There's been a number of spiritual successors to Baldur's Gate, I believe that mostly meant an epic storied RPG like Pillars of Eternity or Torment: Tides of Numenera. There hasn't been a game with the same title as the originals though, well except for Baldur's Gate: Dark Alliance.There's been 3 or 4 studios who've attempted to make Baldur's Gate III in the past two decades, but they've never managed to pan out. Hopefully this one will actually get completed.
I've read a tweet from the studio developing this saying that they've tripled their studio size for this.
So clearly, they're confident about it, but I'm not sure tripling a studio size is a good decision...
... I'm not enthusiastic about Larian having a stab at BG3...
Anyway, I'm happy that one of my first game experiences and favourites are finally getting that second sequel.
I'm not very happy about it being made by Larian. The writing of everything they've ever done that I've played, from the original Divinity to Orignal Sins 1 and 2, have been absolutely atrocious.
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I hope it's more than "elements of [5th edition DnD]". We don't want another Legends of the Sword Coast. Never heard if it? It was a complete flop that came out a few years ago. Awful implementation of the system. Basically just slapping 5th ed terms on it for show. And Larian has not impressed me in the least with their ability to create their own systems.
There are some things on the chopping block, however. It's an interpretation of D&D, specifically 5th Edition, because porting the core rules, which Larian tried to do, doesn't work. Or it works, Vincke clarifies, but it's no fun at all. One of the culprits is missing when you're trying to hit an enemy, and while the combat system has yet to be revealed, you can at least look forward to being able to smack people more consistently.
"You miss a lot in D&D—if the dice are bad, you miss," he says. "That doesn't work well in a videogame. If I do that, you're going to review it and say it's shit."
"You miss a lot in D&D—if the dice are bad, you miss," he says. "That doesn't work well in a videogame. If I do that, you're going to review it and say it's shit."
Quote from: PCGamer article:"You miss a lot in D&D—if the dice are bad, you miss," he says. "That doesn't work well in a videogame. If I do that, you're going to review it and say it's shit."
God forbid a dice rolling game features random outcomes from rolling dice. The horror of it all.
I don't understand the popularity of Original Sin. I disliked the silly tone and bounced off it hard so I didn't get very far and had no interest in it's sequel. I enjoyed BG1&2 and ToB which all had their own bits of silliness but it was just bits, not the theme. I'm not enthusiastic about Larian having a stab at BG3 unless it is actually BG3 and not just a renamed third OS.Just like I didn't understand the popularity of Skyrim. It was bland, and poorly written. Might as well could've played Dynasty warriors since it was more of a hack 'n' slash than a RPG game.
Quote from: PCGamer article:"You miss a lot in D&D—if the dice are bad, you miss," he says. "That doesn't work well in a videogame. If I do that, you're going to review it and say it's shit."
God forbid a dice rolling game features random outcomes from rolling dice. The horror of it all.
Yeah man bad reviews, like those other DnD games that stayed true to the system and ended up as the basic foundation for all PC RPG'S everywhere.
Just like that. We don't want to repeat that.
Still look forward to it, but sure as hell am not buying it at launch. Was burned on the last few DnD games.
I may have given a wrong impression, I'm not avoiding it because of the dice and RNG thing, they just keep releasing awful games with a DnD logo slapped on them.
Not doin' it again.
That would place it around 1469DR. From what I'm reading 5th Edition takes place around 1484DR but I know basically nothing about more recent developments in the setting, if someone could fill in anything I've left out that they think is relevent?
Lost Mines of Phandalin - 1481 DR (Whilst technically not 5e yet, it takes place a number of years after Mt Hotenow erupted)
Hoard of the Dragon Queen - 1489 DR
Rise of Tiamat - 1489 DR and potentially 1490 DR
Prince of the Apocalypse - 1491 DR
Out of the Abyss - 1485/1486 DR is when the Demon incursion starts (from the novel Archmage) - It's been mentioned by Chris Perkins that RoD overlaps with ToD and PotA storylines. However Demons like to plot a lot, so they can have been building up strength for a couple of years.
Curse of Strahd (Ravenloft setting) - This can be slotted in whenever as Ravenloft is it's own Demiplane.
Storm King's Thunder - Takes place after the ToD storyline (as there are references). Personally I'd go with 1492 DR.
Tales from the Yawning Portal (Collection of 7 previous editions adventures, rewritten for 5th edition) - As technically only Dead in Thay takes place in the FR, there isn't any timelines on these - they are just dungeon/adventures, with no over-arching storyline. Dead in Thay takes place directly after Scourge of the Sword coast (which starts in 1485 DR), so would most likely be 1486 DR.
Daggerdale says hello.
I mean it would almost have to be the whole isometric setup. It's Baldur's Gate.
Remember it's 5e. Every magic class can get attack cantrips. Oh, and depending on how mich like 5e it is, it's a closed accuracy system. So even 16 in your main stat can be enough to have a 40-60% chance of something hitting/sticking.
You could deal with misses by having block and dodge animations.I think Star Wars: Knights of the Old Republic did that. A miss would do an animation of dodging or some fencing and maneuvering.
You could deal with misses by having block and dodge animations.I think Star Wars: Knights of the Old Republic did that. A miss would do an animation of dodging or some fencing and maneuvering.
You could deal with misses by having block and dodge animations.I think Star Wars: Knights of the Old Republic did that. A miss would do an animation of dodging or some fencing and maneuvering.
I don't really understand the bit about accuracy/misses. Other than the occasional person that doesn't get how RNG works I don't remember seeing much discontent about accuracy and misses for either D&D or the D:OS games. It certainly doesn't seem to have hurt either's popularity, so I'm not sure why it should be such a concern that it needs removed/changed.
I am confused how it would expand it to a broader audience given that every single person who plays a table top D&D or has any experience with crpgs is comfortable with systems where you don’t automatically hit.
Eg all the 5th ed players they hope to draw are going to be surprised as hell the game is nothing like 5th. Ditto for all pathfinder:kingmaker and pillars of eternity players.
I am confused how it would expand it to a broader audience given that every single person who plays a table top D&D or has any experience with crpgs is comfortable with systems where you don’t automatically hit.
Eg all the 5th ed players they hope to draw are going to be surprised as hell the game is nothing like 5th. Ditto for all pathfinder:kingmaker and pillars of eternity players.
I think it's because in BG1/2 you didn't hit a lot in some cases - in other CRPGs you don't get automatic hits but in the case of PoE you get grazes and the like, and for many other CRPGs the misses are quite infrequent or don't feel to count. I'm imagining they tested a very strict interpretation of the rules and it didn't play well with the 'completely new to this sort of game' focus group.
It's a big franchise in a way, and I'm imagining they're wanting to open it up as wide as possible so probably are getting rid of a lot of the stuff that might put off casual players. It's something I'm worried about, and can only hope they can make it up with enough interesting systems for each one they take out.
cRPGs are not really for mass audiences--even gamer friends of mine are reluctant about diving into one because it is 100+ hour investment. Mass audiences, even gamer audiences like games you can play for a few hours and then a few hours a while later, without needing to remember, say, who Imoen is. Giving BG3 mass appeal via simplicity is weird, given that the target audience is people who like complexity and 100+ hour long games.
cRPGs are not really for mass audiences--even gamer friends of mine are reluctant about diving into one because it is 100+ hour investment. Mass audiences, even gamer audiences like games you can play for a few hours and then a few hours a while later, without needing to remember, say, who Imoen is. Giving BG3 mass appeal via simplicity is weird, given that the target audience is people who like complexity and 100+ hour long games.
Did they actually say that they eliminate misses alltogether? Maybe they just tone it down.
Judging by the damage dealt by our great weapon master fighter last time, that might be a good idea, actually. :D
I dealt out a lot more with my barbarian. GWM+reckless is pretty great.
There are some things on the chopping block, however. It's an interpretation of D&D, specifically 5th Edition, because porting the core rules, which Larian tried to do, doesn't work. Or it works, Vincke clarifies, but it's no fun at all. One of the culprits is missing when you're trying to hit an enemy, and while the combat system has yet to be revealed, you can at least look forward to being able to smack people more consistently.
"You miss a lot in D&D—if the dice are bad, you miss," he says. "That doesn't work well in a videogame. If I do that, you're going to review it and say it's♥♥♥♥♥♥ Our approach has been implementing it as pure as we can, and then just seeing what works and what doesn't. Stuff that doesn't work, we start adapting until it does."
As an aside, if anyone has been putting off playing Pathfinder because of it's very unfinished/buggy launch, it's now in a very playable state and is really, really good.
That could also be interpreted as: you'll miss less often.
Game play videos are out. From the start I suspected that this game wouldn't be for me but there was still a slight chance because of the IP. Now my suspicions have been confirmed and I can move on.I demand that you ellaborate
I quite like the turn-based aspect of it.Tbh if the controversy is regarding turn based vs Real time with pause, IMO either can be good (I slightly favor turn based but I've had good experiences in my replay of Kingmaker, using the slo mo button when necessary).
Older dnd games eventually turned turn-based for me anyway as I paused and unpaused every 5s anyway to strategize. So this simply feels more fluid to me.
What I don't believe too much is that you can do both turn based and RTWP in the same game and keep both equally good. Obsidian did a good try but deadfire turnbased feels clunky (and I really wanted to use turn based rather than real time)
Game play videos are out. From the start I suspected that this game wouldn't be for me but there was still a slight chance because of the IP. Now my suspicions have been confirmed and I can move on.
I demand that you ellaborate
Larian's previous offerings have convinced me that I really can't be bothered with the tedium of carving through an entire RPG's worth of monsters one unit, one turn at a time.
I remember Divinity had pre-made characters and also the ability to make your own. I assume they've done the same thing here? After all, that's how you accidentally get explicit scenes involving black dwarf on 7-foot tall crimson lizardman gay casual sex.
Not a fan of party initiative either, but it's not a dealbreaker for me. It does seem like it would be really, really easy to just sort of get unavoidably one-rounded.
Not a fan of party initiative either, but it's not a dealbreaker for me. It does seem like it would be really, really easy to just sort of get unavoidably one-rounded.
Isnt Pathfinder Kingmaker kind of the same there?I remember Divinity had pre-made characters and also the ability to make your own. I assume they've done the same thing here? After all, that's how you accidentally get explicit scenes involving black dwarf on 7-foot tall crimson lizardman gay casual sex.
I know, the thing is that their pre-makes get special content and that feels like they're shitting on you for not playing one of their characters. It feels as if you show up to game day with your kewl character you want to play and the GM hands you a bunch of not-your character sheets and say "here, choose one of these instead. I mean, you can still use your character, but they're not going to have any plot relevance or integration whatsoever".QuoteNot a fan of party initiative either, but it's not a dealbreaker for me. It does seem like it would be really, really easy to just sort of get unavoidably one-rounded.
None of it are dealbreakers for me either ;)
Isnt Pathfinder Kingmaker kind of the same there?I remember Divinity had pre-made characters and also the ability to make your own. I assume they've done the same thing here? After all, that's how you accidentally get explicit scenes involving black dwarf on 7-foot tall crimson lizardman gay casual sex.
I know, the thing is that their pre-makes get special content and that feels like they're shitting on you for not playing one of their characters. It feels as if you show up to game day with your kewl character you want to play and the GM hands you a bunch of not-your character sheets and say "here, choose one of these instead. I mean, you can still use your character, but they're not going to have any plot relevance or integration whatsoever".QuoteNot a fan of party initiative either, but it's not a dealbreaker for me. It does seem like it would be really, really easy to just sort of get unavoidably one-rounded.
None of it are dealbreakers for me either ;)
As I already mentioned: party initiatives and turns. Awful. Just awful. Makes TB combat a whole lot less interesting and removes a lot of the tactical depth. Makes the combat system and AI less challenging and much easier to cheese. Do not want. Don't understand why this was the part they had to change from their D:OS games. It was, like, the one good part about their system.It may make the game a little easier and a little messier, but I think it's for the best, mainly because it's a godsend for multiplayer. Instead of DOS(2)'s frankly exhausting "wait your turn to move" setup, you can take an action as soon as you're ready. Four people can theoretically take actions four times quicker, and the emphasis is placed on planning and teamwork.
As I already mentioned: party initiatives and turns. Awful. Just awful. Makes TB combat a whole lot less interesting and removes a lot of the tactical depth. Makes the combat system and AI less challenging and much easier to cheese. Do not want. Don't understand why this was the part they had to change from their D:OS games. It was, like, the one good part about their system.It may make the game a little easier and a little messier, but I think it's for the best, mainly because it's a godsend for multiplayer. Instead of DOS(2)'s frankly exhausting "wait your turn to move" setup, you can take an action as soon as you're ready. Four people can theoretically take actions four times quicker, and the emphasis is placed on planning and teamwork.
There are plenty of ways to introduce challenge into a game with a group initiative system, and arguably group initiative makes the game deeper in some ways because you have more options at any given time. I don't see any need to be too worried over this change.
That could work, but they would need an included voice client (even a bad one that almost everyone finds an alternative to) to make sure there is a way of keeping everyone going the same direction. That's why the 4 player (I think) Final Fantasy required you all to be in the same room, and also had a bucket that you died if you got too far from. Everyone making choices at the same time means they might not be taking into account what anyone else is doing.I'm looking forward to the inevitable incidents where the mage casts fireball in the same instant that the party's warrior just Leeroy Jenkins'd right into the blast radius. That kind of glorious stupidity is what good co-op is made of.
That, or turn down the difficulty and make it so the problems are caused by 4 idiots all trying to do similar things in the same space at the same time. It worked for New Super Mario Brothers.