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Baldur's Gate 3

For discussing role-playing video games, you know, the ones with combat.
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Post by Vaako »

Stack of Turtles wrote: ↑ July 19th, 2024, 21:20
Envergence wrote: ↑ July 19th, 2024, 20:25
My only opinion on this specific matter is that reactivity here and there alone does not make the game worth playing in its entirety. The story blows, the game is a slog to physically play without mods, and overall it has fairly little beyond the player's own autistismal fixation to drive one to finish it.
I find this whole "I need to feel like my actions MATTER and I can change the fictional world or the game just isn't worth playing" attitude bizarre. I play games because I want to play games. I do not need any extra incentive at all to play a game. I feel like if you're having this problem then what it really means is that you spend way too much time playing video games and you desperately need to go outside for a while until you're not burned out on them.
I dont really play much video games since there arent enough good rpgs worth it. If you like your gears of war/god of war type game where you smash your way through endless hordes of enemies enjoy those. But that gets old fast for me and doesnt give much replayability and if I like certain game mechanics I rather have replayability to play it again. Dark souls games have that too if you wanna try different builds at least even tho their npc site quests are way too easy to miss. First game even had tailcuts for extra special weapons you could easiely miss but sadly they got rid of that mechanic in later games. And to come back to bg3 all these choices maybe dont matter to you but they make the world feel consistent and more believable if you see changes and its not static like most other games, most people will forget about once they finished it. And lots of replayability also means more mods usually.
Last edited by Vaako on July 19th, 2024, 21:47, edited 2 times in total.
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Post by Stack of Turtles »

Vaako wrote: ↑ July 19th, 2024, 21:46
I dont really play much video games since there arent enough good rpgs worth it. If you like your gears of war/god of war type game where you smash your way through endless hordes of enemies enjoy those. But that gets old fast for me and doesnt give much replayability and if I like certain game mechanics I rather have replayability to play it again. Dark souls games have that too if you wanna try different builds at least even tho their npc site quests are way too easy to miss. First game even had tailcuts for extra special weapons you could easiely miss but sadly they got rid of that mechanic in later games. And to come back to bg3 all these choices maybe dont matter to you but they make the world feel consistent and more believable if you see changes and its not static like most other games, most people will forget about once they finished it. And lots of replayability also means more mods usually.
No, I only play games without any story at all.
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Post by Lhynn »

Vergil wrote: ↑ July 19th, 2024, 21:14
I think Baldur's Gate 3 might be the most unfortunate case of pozzing a game ever. **** like Dragon Age Inquisition the fagslop is just a nice bonus on top of an already awful disaster game that wouldn't be worth playing even if you stripped all of it out but BG3 is really really good but pandering to normgroids means it will always be the bear sex game.
The good thing is that poz came so late in development that it is also entirely possible to just get rid of it. Its not codded in its DNA as it were, unlike *** age.
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Post by rusty_shackleford »

Vaako wrote: ↑ July 19th, 2024, 21:46
Dark souls games have that too if you wanna try different builds at least even tho their npc site quests are way too easy to miss. First game even had tailcuts for extra special weapons you could easiely miss but sadly they got rid of that mechanic in later games.
Not a single "souls-like" has actually managed to copy the unique NPC interactions of dork souls, one of the things that felt really unique.
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Post by Vergil »

rusty_shackleford wrote: ↑ July 19th, 2024, 22:04
Vaako wrote: ↑ July 19th, 2024, 21:46
Dark souls games have that too if you wanna try different builds at least even tho their npc site quests are way too easy to miss. First game even had tailcuts for extra special weapons you could easiely miss but sadly they got rid of that mechanic in later games.
Not a single "souls-like" has actually managed to copy the unique NPC interactions of dork souls, one of the things that felt really unique.
Not even the sequels to Dark Souls really get why Dark Souls was unique.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Vaako »

rusty_shackleford wrote: ↑ July 19th, 2024, 22:04
Vaako wrote: ↑ July 19th, 2024, 21:46
Dark souls games have that too if you wanna try different builds at least even tho their npc site quests are way too easy to miss. First game even had tailcuts for extra special weapons you could easiely miss but sadly they got rid of that mechanic in later games.
Not a single "souls-like" has actually managed to copy the unique NPC interactions of dork souls, one of the things that felt really unique.

Plenty of memorable ones for sure Catarina guy, Solaire, Priscilla, even the firekeeper in Anor Londo which came after you if you attacked Gwynevere's illusion. Framp eating you to port you to somewhere and yeah the guy who kills the firekeeper if you free him... yeah certainly not repeated in other games, unless demon souls where if you free one guy there too he kills all the npcs in the porthub too (certainly a good lesson for the bleeding heart people that some are in prison for a reason and freeing them has consequences).
Last edited by Vaako on July 19th, 2024, 22:47, edited 2 times in total.
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Post by Magick »

rusty_shackleford wrote: July 19th, 2024, 19:52
On the topic of 'systemic' stuff & IE-likes reacting to thinking outside the box,
Actually reminds me a bit of BG1 but most people missed it.
In BG1 nearly every NPC has unique dialogue if you charm them, it even tells you the outline of the plot far before the ending if you charm the right NPCs. It appears almost nobody was aware of this, most people I talked to never knew of it. It's gone in BG2.
BG1 also accounts heavily for so-called "sequence breaking" in the form of using invisibility to bypass fights, BG2 does not and uses invisible walls or forced events that remove invisibility.

Pillars of Eternity & Deadfire are really bad about this because you can frequently obtain the same quest item multiple times via partially doing a quest then pickpocketing it because they don't use actual inventories for giving out items.

They all also have lines for using rogue skills and so on, like sneaking, pickpocketing and traps.

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Post by Magick »

rusty_shackleford wrote: ↑ July 18th, 2024, 16:55
is there a mod to add booby physics?
@loregamer @Nessa This should be priority #1.
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 19th, 2024, 20:53
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23
For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas. If you play WoW you saw quest that change whole location according to player action (in particular the whole location is a forest on fire, when you finish quest line to "save and restore" forest, whole location change, literal models of trees change, enemy's change, ground texture change).
So linear events and aesthetic changes?
"due to a player's decision" implies there are a number of ways in which things can unfold.
You named nothing and rusty named aesthetic changes only, stop pretending you in some way better.
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Post by Faceless_Sentinel »

Oyster Sauce wrote: ↑ July 19th, 2024, 21:04
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23
Vergil wrote: ↑ July 19th, 2024, 20:00
I want REAL (no word on what that actually means btw)
For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas.
The Steel Watch after you optionally infiltrate and blow up their manufacturing plant.
Yes, and what new this thing unlock ot how it does change story or third act or anything globaly?
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Post by Faceless_Sentinel »

rusty_shackleford wrote: ↑ July 19th, 2024, 21:08

Also, everything involving the goblins/grove, there's a ton of different ways that can go. The refugees in general, plenty of NPCs can disappear depending on your choices that would otherwise show up later in the city, etc.,
How grove fate influence act 2 beyond the halsin quest and act 3?
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Post by Faceless_Sentinel »

Vaako wrote: ↑ July 19th, 2024, 21:31
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23
Vergil wrote: ↑ July 19th, 2024, 20:00
I want REAL (no word on what that actually means btw)
For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas. If you play WoW you saw quest that change whole location according to player action (in particular the whole location is a forest on fire, when you finish quest line to "save and restore" forest, whole location change, literal models of trees change, enemy's change, ground texture change). Interaction with the world and surroundings like in this game, ability to kill somebody by bringing a wall or a tree down on an enemy. What Rusty described are only one-off localized events, not regular mechanics that you can use across the game.
While there are no huge landscape changes there are certain things you can do differently like you can steal the githranki egg and deliver it yourself in act3 to that scientist society and get a reward, you can also do the quest the normal way and the woman which wanted it will hatch the egg and the githranki hatchling will murder that scientist society when you arrive there or you give her the owlbear egg and he murders everyone there. You can give the mindflayer in act3 in the windmill a corpse he can feed on and he then moves to the city and kills a family there and takes their house. You can smuggle a shapeshifter blob into the city as an apple and you get a reward and have him fight with you at the final fight. Or you kill him act1 already and get at least the reward there already. You can sacrifice Wyll or any other compaion in the completly optional underdark area to boal and get a permant buff to damage if you bleed enemies dont try Gale... maybe also works if you hire a merc from Withers. If you dont save the Gnomes in Moonrise tower in act2 you will miss out on a merchant/gear and 3 big explosive barrels in act3. There are a lot of these things you can miss and give replayability feel free to check out the youtube channels from the videos I posted they have lots of examples like that. That you dont even have to play it yourself that often. All these decisions are at least choices you can make and matter a little and I cant really think of any other game which had this many choices to solve things, not even Fallout NV there its usually just talk your way out or kill stuff and maybe you can circumvent a skill check if you picked up some solar panels before but those are rare aswell.
Once again, local events without influence on walkthrough (shapeshifter only one good example but one it not enough).
Last edited by Faceless_Sentinel on July 20th, 2024, 10:39, edited 1 time in total.
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Post by rusty_shackleford »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:35
rusty_shackleford wrote: ↑ July 19th, 2024, 21:08

Also, everything involving the goblins/grove, there's a ton of different ways that can go. The refugees in general, plenty of NPCs can disappear depending on your choices that would otherwise show up later in the city, etc.,
How grove fate influence act 2 beyond the halsin quest and act 3?
Choosing to raid the grove with the goblin forces has immense, far-reaching consequences for the game, some of which can only be felt in later Acts. These consequences include:

Karlach Karlach and Wyll Wyll will leave the party (or cannot be recruited if they haven't already been).
Halsin is not available as a companion.
Gale Gale will leave the party unless an Insight or Deception check is passed.
Lift the Shadow Curse
Lift the Shadow Curse can't be resolved in Act Two.
Loss of many rare equipment items, as the traders Dammon Dammon and Mattis Mattis won't be not alive to trade in Acts Two and Three.
Halsin, Arabella Arabella, Dammon, and Zevlor won't be available for
Gather Your Allies
Gather Your Allies.
Rolan Rolan won't be available for Gather Your Allies if he was convinced to stay and defend the Grove earlier.
All unfinished quests involving the Grove cannot be completed.
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Post by Vergil »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:29
Vergil wrote: ↑ July 19th, 2024, 20:53
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23
For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas. If you play WoW you saw quest that change whole location according to player action (in particular the whole location is a forest on fire, when you finish quest line to "save and restore" forest, whole location change, literal models of trees change, enemy's change, ground texture change).
So linear events and aesthetic changes?
"due to a player's decision" implies there are a number of ways in which things can unfold.
You named nothing and rusty named aesthetic changes only, stop pretending you in some way better.
Local gamer thinks things that effect gameplay don't count in a video game, only pre scripted story encounters with a low number of outcomes identical for all players who have no ability to stray from the narrow list of given "choices"
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Oyster Sauce »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:32
Oyster Sauce wrote: ↑ July 19th, 2024, 21:04
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23


For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas.
The Steel Watch after you optionally infiltrate and blow up their manufacturing plant.
Yes, and what new this thing unlock ot how it does change story or third act or anything globaly?
Might be time for you to give BG3 a go and find out!
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 20th, 2024, 14:05
Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:29
Vergil wrote: ↑ July 19th, 2024, 20:53

So linear events and aesthetic changes?
"due to a player's decision" implies there are a number of ways in which things can unfold.
You named nothing and rusty named aesthetic changes only, stop pretending you in some way better.
Local gamer thinks things that effect gameplay don't count in a video game, only pre scripted story encounters with a low number of outcomes identical for all players who have no ability to stray from the narrow list of given "choices"
Local gamer thinks that he can say that there are gameplay consequences but can't name anyone.
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Post by Vergil »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 18:52
Vergil wrote: ↑ July 20th, 2024, 14:05
Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:29


"due to a player's decision" implies there are a number of ways in which things can unfold.
You named nothing and rusty named aesthetic changes only, stop pretending you in some way better.
Local gamer thinks things that effect gameplay don't count in a video game, only pre scripted story encounters with a low number of outcomes identical for all players who have no ability to stray from the narrow list of given "choices"
Local gamer thinks that he can say that there are gameplay consequences but can't name anyone.
Vaako wrote: ↑ July 5th, 2024, 20:48


Found this vid of examples how you can solve encounters really differently, havent finished it yet but the Arabella part as Sporservant outside the underdark surely is out of the box thinking I would not ever come to.
Vaako wrote: ↑ July 12th, 2024, 13:52


So many possiblities in this game just amazing.
rusty_shackleford wrote: ↑ July 19th, 2024, 19:45
Faceless_Sentinel wrote: ↑ July 19th, 2024, 19:32
What interactive you found in bg3? List all "interactive" you found in act one, until then both you and @rusty_shackleford script masturbators who like talking to the queers, ********, and leftoids Sweet Baby inserted (thanks @Rand for this).
People you murder will refuse to talk to you if you use speak with dead on them, but you can use a disguise spell first and they won't recognize you.
If you pickpocket the ring the djinn is using to cheat at the carnival, you can use it to cheat against him and win. It's not act one but idc.

I'm not going to list everything I found because I played the game nearly a year ago now.
Oyster Sauce wrote: ↑ July 19th, 2024, 21:04
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23
Vergil wrote: ↑ July 19th, 2024, 20:00
I want REAL (no word on what that actually means btw)
For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas.
The Steel Watch after you optionally infiltrate and blow up their manufacturing plant.
rusty_shackleford wrote: ↑ July 19th, 2024, 21:08
Also, everything involving the goblins/grove, there's a ton of different ways that can go. The refugees in general, plenty of NPCs can disappear depending on your choices that would otherwise show up later in the city, etc.,
Oyster Sauce wrote: ↑ July 19th, 2024, 21:09
I think the main settlement in Act 2 disperses/gets wiped out mid-act if you fail to prevent Isobel's kidnapping
Vaako wrote: ↑ July 19th, 2024, 21:31
While there are no huge landscape changes there are certain things you can do differently like you can steal the githranki egg and deliver it yourself in act3 to that scientist society and get a reward, you can also do the quest the normal way and the woman which wanted it will hatch the egg and the githranki hatchling will murder that scientist society when you arrive there or you give her the owlbear egg and he murders everyone there. You can give the mindflayer in act3 in the windmill a corpse he can feed on and he then moves to the city and kills a family there and takes their house. You can smuggle a shapeshifter blob into the city as an apple and you get a reward and have him fight with you at the final fight. Or you kill him act1 already and get at least the reward there already. You can sacrifice Wyll or any other compaion in the completly optional underdark area to boal and get a permant buff to damage if you bleed enemies dont try Gale... maybe also works if you hire a merc from Withers. If you dont save the Gnomes in Moonrise tower in act2 you will miss out on a merchant/gear and 3 big explosive barrels in act3. There are a lot of these things you can miss and give replayability feel free to check out the youtube channels from the videos I posted they have lots of examples like that. That you dont even have to play it yourself that often. All these decisions are at least choices you can make and matter a little and I cant really think of any other game which had this many choices to solve things, not even Fallout NV there its usually just talk your way out or kill stuff and maybe you can circumvent a skill check if you picked up some solar panels before but those are rare aswell.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Oyster Sauce »

Vergil wrote: ↑ July 20th, 2024, 18:58
Faceless_Sentinel wrote: ↑ July 20th, 2024, 18:52
Vergil wrote: ↑ July 20th, 2024, 14:05

Local gamer thinks things that effect gameplay don't count in a video game, only pre scripted story encounters with a low number of outcomes identical for all players who have no ability to stray from the narrow list of given "choices"
Local gamer thinks that he can say that there are gameplay consequences but can't name anyone.
Vaako wrote: ↑ July 5th, 2024, 20:48


Found this vid of examples how you can solve encounters really differently, havent finished it yet but the Arabella part as Sporservant outside the underdark surely is out of the box thinking I would not ever come to.
Vaako wrote: ↑ July 12th, 2024, 13:52


So many possiblities in this game just amazing.
rusty_shackleford wrote: ↑ July 19th, 2024, 19:45
Faceless_Sentinel wrote: ↑ July 19th, 2024, 19:32
What interactive you found in bg3? List all "interactive" you found in act one, until then both you and @rusty_shackleford script masturbators who like talking to the queers, ********, and leftoids Sweet Baby inserted (thanks @Rand for this).
People you murder will refuse to talk to you if you use speak with dead on them, but you can use a disguise spell first and they won't recognize you.
If you pickpocket the ring the djinn is using to cheat at the carnival, you can use it to cheat against him and win. It's not act one but idc.

I'm not going to list everything I found because I played the game nearly a year ago now.
Oyster Sauce wrote: ↑ July 19th, 2024, 21:04
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23


For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas.
The Steel Watch after you optionally infiltrate and blow up their manufacturing plant.
rusty_shackleford wrote: ↑ July 19th, 2024, 21:08
Also, everything involving the goblins/grove, there's a ton of different ways that can go. The refugees in general, plenty of NPCs can disappear depending on your choices that would otherwise show up later in the city, etc.,
Oyster Sauce wrote: ↑ July 19th, 2024, 21:09
I think the main settlement in Act 2 disperses/gets wiped out mid-act if you fail to prevent Isobel's kidnapping
Vaako wrote: ↑ July 19th, 2024, 21:31
While there are no huge landscape changes there are certain things you can do differently like you can steal the githranki egg and deliver it yourself in act3 to that scientist society and get a reward, you can also do the quest the normal way and the woman which wanted it will hatch the egg and the githranki hatchling will murder that scientist society when you arrive there or you give her the owlbear egg and he murders everyone there. You can give the mindflayer in act3 in the windmill a corpse he can feed on and he then moves to the city and kills a family there and takes their house. You can smuggle a shapeshifter blob into the city as an apple and you get a reward and have him fight with you at the final fight. Or you kill him act1 already and get at least the reward there already. You can sacrifice Wyll or any other compaion in the completly optional underdark area to boal and get a permant buff to damage if you bleed enemies dont try Gale... maybe also works if you hire a merc from Withers. If you dont save the Gnomes in Moonrise tower in act2 you will miss out on a merchant/gear and 3 big explosive barrels in act3. There are a lot of these things you can miss and give replayability feel free to check out the youtube channels from the videos I posted they have lots of examples like that. That you dont even have to play it yourself that often. All these decisions are at least choices you can make and matter a little and I cant really think of any other game which had this many choices to solve things, not even Fallout NV there its usually just talk your way out or kill stuff and maybe you can circumvent a skill check if you picked up some solar panels before but those are rare aswell.
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 20th, 2024, 18:58
Faceless_Sentinel wrote: ↑ July 20th, 2024, 18:52
Vergil wrote: ↑ July 20th, 2024, 14:05

Local gamer thinks things that effect gameplay don't count in a video game, only pre scripted story encounters with a low number of outcomes identical for all players who have no ability to stray from the narrow list of given "choices"
Local gamer thinks that he can say that there are gameplay consequences but can't name anyone.
Vaako wrote: ↑ July 5th, 2024, 20:48


Found this vid of examples how you can solve encounters really differently, havent finished it yet but the Arabella part as Sporservant outside the underdark surely is out of the box thinking I would not ever come to.
Vaako wrote: ↑ July 12th, 2024, 13:52


So many possiblities in this game just amazing.
rusty_shackleford wrote: ↑ July 19th, 2024, 19:45
Faceless_Sentinel wrote: ↑ July 19th, 2024, 19:32
What interactive you found in bg3? List all "interactive" you found in act one, until then both you and @rusty_shackleford script masturbators who like talking to the queers, ********, and leftoids Sweet Baby inserted (thanks @Rand for this).
People you murder will refuse to talk to you if you use speak with dead on them, but you can use a disguise spell first and they won't recognize you.
If you pickpocket the ring the djinn is using to cheat at the carnival, you can use it to cheat against him and win. It's not act one but idc.

I'm not going to list everything I found because I played the game nearly a year ago now.
Oyster Sauce wrote: ↑ July 19th, 2024, 21:04
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23


For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas.
The Steel Watch after you optionally infiltrate and blow up their manufacturing plant.
rusty_shackleford wrote: ↑ July 19th, 2024, 21:08
Also, everything involving the goblins/grove, there's a ton of different ways that can go. The refugees in general, plenty of NPCs can disappear depending on your choices that would otherwise show up later in the city, etc.,
Oyster Sauce wrote: ↑ July 19th, 2024, 21:09
I think the main settlement in Act 2 disperses/gets wiped out mid-act if you fail to prevent Isobel's kidnapping
Vaako wrote: ↑ July 19th, 2024, 21:31
While there are no huge landscape changes there are certain things you can do differently like you can steal the githranki egg and deliver it yourself in act3 to that scientist society and get a reward, you can also do the quest the normal way and the woman which wanted it will hatch the egg and the githranki hatchling will murder that scientist society when you arrive there or you give her the owlbear egg and he murders everyone there. You can give the mindflayer in act3 in the windmill a corpse he can feed on and he then moves to the city and kills a family there and takes their house. You can smuggle a shapeshifter blob into the city as an apple and you get a reward and have him fight with you at the final fight. Or you kill him act1 already and get at least the reward there already. You can sacrifice Wyll or any other compaion in the completly optional underdark area to boal and get a permant buff to damage if you bleed enemies dont try Gale... maybe also works if you hire a merc from Withers. If you dont save the Gnomes in Moonrise tower in act2 you will miss out on a merchant/gear and 3 big explosive barrels in act3. There are a lot of these things you can miss and give replayability feel free to check out the youtube channels from the videos I posted they have lots of examples like that. That you dont even have to play it yourself that often. All these decisions are at least choices you can make and matter a little and I cant really think of any other game which had this many choices to solve things, not even Fallout NV there its usually just talk your way out or kill stuff and maybe you can circumvent a skill check if you picked up some solar panels before but those are rare aswell.
If this (or in more broadly bg3) is all you need from RPG to be "best of all time", then your standards are pretty low.

You should praise sandboxes like Kenshi, it fits your describtion of "best RPG of all time" perfectly: writing doesn't matter, **** tons of scripts that you call gameplay give much more possibilities than bg3.
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Post by Vergil »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 20:17
If this (or in more broadly bg3) is all you need from RPG to be "best of all time", then your standards are pretty low.
The topic was was reactivity you're changing the goalposts because you got massive egg on your face. Never made the claim it was the best RPG of all time or even that player reactivity was a pre-requisite for a game to be a good RPG.
Try arguing why all of those examples of reactions to the players actions aren't legitimate instead of crying and trying to dance around the issue. Or better yet actually give the definition of what counts as interactivity to you instead of just saying "n-not like that!" whenever you're given numerous examples.
Last edited by Vergil on July 20th, 2024, 20:25, edited 1 time in total.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Vaako »

Faceless_Sentinel wrote: ↑ July 20th, 2024, 10:38
Vaako wrote: ↑ July 19th, 2024, 21:31
Faceless_Sentinel wrote: ↑ July 19th, 2024, 20:23


For example disappearance of a certain faction due to a player's decision and other take their turf, like in new vegas. If you play WoW you saw quest that change whole location according to player action (in particular the whole location is a forest on fire, when you finish quest line to "save and restore" forest, whole location change, literal models of trees change, enemy's change, ground texture change). Interaction with the world and surroundings like in this game, ability to kill somebody by bringing a wall or a tree down on an enemy. What Rusty described are only one-off localized events, not regular mechanics that you can use across the game.
While there are no huge landscape changes there are certain things you can do differently like you can steal the githranki egg and deliver it yourself in act3 to that scientist society and get a reward, you can also do the quest the normal way and the woman which wanted it will hatch the egg and the githranki hatchling will murder that scientist society when you arrive there or you give her the owlbear egg and he murders everyone there. You can give the mindflayer in act3 in the windmill a corpse he can feed on and he then moves to the city and kills a family there and takes their house. You can smuggle a shapeshifter blob into the city as an apple and you get a reward and have him fight with you at the final fight. Or you kill him act1 already and get at least the reward there already. You can sacrifice Wyll or any other compaion in the completly optional underdark area to boal and get a permant buff to damage if you bleed enemies dont try Gale... maybe also works if you hire a merc from Withers. If you dont save the Gnomes in Moonrise tower in act2 you will miss out on a merchant/gear and 3 big explosive barrels in act3. There are a lot of these things you can miss and give replayability feel free to check out the youtube channels from the videos I posted they have lots of examples like that. That you dont even have to play it yourself that often. All these decisions are at least choices you can make and matter a little and I cant really think of any other game which had this many choices to solve things, not even Fallout NV there its usually just talk your way out or kill stuff and maybe you can circumvent a skill check if you picked up some solar panels before but those are rare aswell.
Once again, local events without influence on walkthrough (shapeshifter only one good example but one it not enough).
Looks like you are just hear for internet points or to troll. So gl with that but at least try to be a little more entertaining then with clever come backs or you are just boring me and I will have to ignore you in the future.

If I ever find that option on that board here. :groan:
Last edited by Vaako on July 21st, 2024, 03:48, edited 1 time in total.
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Post by Acrux »

Vaako wrote: ↑ July 21st, 2024, 03:46
I will have to ignore you in the future.

If I ever find that option on that board here. :groan:


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Last edited by Acrux on July 21st, 2024, 04:14, edited 3 times in total.
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 20th, 2024, 20:23
Try arguing why all of those examples of reactions to the players actions aren't legitimate instead of crying and trying to dance around the issue.
I repeat this last time: all this reactions to the players actions Rusty or Vaako listed one time event that do not evolve into anything in future game events or don't become gameplay mechanic that you can use more than one time during event this reactions to the players actions was introduced. These are signs of a mediocre game that both you and Rusty have elevated to "good" or even "industrial standard". If you normalize mediocrity, don't be surprised that all modern games are boring.
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Post by Vergil »

Faceless_Sentinel wrote: ↑ July 21st, 2024, 10:12
Vergil wrote: ↑ July 20th, 2024, 20:23
Try arguing why all of those examples of reactions to the players actions aren't legitimate instead of crying and trying to dance around the issue.
I repeat this last time: all this reactions to the players actions Rusty or Vaako listed one time event that do not evolve into anything in future game events or don't become gameplay mechanic that you can use more than one time during event this reactions to the players actions was introduced. These are signs of a mediocre game that both you and Rusty have elevated to "good" or even "industrial standard". If you normalize mediocrity, don't be surprised that all modern games are boring.
They are one time unrepeatable events... just like the WoW and New Vegas examples you gave of completing a quest and having enemies despawn and the environment mildly change? :scratch:
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

the difference is the events you mention in those games always happen just by doing a series of linear events, the things that make BG3 interesting are that most people will never see the same game you do because there's an unimaginable combination of events possible

[edit]
Same reason things like Nosferatu or Malkavian in VTMB are still remembered so fondly, by the way. Feeling like you got a unique experience makes the experience more memorable. And outside of Larian, it was largely done away with because developers increasingly saw it as a waste of time to create content that not everyone would get to see, the same reason designers lead you by the hand to show you all the content as if it's a themepark. Also just something satisfying about actually discovering content yourself.
Last edited by rusty_shackleford on July 21st, 2024, 13:17, edited 2 times in total.
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 21st, 2024, 12:41
Faceless_Sentinel wrote: ↑ July 21st, 2024, 10:12
Vergil wrote: ↑ July 20th, 2024, 20:23
Try arguing why all of those examples of reactions to the players actions aren't legitimate instead of crying and trying to dance around the issue.
I repeat this last time: all this reactions to the players actions Rusty or Vaako listed one time event that do not evolve into anything in future game events or don't become gameplay mechanic that you can use more than one time during event this reactions to the players actions was introduced. These are signs of a mediocre game that both you and Rusty have elevated to "good" or even "industrial standard". If you normalize mediocrity, don't be surprised that all modern games are boring.
They are one time unrepeatable events... just like the WoW and New Vegas examples you gave of completing a quest and having enemies despawn and the environment mildly change? :scratch:
Only in New Vegas this unlock more quests and events for faction and unlock more items for you use, unlike bg3.
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Post by Vergil »

Faceless_Sentinel wrote: ↑ July 21st, 2024, 17:38
Vergil wrote: ↑ July 21st, 2024, 12:41
Faceless_Sentinel wrote: ↑ July 21st, 2024, 10:12


I repeat this last time: all this reactions to the players actions Rusty or Vaako listed one time event that do not evolve into anything in future game events or don't become gameplay mechanic that you can use more than one time during event this reactions to the players actions was introduced. These are signs of a mediocre game that both you and Rusty have elevated to "good" or even "industrial standard". If you normalize mediocrity, don't be surprised that all modern games are boring.
They are one time unrepeatable events... just like the WoW and New Vegas examples you gave of completing a quest and having enemies despawn and the environment mildly change? :scratch:
Only in New Vegas this unlock more quests and events for faction and unlock more items for you use, unlike bg3.
You're now stretching the definition to its absolute limit. You're describing the concept of questlines which BG3 also has numerous.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Faceless_Sentinel »

rusty_shackleford wrote: ↑ July 21st, 2024, 12:45
the difference is the events you mention in those games always happen just by doing a series of linear events, the things that make BG3 interesting are that most people will never see the same game you do because there's an unimaginable combination of events possible
Especially with your examples... Rusty, please, stop pretending to be an idiot, your event in a circus has skillcheck that informs player about genie doing something with lottery and from that point there is only 2 option: you either still his ring or you do nothing and go away, there is no "unimaginable combination of events possible", only 2! What "unimaginable combination of events possible" you talking?
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Post by Faceless_Sentinel »

Vergil wrote: ↑ July 21st, 2024, 17:41
Faceless_Sentinel wrote: ↑ July 21st, 2024, 17:38
Vergil wrote: ↑ July 21st, 2024, 12:41

They are one time unrepeatable events... just like the WoW and New Vegas examples you gave of completing a quest and having enemies despawn and the environment mildly change? :scratch:
Only in New Vegas this unlock more quests and events for faction and unlock more items for you use, unlike bg3.
You're now stretching the definition to its absolute limit. You're describing the concept of questlines which BG3 also has numerous.
It would be nice to give an example. Most quests begins and ends in a same act.
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Post by rusty_shackleford »

Faceless_Sentinel wrote: ↑ July 21st, 2024, 17:47
rusty_shackleford wrote: ↑ July 21st, 2024, 12:45
the difference is the events you mention in those games always happen just by doing a series of linear events, the things that make BG3 interesting are that most people will never see the same game you do because there's an unimaginable combination of events possible
Especially with your examples... Rusty, please, stop pretending to be an idiot, your event in a circus has skillcheck that informs player about genie doing something with lottery and from that point there is only 2 option: you either still his ring or you do nothing and go away, there is no "unimaginable combination of events possible", only 2! What "unimaginable combination of events possible" you talking?
You even got that tiny little scene incorrect.
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