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Smoke can obscure things too. Even a tiny bit will block you from seeing the target.
Some abilities need direct line of sight, some shoot in an arc. These angles are important for line of sight.
Any of these things can be your issue. Without seeing the situation ourselves, it can be hard to specify what is happening.
2- Guy literally shoot through the wall. My character was even knocked down (Literally no line of sight.) When he got up, he couldnt see him. (should be exact opposite, my character should be able to shoot, and not the other way around)
3- My people literally cant see anywhere, go high ground? Nope cant see low ground (no blind or any statuses on them)
4- Enemy just (im currently playing a the game) shot an oil rock through 100km throught the wall while my archer (standing on higher ground) cant shoot that enemy caster
This game has the worst elevation mechanics in any video game in history. If this is what will happen to Baldurs Gate 3, then i think im just robbed.
You should play Wasteland III instead.
You'd probably like it because it makes good use of cover and heavy cover.
Gameplay is similar to this, with a different setting. And it was nominated for RPG of the year.
It's a fun game.
I'm actually considering it. However, im much much more into medieval high fantasy settings. I just cant get this : So much work have done for this game and it shows. But for such a praised game, -besides one topic i found on internet- everyone seems to be ok with this games extremely clunky and clearly wrong elevation/sight system. This engine may work for a 3rd person shooter or something, but for an isometric RPG, what the hell?
From what you describe it seems that you have sights problem at every battle. You should get glasses.
Jokes aside, while some environmental items do have a weird hitbox, "out of sight" issue isn't something that prevalent in the game. If you have it at every battle either you misinterpret how the game is supposed to work, either there's a real issue on your game end. Elevation system is fine, and also don't expect to snipe 100m away because you're very high because the sight caps at 30m, which is usually more than necessary.
Also the AI can sometimes spot the pixel that gives sight on you but AI doesn't have a different sight system than the player. A good example is the fight with skeletons and the merman in the marshes of Fort Joy.
As someone mentioned previously, it also happen that sometimes the enemy have an angle from which they can hit you, but not the contrary. Some skills have different projectile paths as well, more or less curved.
Probably not, but without screenshots or videos it's quite hard to believe such issues happen every combat.
A game isn't usually universally apraised if it has a completely broken core gameplay feature. Either there's an issue on your side, either you misunderstood how the system works.
I guess since the Kraken is stuck in the water, they don't want you taking advantage of high ground to beat it.
Yeah, that battle was very annoying because of the 'out of sight'.
Yes, 90% of the time or more it is this. There have been a handful of fights that had some stupid LoS issues that even spending half hour hovering the mouse around trying to find that perfect pixel or angle or when the AI occasionally shoots thru smoke that should be blatantly impossible with game mechanics.
Also, the AI seems to get some type of bonus to Far Out Man because it can hit from further away even on flat ground really, really, often. Only AI characters with that skill seem to do this repeatedly. It rarely matters as your own characters simply move into range and the AI isn't scripted to back out to max range but it is annoying when it occurs.
Many, many times... just moving the mouse cursor over the target or moving my character a tiny (really tiny) bit then hovering mouse cursor again over the target or even slightly above the target's head you can find an angle on the hitbox that the AI finds instantly... there are some really weird hitboxes due to elevation LoS where square hitboxes presented as round targets turn into triangles when aimed at from up high while the AI character shooting from the ground is aiming at a square hitbox that actually has a wider angle to hit from lower ground.