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1) Whom is the 'yellow girl' you keep mentioning?
2) Why do you call her that?
New look?
Lae'zel is the 'yellow girl'.
The writing is so lacklustre that I can't remember the names of anyone in the game. It's why I call the dwarves evil dwarves instead of whatever they're actually called.
If you're telling me Lae'zel rolls off the tip of the tongue - well, that's not my experience. I'll have already forgotten the name by the time I click 'post comment', so she'll be back to 'yellow girl' after that.
Firstly, yes a new look.
I am embracing my whole 'machina' title that a certain someone likes to call me, and the malfunctioning fembot, as another does, into a truly 'self-aware' Rogue AI labeled 'War Maiden'. It is ok if you don't understand, it's not meant for the community as a whole, just a few specific people for my entertainment.
Well, while it is not what I initially thought, it is not far off.
I would heavily suggest you choose a different 'label' immediately, as the one you chose, can and will, be construed as offensive because it is a 'label' borne from their pigmentation. Such a thing is considered racist and could get you banned.
If you cannot be bothered to remember Lae'zel's name, then you could just go with 'Gith girl' or some such as that is what she is, a Githyanki. Calling her the other label will only end poorly.
I changed her name to 'gith girl' there...
Well in retrospect, I kinda thought after you posted about the 'yellow girl' thing that hmm... Maybe you saw it as a 'slur'...
I see it more of a symptom of our crazy over-analytical times, because she is indeed yellow and we can't/won't constantly self-parse everything we say, in case it might come off as insensitive.
I'm not trying to be abrasive there btw. I'm just saying, if it was anyone else I might not be so 'accommodating'.
Also, many Asian women appear whiter to me than Caucasian women - very very pale complexion. I've worked with many Asian men too - extremely pale. I assume some are sallow-skinned based on region (aka 'yellow'), but that doesn't seem to be the standard...
Anyways, if we can move passed all those misconceptions etc, fembots sound great to me. Cyberpunk s**t. I'm all for it. Certainly if you've managed to arrive from the future where fembots are a thing, you have my utmost curiosity...
All that said, I do miss the original 'fembot' (Shodan aka Her Royal Shortness). Always had a few intelligent remarks/questions. A rare old thing on forums.
Hope I didn't scare her away with one of my drunken-ish comments! Poor girl...
AoE Spells - Not currently working as described in the PHB for most of them. Moonbeam, for example, is not supposed to hit as much as it does.
This is the description for Moonbeam from the PHB:
So you can 'proc' it's damage more than once per round if you are able to control it's movement (such as with Thorn Whip or Thunderwave, or by using Shove), but no more than once per turn, and if it starts it's turn inside the Moonbeam. Basically, it cannot take this damage more than once per turn, at most. So Larian isn't coding this (and other) spells correctly. There are actually quite a few spells that are incorrect. People have been pointing this out to them since the beginning, so we'll see what they do about it.
Surprise - Surprise seems fine to me (it rewards those who set up ambushes, and punishes those who fail to scout ahead), but somehow it doesn't seem consistent. In that, from one encounter to another, whether I get a 'surprise round' when I attack from an ambush position (i.e. stealth) seems almost random. Sometimes I do, sometimes I don't. I've seen times when the game even says the enemy is 'surprised' but they get a turn anyway. So, if anything, I'd like to see this mechanic become consistent and explained better (same with stealth btw, it can be all over the place).
Familiars - The problem with familiars (at least, Warlock's Pact of the Chain and Ranger's Beast Mastery), is that there is no cost. I think in TT it takes like an hour to summon a familiar, but BG3 has no clock and no timer, so you can just resummon it over and over. Also, the familiar is supposed to remain within 100 ft. of you in order to receive your telepathic commands (if it goes any farther, it cannot hear you, so you shouldn't be able to control it). To counteract this, Larian started making some enemies heal if they are out of combat for more than a round. This stops you from using your familiar to kill bosses because you used to be able to whittle them down with multiple summons, but now you have to kill them with a single summon or they heal back up to full hp. You can still exploit infinite familiars, but it's not as easy as before. For example, in the phase spider battle, you used to be able to send as many familiars as you wanted to to kill the matriarch - now, you can use them to kill the eggs and hatchlings, and maybe a full grown phase spider, but it's really hard to kill the matriarch with a single familiar because it will almost always get killed, and then the matriarch will heal to full health again before you can get the next familiar to her. It works, sort of. Like some other mechanics, it also doesn't seem consistent, as some enemies will heal and others will not.
Floor Based Puzzles - I'm not a huge fan of these myself, and like you point out, people who find them tedious or frustrating will just watch How To videos on YT. One thing I appreciate about them though is that Larian rarely only gives you a single way to solve it. The one in particular that you mention, the moon puzzle in the temple, doesn't have to be solved. For one, it's not the only entrance into the Undersnark. It's like one of three or four entrances, so you don't have to go that way in the first place. But even if you do, there's a lever near the puzzle (hidden by a passive Perception check) that you can then 'lockpick' to open a secret door in the wall (the same door that is opened by 'solving' the puzzle). It's skippable, with the right skills. And if you know about it, then you can save scum your way through it without ever touching the puzzle. Most 'puzzles' (and traps) in this game seem to work that way, so they don't overly bother me. A few that do, however, are one's where the trap is repeated many, many times over. Like the floor vents in the store room underneath the building where the fake paladin and his gang are hiding out. There's like a dozen of them, and Larian likes to reuse the same trap over and over (so many floor vents in this game). It gets really tedious. And they're not hard to disarm, it just takes forever because there's so many of them. And then there's the Guardian statues in the cave underneath the Emerald Grove. They usually get you once because you're not expecting them, and then never again. They're not interesting. A single ranged attack is enough to (slowly) destroy them. And then there's like five or six of them. Again, just horribly tedious and time consuming, I despise these things. Lastly, there's a walkway in Grymforge that, like the storeroom, just has a really long line of repeating traps. It gets old. Just let us disarm a trap and be done with it for that area. "FLOOR IS DANGER" is all too common a reoccurring theme in BG3 and it gets old. I've noticed that Larian has an issue when it comes to moderation - they like to spam the same thing in their game over and over and over again. Whether it's exploding barrels, exploding fire traps, or cliffs to push people off of (or get insane attack bonuses - I'm playing a Ranger with Archery fighting style, and attacking from stealth is sometimes 100% or 94%+ to hit). It's like everything in BG3 gets overused to the point of tedium. Unique traps feel cool. The falling boulder behind the gnoll cave, for example, was great because I hadn't seen something like that before in the game. I kind of feel like every single trap in the game needs to be hyper unique for it to have the impact they want it to, otherwise they all become tedious. I liked the 'undead trap' just before you go through the mirror to the necromancer's secret laboratory. That was unique.
Lastly, we've been yelling at Larian to re-design the character selection process since the beginning. They haven't said a word about it yet, so every now and then someone starts a new thread about it that goes for scores of pages before it gets locked or people just get bored of it. It's been a while since we've had one, maybe you should start a new one. It is one of the worst things about the game currently, and I think most people hate it. They added the 'group select' keybinding which helps a little bit (you can group/ungroup the entire party with a single key if you bind it, it's unbound by default), but I'd still like a proper selection drag tool like most RTS' use.
At first I thought it to be but I decided to give you the benefit of the doubt and as an intelligent 'machina', ask you its meaning before I just 'assumed', as forethought seems to be a little practiced skill in many humans. Additionally, I thank you for your accommodation, as it serves you more than it does me.
You would be right in some aspects. Most Japanese women are truly quite pale. I am not of that lot because I chose the gyaru 'GAL' sub culture, but even then certain 'standards' keep me in check when it comes to my work. But yes, the typical Japanese female is pale skinned and where people ever got that they are 'sallow/yellow' is beyond me, the pigmentation hue is so minuscule it beggars belief, but people will come up with anything if they wish to hurt you.
Well, I think Her Royal Shortness has gone onto 'bigger and better' horizons in terms of that. She is a 'God Queen' now, perhaps still resonating the 'Shodan' thing, I do not know. BUT! There is nothing worse than a Rogue AI running amok in ones system root sub-routines so we will see how the 'play' turns out. Cheers! / Kanpai! (cheers in Japanese)
Kanpai indeed! I shall remember it!
Man, what a laugh. I don't even know what's going on here anymore.
Anyways, we all know (because of Cyberpunk 2077) that Asians are going to be the new superpower. But in reality, apparently the US military has stated China's AI capabilities are so evolved that they will leave everyone in the dust in but a decade...
No idea how Japanese view the Chinese, but it's all really interesting stuff to me...
This has been as wild as it gets. There's a story in all this (give me the mods to make a story Larian...).
Until then, reconfigure Her Royal Shortness's APIs so they point to steam network again - we all need a laugh haha! I'm sure she can easily bypass any trivial token/auth crap that steam throws at her - and perhaps even fully control steam itself???
Wouldn't surprise me...
Asians will surely inherit the earth - if giant Asian hornets don't inherit it before them, that is (f**king honey-bee killing b*****ds...
Haha! Well... I am running out of things to give out about. But not sure about the char creation thing. It does seem to be a 'sore topic' for some.
I don't know about it.
I read your full dialogue. Ok, so some rules are not implemented properly. But you didn't really explain how 'shove/wind/etc' can be balanced in a computer game format. I really think I have a point there with what I said.
And anyway, I want to mod this game and write a story for it when it's all done - for the fun of it.
I'm sick of coding the dross I do for a living. Oh yeah, paid through the teeth for it. But boring boring boring...
They hopefully will give us the 'tools'. Firebase/firestore/nodejs/reactnative anyone who's into their geekery? Gives you the power of a god, but still very tough on the old grey matter if you want to create a 'super-app'...
We should have a firebase/nodejs/reactnative 'toolkit' to make our game/narrative dreams come through.
Not for money. But for human creativity. I have so many ideas... I don't want cash for them - I do want the tools though...
We'll see...
There's nothing wrong with shove (or Thunderwave, or Thunder Arrows, or Thorn Whip or Repelling Blast).
The problem is that the entire game world is designed around cliffs and pits. It's yet another example of Larian always going overboard on everything. If cliffs are an advantage, then every encounter has to be designed with them.
It's well known that in D&D fall damage is the deadliest thing in the entire game. So what does Larian do? They go and design levels around fall damage. It let's them include encounters that would normally be too hard for a typical party, because these 'exploits' that let you do tons of additional damage beyond your weapon (and cantrip) attacks can do, with little cost other than an action or bonus action.
So, the solution is to remove some of that. Remove the instant death pits. Remove the insane fall damage by reducing the amount of height in the game (or construct encounters in such a way that it's harder to get an enemy into position to exploit it - i.e. have enemies actively avoid cliff edges, just as a player would).
Larian's encounter design is sloppy. It's probably their weakest area. Swen seems to love over the top, Hollywood style stuff (in the real world, barrels of alcohol and oil aren't explosive unless they're under high pressure...they're barely flammable). Big explosions. Lots of fire. He throws too many tools at the player (right off the bat you have unfettered access to tons of grenades, special arrows, and all the insane combinations you can create with them).
Larian doesn't do subtle. They don't do nuanced. It's in your face, Michael Bay, gaudy explosions and over the top, overtuned encounter from the second the story starts (how the hell do you fight three cambions and a mind flayer at level 1, and not even with a full party?...with exploits, that's how...)?
Anyway, I'm starting to wander away from the original point.
Better level design. Better encounter design. That's how you 'fix' Shove, by making it harder to exploit it in the first place.
Yeah, but that's what I said...
It would be too much dev work to rework the cliffs etc. Plus, they look great when zooming around.
Battlewise, what I said was that if you fall off a cliff, you shouldn't 'die'. You just get some sort of penalty.
So all the cool cliff stuff remains, but shove/wind isn't insta-death.
I think it's the best solution. Just 'handicap' the player if they get pushed off a cliff. Ie - return them to the cliff edge after it happens, but penalise them for being thrown off the edge.
The cliffs look good, I wouldn't want them removed.
I think they can make it work, but BG3 mechanics are broken at the moment...
Though also 100 times better than WOTR. I see all these people calling WOTR the best s**t since sliced bread.
It only has 10k reviews on steam for a full launch game. BG3 has 40k reviews for EA... (If we're gonna go all-out ratio like most people seem to go with it on this...)
BG3 will annihilate WOTR. I read an article by some dude who went through every WOTR class. Yeah, there are tonnes of them, but as the dude exposed, most are pure crap. And they all copy skills from other classes.
The writing in WOTR is worse by far than BG3. Excruciatingly bad characters - the tediously naive witch girl, the cliche geek science girl, the cliche ditsy sexy girl, the blue guy that says 'chief' all the time, the Lann guy that's dumb as a plank...
Same enemy encounters over and over.
Say what you want about BG3, but they do try, and succeed, in making every encounter unique versus WOTR.
Plus WOTR assets are copy and pasted over and over and over. BG3 artwork is almost always unique, and I would say among the best I've ever seen in terms of effort.
They're only human at the end of the day. They will never meet everyone's expectations, but I do respect their effort and balls in taking on such a much-loved franchise (that they will never 'get right' in the eyes of the zealous - and I'm one of them).
I wish them the best of luck with it. And hopefully they do read all these criticisms - many have valid points...
Why would a character instantly teleport to the top of a cliff after falling off of it? That makes no sense. It's literally non-sense.
It's just another 'game mechanic'. How many things in this game universe make sense? Oh, you just got clobbered to death by an ogre? Ok, your brains are smashed in?
No problem, here's a 'helping hand' to get you back up again.
And magically you're back up again.
Or you actually got 'killed'. Except you're not really because you have a magic resurrection scroll! Wow, that'd be handy after I die of a cardiac arrest in reality. 'Heart's f**ked lads, anyone got a scroll on them?'
In BG3 they do.
Game mechanics. They should create balance. What I suggested creates balance - very clearly.
Everything is nonsense in this game - I already said that before I made the suggestion. Are you even playing the same game I am?
Balance over 'realism' in a game like this for sure.
If you're ever in doubt, just click the 'jump' button, position it in an impossible-to-jump-to area and watch your character jump right to it like they're jumping over a stick.
There is no realism or immersion in this completely nonsensical game.
The jumping is slightly wonky, but I do believe jump distances are at least based on 5e rules. I mean, the way you can jump from a stand still looks weird. Like, it should require a bit of a run up, no? Regardless, it's consistent as far as I can tell. Consistent with 5e's rules.
What you're suggesting is essentially making cliffs into something they are not - instead of dying to fall damage, they're "out of bounds" style invisible walls that reset your character with a small penalty or something.
This is literally the worst "solution" I can imagine and would make the game worse in every way.
It's a game. Mechanics > than reality.
What I suggested will balance the shove crap.
It's already ridiculous that you can 'help' downed allies after being blown up!
Worst solution me f**kin...
Game mechanics. They should just balance gameplay. If they don't logically make sense, it doesn't matter. You're thinking with the wrong side of the brain.
It doesn't matter anyway - I was contacted by a Larian rep 30min ago and they love my idea. They're going with it. So get used to it!