Baldur's Gate 3

Baldur's Gate 3

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How to activate AI control of allies?
Why do developers force players to spend extra time and nerves to personally control each squad member and even summoned creatures? Why do they allow themselves such disrespect for other people's time? And why, even in the most ancient RPGs of the past (for example, Arcanum), the player can control other characters at will, but in Baldur's Gate 3 we were simply deprived of even the ability to choose who will control allies?

And THIS is a game of the year? What a joke... :zageyes:
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Showing 1-10 of 10 comments
kazzle dazzle Jan 24, 2024 @ 7:28pm 
It’s time to get off the internet buddy, maybe go enjoy some fresh air, make a yummy salad or do something productive like knitting stead of posting mediocre bait.
MrBBell Jan 24, 2024 @ 7:42pm 
You tried :)
Stormwind Jan 24, 2024 @ 7:50pm 
I understand your frustration regarding the control mechanics in Baldur's Gate 3, especially when comparing it to older RPGs like Arcanum. Game design choices often reflect a balance between various factors, including gameplay depth, realism, and player engagement.

In Baldur's Gate 3, the decision to have players control each squad member and summoned creatures might be intended to enhance strategic depth and immersion. In games that focus heavily on tactics and strategy, such control can allow for more nuanced and complex gameplay. It lets players execute specific strategies that might not be possible with automated controls.

Regarding the comparison with older RPGs, it's important to note that game design philosophies and player expectations evolve over time. What was standard in the past may not align with current trends or player preferences. Developers often experiment with different mechanics to offer new experiences or to challenge players in different ways.

The choice to limit who controls allies can also be a deliberate design decision to increase the game's challenge or to encourage players to think differently about combat and strategy.

It's also worth noting that 'Game of the Year' accolades often reflect a variety of factors, including innovation, graphics, storytelling, and overall impact on the gaming community, rather than any single gameplay element.

Your feedback is valuable, and game developers often take player opinions into account for future updates or sequels. If you feel strongly about this, you might consider providing constructive feedback directly to the developers, as many are receptive to community input.

Remember, every player has unique preferences, and what might be a drawback for one could be an appealing challenge for another. It's all part of the diverse world of gaming!
Cartesian Duelist Jan 24, 2024 @ 7:56pm 
You didn't need to buy the game. You didn't need to keep the game once you found out how it works. But you knew all that.
Callirgos Jan 24, 2024 @ 8:00pm 
I turn the AI off in games like this, and I prefer these games turn based. (sorry infinity engine...) I want to control each character. It's the most fun version of chess.
Micas Jan 24, 2024 @ 8:04pm 
I get the OP's point. I prefer real-time with pause, and the ability to create if/then tactics that are automatically executed. I'm just not into micro.
Simbolic Jan 24, 2024 @ 8:17pm 
Way better then NPC's they will actually maneuver around things like fire. While npc's will always walk right into it like ♥♥♥♥♥♥♥. Killed that fisherman by the small dock towards the South East side. Two times already from the residual effects of the AOE fire spells. When cast on the fish creatures. First time could say was my fault but second time I killed some off to the side away from the dock. Dude walks all the way over there just seconds before it was going to go out by itself.
Ahhhh! fisherman burns to death. Guards come moments later..you have committed murder....really....thank God we don't have the ability to create our own bonfires at will. Could possible cause genocide talking entire civilizations. Leaving one in the middle of a town.
seeker1 Jan 24, 2024 @ 8:26pm 
There's a mod at Nexus to put your party members under AI control.

I didn't mind it in DA:O; works well with RTwP, and ALSO, of course, giving you the option to make that AI highly CONFIGURABLE by controlling all the settings for their AI options through scripts you could edit the variables in (should they be aggressive or defensive, etc., etc.)

Though TBH, I really tended to prefer using the AI for melee fighters and rogues, and keeping the spellcasters under direct control. And of course, you could do both.

But THIS game with the EXISTING AI? The same idiotic AI that sometimes governs allied NPCs or allied summons? No way am I giving THAT control of my party.
Micas Jan 24, 2024 @ 8:29pm 
Originally posted by seeker1:
There's a mod at Nexus to put your party members under AI control.

I didn't mind it in DA:O; works well with RTwP, and ALSO, of course, giving you the option to make that AI highly CONFIGURABLE by controlling all the settings for their AI options through scripts you could edit the variables in (should they be aggressive or defensive, etc., etc.)

Though TBH, I really tended to prefer using the AI for melee fighters and rogues, and keeping the spellcasters under direct control. And of course, you could do both.

But THIS game with the EXISTING AI? The same idiotic AI that sometimes governs allied NPCs or allied summons? No way am I giving THAT control of my party.
Oh hell, really? That would be perfect to have DA:0 style tactics. Does that mod you refer to work like DA:O?
seeker1 Jan 24, 2024 @ 8:33pm 
Haven't tried it, personally, but would love feedback from anyone who has. IIRC, the mod description says it IS configurable ... but I don't know the extent.
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Date Posted: Jan 24, 2024 @ 7:24pm
Posts: 10