PillowTalk420

joined 1 year ago
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[–] PillowTalk420 3 points 1 year ago

I don't want to just fix it. I want to find the Eye of Vecna and use that.

[–] PillowTalk420 17 points 1 year ago* (last edited 1 year ago) (1 children)

I think it's a travesty you can switch characters in dialogue but it doesn't actually do anything except prevent you from selecting the dialogue options until you switch back. It's extremely frustrating when the conversation was started by just walking into an area because sometimes it starts it with a character I wasn't even controlling.

[–] PillowTalk420 2 points 1 year ago (1 children)

Is this the fight that happens in the Harper's little camp? I first thought due to how many dudes it kept spawning every turn and how I couldn't flee from it, I was supposed to lose, but no. Dying there just gives game over. 😬

I've been everywhere else, obtained every magical item (and only fed like 3 to Gale), and should have gotten as much XP as possible and this fight still seems impossible or that I was supposed to have a McMuffin to help win it that for whatever reason I don't. Plus, I killed that winged dude in 2 hits right off the bat, but this just triggered him to knock out the woman and take off, which made me start to question how this game handled script triggers because it's so jarring to complete one action, and then have a cutscene trigger showing something else happening.

[–] PillowTalk420 19 points 1 year ago

There is no debate. If you think save scumming is wrong: you're wrong; just don't do it yourself at that point since someone else doing it doesn't affect you at all. Saving and reloading is the one, universal thing about video games that makes them so great. You can keep trying different things until you succeed, without all the tedium of starting completely from scratch every time.

[–] PillowTalk420 2 points 1 year ago* (last edited 1 year ago) (1 children)

This keeps happening to me as well. The way around it is to quicksave and quickload right then and there. Thankfully it lets you do that anywhere because it happens a lot. I didn't kill her or anything tho. She broke entirely on her own. Now almost every 3rd encounter, when it's her turn she is stuck in a dialogue state with no text (the text background appears) and the skip button does nothing.

[–] PillowTalk420 3 points 1 year ago* (last edited 1 year ago)

Critical Failure is when you roll a 1. 1 always fails, even if your modifiers would be higher than the DC.

Critical success is just a natural 20, or a 20 with just the die alone and no modifiers and is always a success.

However generally in the PnP game or other CRPGs that use it, critical fail and critical success not only just fail or succeed the thing, they fail it worse or succeed it better. It might come with extra rewards or just more flavor text to make it different than a regular success or failure.

Critically failing at picking a lock, for example, might break the lock preventing another attempt at picking or even using a key.

Critically succeeding an intimidation check to extort money from an NPC might get you a little more gold or items.

BG3 doesn't do this. Critical fail is a regular fail, but it's telling you that you rolled a 1 on the die. Critical success is just success but you rolled a nat 20. They don't make the rarity of the die roll special in any way other than telling you it was critically good or bad during the roll.

Same the other way around, where my largest possible modded roll can't beat the DC... I can still roll a 20 to pass it.

While you're right about the fail and in PnP, this isn't how it works in BG3. If your modifiers aren't high enough to succeed, it doesn't even let you make the attempt. It straight up says "impossible."

[–] PillowTalk420 3 points 1 year ago* (last edited 1 year ago)

The quest thing is currently getting me. I progressed into the Underdark, and got two side quests at the myconid colony: Destroy the Dueregar invaders and Rescue the deep-gnomes. I was sneaking around pretending to be one with the absolute until I came to some rothe that were being whipped. I used speak with animals and convinced the Roth to kill the dudes whipping them. They killed 2 dudes. We were off in a random corner where nobody else in the camp/base/temple heard anything... But it killed the dude I was trying to save, killed all the slaves I was supposed to rescue, and killed all the dueregar even the ones in the previous map area, and my journal only updated for the "kill the invaders" quest. I then spent 8 hours running around the map looking for a thing to fix another thing necessary to continue and never ever found it before moving on, finding some Harpers and then triggering a fight I can't run from nor can I win after trying to talk to what I thought was just a random NPC. One thing here is probably a bug. The rest is just horrible pacing. It's presented like I can't survive the area I moved into without a special lantern, but my special lantern is broken and after exploring every possible inch I can get into on all the maps I can explore at the moment, I haven't found a way to fix the lantern. I find notes or books seemingly related to the quest, but the text of them gives no insight. Half the time it's nothing more than a description of text you don't actually get to read.

It really does feel like the further I get, the jankier shit becomes. And not just the mechanics, but the pacing of the plot, and what triggers scripted events. Like Gale's personal quest keeps getting progressed but I don't have him with me and haven't spent time conversing with him to even know his deal. Usually with games like this in the past, if you never actually talk to the NPCs, you don't actually do their quest. BG3 seems to progress their quests based entirely on XP level or areas you explored, and it inserts itself very weirdly when you're doing side quests and not progressing the main one, since all their side quests seem to be tied to the main one in some way. This is where I've hit a point where I am seriously wondering what the hell the devs were thinking with some of the design choices I've encountered last night. I've sunk 40 hours into this game already, and it's starting to feel like I paid $60 for a $20 quality game.

[–] PillowTalk420 3 points 1 year ago* (last edited 1 year ago)

It's gotta be a bug; I got it to work after casting it a bunch of times. Sometimes it works, most of the time it doesn't.

Darkvision is helpful while in combat and I have plenty of scrolls but I, the player looking at the screen, want to see things lit up better than the cone it provides.

[–] PillowTalk420 3 points 1 year ago* (last edited 1 year ago) (2 children)

I'm not even done with Act 1 and I have run into a ton of bugs that make me wonder if I did a sequence break or something, and other little niggling issues.

  • I can't cast light on my own character.
  • Several animals won't let me use Animal Friendship on them saying they aren't beasts (worgs, rothe, etc; any animal actually used against me in combat apparently isn't a "beast")
  • Cutting Words keeps getting triggered by my own party members and never by the enemy.
  • My bonus actions keep getting eaten without any reason.
  • All the effects that are supposed to activate when I miss an attack don't actually go off.
  • Dialogues sometimes seem like I should have something or have done something to get the dialogue options I have, because they make little to no sense in context with what I have done previously.
  • Perception checks often reveal things that don't get marked/highlighted, or are rolled again on traps and things I've already taken care of.
  • Lae'zel, and ONLY Lae'zel, constantly get stuck in a broken bit of dialogue forcing me to reload a save when it's her turn in combat sometimes.

Still having a fun time, but boy do these things irk me.

[–] PillowTalk420 4 points 1 year ago* (last edited 1 year ago)

You actually can just Examine an NPC and get a good idea of how hard a check will be, even if it's not the exact DC. Like if you're using speech against someone, knowing they have a higher Charisma and Wisdom bonus means it will be harder to persuade or deceive them (and strength for intimidation).

[–] PillowTalk420 6 points 1 year ago* (last edited 1 year ago)

I would like to just not have the animation play, but I also like seeing the DC to know if I want to add bonuses that I only have limited uses of. I also like seeing the numerical result of the rolls somewhere. I got quite accustomed to that back with Bioware's Neverwinter Nights. Put them in the "combat log" (which logs everything not just combat for those who don't know) and Id be happy.

[–] PillowTalk420 6 points 1 year ago* (last edited 1 year ago)

Just press A. Or X in the case of a PlayStation controller. B for Nintendo.

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