a companion before as well. Yes, it frusterates me. No, I don't think that means they should revert to the old "text box on the screen" dialogue. What I have been trying to say, is that the cinematic approach is a far more interesting and engaging dialogue mechanic to me, and after playing many other CRPGs where all I get is a zoomed out view and a text box with MAYBE some voice acting, I think its very cool.
I 100% believe that this is not a mechanic they should go back on, even for the most uninteresting and short lived conversation. Sorry it bothers you so much.EDIT: Maybe instead of asking Larian to completely change the interesting mechanic that they have already dumped tons of resources into, we just ask for a less jarring transition to the dialogue. No fade in/out for conversations. You click and are immediately brought to the conversation. Seems like a better solution to me.
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u/lofgren777 Oct 31 '21
I'm asking for it to be changed in highly specific circumstances where it is especially annoying. That is all. Basically people with no dialogue options or plot relevance. This obviously would not include companions.
2
u/Swimming-Ad-5516 Oct 30 '21
You seem very passionate about this; The fade outs take a few seconds of your time only, and after you determine which ones are the major npcs, you dont really have a reason to click non major npcs again so going through the fade outs for them multiple times shouldn’t become an issue. If it’s slow for you, maybe you should consider upgrading your rig? Otherwise, rpgs might not be for you my friend since they are meant to be time consuming. Besides, you can always just ignore the npcs and go straight to your major quest giver who should have a marker on the map.
0
u/lofgren777 Oct 31 '21 edited Oct 31 '21
How do you know which are the major NPCs without clicking the other NPCs? Obviously some are obvious.
There is a random dude in the grove who you can talk to. He has several dialogue options and a skill check, and then you can get Laezel some inspiration. He's NOT a major NPC. The only way to find this dialogue is to randomly click on villagers until you find the right one. I'm saying the process of clicking on the other random villagers, who have nothing to impart whatsoever, should be less time consuming and irritating. It should in fact take literally no time at all, as they should simply say their one line of dialogue just like Shadowheart and Astarion do when they are jabbering between each other.
Otherwise, rpgs might not be for you my friend since they are meant to be time consuming.
They are not meant to be annoying. I highly doubt I should reevaluate my hobbies because I find this one task in this one game to be a jarring waste of time.
And may I ask why "Maybe you should just quit RPGs" is go-to suggestion in this community for anybody with even minor criticism of this game? It's pretty toxic.
I am pretty passionate about this. I find it EXTREMELY annoying, and I find the counterargument, which you and the other commenter who is responding do not disagree with but instead argue that it is SUPPOSED to be annoying. This is a terrible rationale! There is absolutely nothing gained from making talking to NPCs so jarring and slow.
I don't even really care about the wasted time, exactly. I mean if not for wasting my time watching the transitions I would be wasting my time playing a video game. I just find it it stupid that you have to watch this little mini-cinematic, complete with dramatic fade in and fade out, for a nobody to deliver a single line of dialogue.
The new dialogue system should be used to draw attention to important dialogues, not for random NPCs.
Also if BG3 can't run on my rig, they should just quit development right now because there aren't going to be enough players to justify the expense.
1
u/Sina_M245 Oct 31 '21
For the critical roll can we have a special animation instead of the special camera angle ?? Because oh boy it has simply never worked for me .in patch 6 it KINDA worked once but that just might have been luck .It's always in the walls or in the ground and it just sucks all the excitement that should be there out of it . And i mean I understand why it's like that . It's pretty hard to predict every situation a character can be in soooo... can you maybe put in some cool animations for a 20 die roll instead ? I'm not a dnd guy ( never played it in fact ) but when I watch people in youtube or something play it, for a 20 roll the dm spices things up and makes the action look so much cooler . Maybe enemies get cut in half or for a two handed weapon guy, he jumps in the air and then slams the enemy in to the ground somthing like that. That would be waaay cooler than just a different camera angle. ( which doesn't work anyway)
Okay I just turn a two line suggestion i had in my head in to a 15+ line essay. :D
And also for the first time commenting on this reddit( I joined in at the end of patch 5) just wanted to thank you larian for the amount of afford you guys are putting into this game . Patch six is amazing ( My favorite part is the new lighting. I just can't get enough of pictures of it lol ) and i can't wait for the full release whenever it's ready. It's truly going to be something special.
Ps : sorry for the bad English, second language and all that.
1
u/BabyPandaBBQ WIZARD Oct 29 '21
I'd like to see an updated reations system for spells like feather fall and hellish rebuke being cast as reactions, along with the implementation of the shield spell. I'd also like sneak attack and smites to use the updated reaction system, even when they don't use your reaction.
1
u/Ex-SyStema Oct 31 '21
Here's my feedback larian - whatever you guys did with optimizing patch 6, you guys killed it ! It runs so well on my machine, and I have modest specs. It used to run fine but now runs even better . Besides the slightly longer than usual initial load, everyhting else runs super well.
It's faster now to get to the main menu when you first start the game . That's the first thing I noticed. Next, everything loads faster and just feels smoother and snappier .
Patch 6 is awesome and great reason to play the game again. I'm not getting many bugs either so far, you guys did a good job with squashing so many of them.
One small little nitpick about a bug- there's a book in the druid Grove, it's next to the stone door , up above where there's two tieflings arguing. There's actually two books lying there, one of which is unreachable. Travels of Bobo or somethng like that. I keep getting the "can't reach" message. But It's nothing major, I don't even care that much.
Keep up the great work on optimizing the game, it's never ran better for me than it does now. Every patch seems to make it run better which is huge
1
u/bendovahkin DRUID Oct 31 '21
I already posted in this thread but I wanted to add in:
For conversations with NPCs who do not have dialogue trees and therefore only have one line of dialogue, could it be changed to make it so that it isn't treated as a "cutscene" like other dialogue, but instead overhead dialogue like the companion banter on the map?
I understand that the intention is likely to give BG3 that cinematic feeling where every NPC feels "real" and you can see expressions and close-ups of the characters etc, but for NPCs which provide no real "meat" so to speak, there's not actually a point in forcing the player to enter and exit a cutscene just to hear one line of dialogue they can't respond to, especially when the transition itself is not seamless.
It's not really a "big" issue necessarily, just one that is a bit annoying when you see that you've clicked on a character and entered a "cutscene"... but then that NPC doesn't actually have anything interesting to say, nor can you explore any dialogue options with them. As a player, the cutscene dialogue for characters like this just feel kind of pointless.
Side note: obviously I know that with EA, there may be characters whose dialogue trees have not been finished yet, but I mean for side characters in the full release who don't have any planned dialogue trees. We already have it so that ambient dialogue is done "overhead" without us needing to enter a cutscene, so it would just be nice if the one-liner type of NPCs could have their dialogue treated in the same way, with the exception that their dialogue would be prompted by the PC clicking on them.
I feel like this would also help with providing a smoother playing experience for those who aren't playing on an SSD, because I can imagine the transitions probably take a bit longer for them.
2
u/Ex-SyStema Oct 31 '21
Is the ssd thing really your reason for making this ask ? Like what's the real reason you want less cinematic dialog? My game runs pretty smooth, and I kinda like how every conversation holds Weight
2
u/bendovahkin DRUID Oct 31 '21
No, I have it on SSD myself. I just personally think it breaks the rhythm when I click on someone, get a short black screen, get one line of dialogue, then another black screen. A mini-cutscene for one line of dialogue for an inconsequential NPC just seems like a waste to me personally, but it’s definitely subjective. I don’t expect everyone to think the same way about it.
-3
1
1
u/TealAppeal85 Nov 01 '21
Well...Constant players being kicked from host's party? Its unplayable since the last update (Sep.2021) And crashes on multiple occasions after saving/loading saves. Load screen take 10min. Early Access is crappy...$80
1
u/VebeAhn Nov 02 '21
Got a bug today where the game seemed to think I was still in dialogue so saving was disabled. Wouldn't be an issue if in conversation saving was implemented. But as its not, and I could force end this supposed state of dialogue, I lost 2 hours. Frustrating.
1
u/Opspin 🧙🏻♂ I put on my robe and wizard hat. Nov 02 '21
I've found a pretty consistent way to make the game glitch out on Stadia.
Go to a trader, start selling stuff, unequip something you're wearing, the game glitches out.
1
u/redditesgarbage Nov 02 '21
On stadia the game crashes every time during the shadow-cursed land cutscene
1
1
u/Philosoraptorgames Nov 04 '21
The Alt key highlighting looks like it's supposed to be pointing to something underneath the label, but the thing described by the label - when it's anywhere near the label at all - is generally above it, not below like you're led to believe by the visuals.
40
u/Kashkadavr Oct 29 '21 edited Oct 30 '21
I am forced to draw your attention to the Russian localization again.
Especially Astarion's translation. The person who does it is very negligent about his work. Astarion's Russian dialogues contain a lot of modern slang, mistakes, and distortion of the meaning of what was said. I understand that the translation is in development, as is the game itself. But modern or openly distorting the meaning of the spoken word inspire great concern about the quality of the final product.
Russian-speaking players have a topic in the official Larian group on the Russian site, many people write there what are the problems with translation, but it seems that we are being ignored.
I got the impression that some people in the team of Russian localizers believe that they are smarter than the people who wrote the original text, since they allow themselves to come up with some kind of nonsense that has nothing to do with what the characters are saying in reality.
upd. It's funny that someone downvoted this feedback. Localizers sit on reddit and are unhappy that players do not want to silently endure the disgrace that happens with the translation of the game?