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At first, i was like "Eh, this is no biggie, surely i can just press the continue to windows 10 button and be over with it!". But how wrong i was, the computer restarted and went back to the same screen, so i tried every other option, and i mean, EVERY.OTHER.OPTION. I have tried restarting, recovering, reverting updates, using other recovery methods, hard drives and the command prompt, i had watched so many videos and nearly all of them were the same, every option either brought me to:
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So then, i sort of....Just gave up for a little while, one day i unscrewed the case of the PC and took a peek inside, noticing quite a few loose cables....But i couldn't find anywhere to plug them in, they either did not fit or could not reach due to them being entangled, so i gave up for a bit again.
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Engine Mechanics in Early Access - What I'm watching for
Moving the party – Chained portraits
You can see an example of what I am talking about when Sven is in the trap room and Astarion and the mage hand are chained together. Sven switched to turn based mode to deal with the trap room. He then uses Astarion’s jump skill to get on top of a box. He then clicks on the mage hand portrait to presumably issue a command. In the dos games, if you were not in combat, whichever portrait you have selected is the new “party leader.” This means that everyone in the party is going to try to move into formation based on this “new change in leadership.” This leads to a lot of movement by characters even if movement commands were not given. It especially has impact if your party is moving and you click on someone’s portrait to check their inventory, well you just declared a new party leader and the movement formation is going to update by people either stopping movement or moving in to a new formation.
Benefit – outside of combat you are typically going to move your whole party from some general location to some other general location. Having the chained portraits means not having to select your whole party after every time you loot a corpse or open a drawer etc.
Fix – movement should never happen or update outside of an actual movement command given.
Picking up items – animations
Looting the battlefield etc took a long time in DOS1 as the items would individually drop on the ground and every time you picked something up there would be an animation that occurred. This was changed in dos2 to where the items would remain on the bodies and in the bg3 gameplay this seems to happen as well. So, I will be looking for how picking up items will occur elsewhere, namely stealing silverware off tables. We see Gale pick up Astarion’s boots and the animation was subtle and probably 10 times faster than the dos2 animation.
Benefit – a pickup animation definitely adds to immersion, but having to do it 70 times in a row is one of those “does this translate to fun in a video games”
Fix – they scaled back how often it happened from dos1 to dos2 so we will see if they scaled it back further now for bg3. The one time we see it in the gameplay it was much faster than dos2, but we saw a table where everything on it was individualized
Glowing animation for every action – too much?
This one is obvious; we can see in the gameplay reveal that Shadowheart goes super Saiyan when she performs her dash action. We can see Astarion have a big blue puff of smoke or something happen when he performs his shove action and when he throws. Sven has been asked about this and they made the stylistic decision that they prefer the obvious graphical feedback that an action has been performed. How is this going to feel as a player if my rogue is hiding in the darkness and then starts glowing and emitting blue smoke puffs or he wants to throw a knife from the shadows and his hands start glowing blue.
Benefit – looks cool, obvious when an action has been performed
Fix – need to play the game to know if this is immersion breaking and should be toned down or not
Surfaces – the biggie
If you played dos1 or dos2 you know about surfaces. We saw several different kinds so my interest will be how long the surfaces last, how big are they etc etc. Sven turned a small puddle in to steam which lasted at least 2 minutes, long enough for him to show off the featherfall spell and then start the next battle. Depending on your builds in the dos games it could feel like every battle just turned in the same confusing mess of surfaces and chain reactions of explosions. There are obviously dnd rules that give certain times of how long a grease spell lasts, but what happens if I cast grease, then blow it up with fire, then create a steam cloud of smoke, then electrify the steam cloud etc etc. in the dos games with the AP system you could create many chain reactions quickly, it would take a lot more focus in bg3 since you have less individual actions per turn
Benefit – environmental interactions are obviously great when used properly
Fix – need to play the game to know how it is implemented, the puddle/steam that lasted forever might have just been hard coded there explicitly for demo purposes which is why it never went away
Hitboxes – weird to say that in a turn based rpg
If you played dos1 especially there were probably many times where you intended to click on someone to attack them, their character model moved, and you ended up running a circle around them and wasting your turn. In the dos games all characters had hitboxes. This means that you could zoom in/out and angle your camera in certain ways where as long as you could get your aim on even a fingertip of an enemy you could shoot/cast/attack someone that otherwise would have been out of range or behind a broken wall or the like. In dos1 there was a lot of idle movement, meaning the enemies might sway back and forth or even occasionally do flips. This added to the personality of enemies and made them life like, but added the potential for misclicks and should a player really be zooming in/out/around enemies to aim in an rpg? This was drastically cut back in dos2 but it was still present.
Benefit – biggesmaller enemies are easieharder to aim at behind cover, around corners etc
Fix – simplify it, the dnd rules allow for advantage/disadvantage. Instead of zooming in/out in order to aim at someone’s fingertip, allow clicking on an enemies portrait (which worked most of the time in dos) or anywhere in their circle and the game can decide if your view is obstructed or not. We see in the gameplay when Gimblebock is killing Shadowheart that it appears he is running back and forth between cover, so this might already be implemented.
Magic pockets – it’s just a game
This is common in a lot of games but there is often a distance limit. In the dos games I believe the only limit was a character could not be dead, meaning you could be 5 levels of a dungeon away and it still worked. In the bg3 video shadowheart is downed, but not dead yet when it is used. Sven also says “could bring his boots” when Gale and Astarion are in different locations meaning characters might have to at least be in the same location but it was more likely just a joke. In the dos games this meant you could have your packhorse character holding all your potions/grenades/scrolls and if they didn’t die you could just open their inventory to use things. There is an interview/review of bg3 out there that states: “A character threw a health potion at a party member in danger and, while the object did a small amount of damage when it hit, the potion itself doused the character and healed them.” This imo is god-tier role playing but we don’t know the context of why the injured person couldn’t just use magic pockets to use the potion themselves. It could be a way to use two potions in one turn or they were stunned etc.
Benefit – it’s just a game so this makes inventory management a lot more casual
Fix – does it need a fix? needing to move characters closer to each other to share an item and proper inventory management add to the difficulty of a game, magic pockets could be scaled with difficulty level
**I'm adding this one after watching the second gameplay again
The downed graphic - too opaque
in sven's video when shadowheart and gale are down there is not a lot of enemies or anyone close by so the big opaque graphic is not a big deal. in the second gameplay video a character is downed in a melee group of multiple enemies and the graphic clearly is blocking vision of things.
Benefit - Big, obvious reminder that you have someone close to death
Fix - drastically cut down the opaqueness, maybe create a different, smaller symbol when the down character is not being interacted with