Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For my part, if I am just going for loot or scouting, I will ungroup one and just go with him/her. Leaving the rest waiting until returned.
Lots of options and solutions. Much better than getting all worked up into a snit over a trifle.
I've tried that, and Lae'zel is the one out of the bunch who usually refuses to jump despite her having the highest STR in the group which should increase her jumping distance.
It's just tedious having to constantly un-group each time, especially if theres fall damage involved.
And as others have said, if you end up with a few still stuck, unchain or ungroup the ones that have made it already, then manually jump the others.
Hope this helps.
Tips to reduce the pain:
1. Always select your worst jumper to make the first jump. If they can make it the others usually can too since they probably don't need to get quite so close to the landing spot. You have to force yourself to get into the habit of doing this.
2. When they get over immediately move them away from the landing zone to clear it for the others. I think if they stand on the closest landing spot sometimes this can make the jump beyond the range of some the others.
3. If anyone fails to follow then always unchain the party before manually bringing the stragglers over. That way those that made the jump won't start jumping back again. You need to force yourself to remember to do this (and you kinda resent the game for forcing you to do it) but eventually it will become habit and no biggie.
4. For difficult jumps it's sometimes better to cut your losses and unchain the party before making the attempt at all, take 'em over individually one at a time, buff 'em if necessary.
Fixed companions not being able to jump when following the player character.
unlock and relock the party to reset their pathfinding and sometimes they fix themselves without ever having to switch. I very rarely control other party members other than tav outside of combat.