Remove the Chateau Irenicus keys from inventory at the start of Chapter 1
Messi
Member Posts: 738
I got a very simple feature request remove the six Wand of ***** Keys from the inventory at the beginning of Chapter 1. This could done with the same trigger that moves Imoen's stuff to your inventory. I know they have their use, but it's very easy to miss it and keep them.
The reason I'm asking for this because if you are packrat like I am you save everything for later. Of course I know, that they don't have any use later on, but I imagine there are plenty of new players running around with those wands still clogging up their inventories.
The reason I'm asking for this because if you are packrat like I am you save everything for later. Of course I know, that they don't have any use later on, but I imagine there are plenty of new players running around with those wands still clogging up their inventories.
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Like eg. you started the dobbleganger freeing quest, but didn't finish it. Then when start chapter one that quest is automatically moved to the completed quests side, but you wouldn't get any reward for it. Just move the quest to completed, and add some approriate quest journal text referring to the fact that there's no way of going back to help now.
This would be a nice touch of polish in my opinion.
And if you're a completely new player who completely ignores when it tells you the description of the pedestals when you walk in the room, then they're an idiot and NEED to be punished because they're going to have a hard time later if they don't pay attention.
It's as good as saying play the game for me because I'm an idiot that can't make my own choices in life.
Roleplaying is as much about making choices as it is with dealing with the consequences of those choices.
And I honestly don't even know why this is a thing. If you missed the wands, drop them. They aren't immovable like the Portal key was.
Or if you'd like a compromise, have Arkanis Gath appear and instant kill the party if they take the keys outside of the dungeon, if they're soooo plot critical that they need special scripting to fix people's stupidity.
The point is, the game throws quite a lot items at you and before you know the game by heart it's highly likely, that you will have lots of items, where you don't know, if there will be a use later on or if you used it already. Actually, it would be quite reasonable too for some items, if you assumed that, although you needed it before, there could be another use for it later on. Many players, like me, will end up carrying around lots of useless stuff, that in the end only increases the tedium of item-management. So, I think, wishing for an ease-of-use functionality to reduce the item-management hassle isn't really that idiotic. Baldurs Gate isn't great because of but in spite of the item-management.
Actually I think, it's a job for a familiar, that could offer to clean up your bag and throw away all useless stuff.
If they carry around useless items, WELCOME TO DUNGEONS AND DRAGONS, where not everything you find is going to have a purpose or benefit or a benefit that due to inaction or merely overlooking has been lost.
You wanna also have them autoloot and be unlootable the sewer key while you're at it? Cause a idiot player might not pick it up and lose the hammer of thunderbolts/Crom Faeyr forever with no other possible way to open that door.
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DnD is about making choices. Sometimes you make the wrong choices. That's the game. Otherwise they might as well remove all your choices and just make a completely linear QTE fest from beginning to end, with zero consequences for failure aside from just losing a couple points at the end.
My point was, that I don't think it's too stupid if you want to avoid a task that doesn't require much intelligence, but resilience to tedium. He might be right about the 'laziness' though, although I feel a bit lazy already, when I'm playing a game instead of doing my work.
There are A LOT of items that can be rendered completely useless in BG that aren't removed, and there's certainly no safety nets to prevent you from losing certain items forever because you didn't explore enough or failed to pick something up, or dropped something that didn't seem important, or forgot something in a box until after the fact it would've been useful. And just like the pantaloons, there are several items that have zero immediate use but may have one sometime later.
And no, it's not tedious. It is text-book INSANITY. You knowingly would pick up keys you have no intention of using, and then are going to complain that the game doesn't remove them from your inventory for you because you refused to use them yourself despite knowing where they are used which is impossible to skip if you know it or just pay attention to the little text pop-up as you open the door.
Are you also suggesting removing the air elemental statuette? Some people might not go that way, and they'll have a useless statuette on their hands. Or how about they accidentally drop the acorns while reorganizing their inventories, now they can't finish the quest they've accepted. What if they decide to keep the genie's lamp for whatever reason?
And if you are a new player, it's your job to learn that you made a mistake and NEED to be punished for it, either by the mild annoyance of realizing you have some useless keys to drop or wasting inventory space keeping them without resolution until you eventually pay attention and realize it told you exactly where they were used.
This is why games are rotting peoples brains out these days. They are removing all your accountability for your own choices. It needs to be the other way around, and if you screw up, well, now you have a reason to replay it to see what you could've done differently.
2ndly...maybe they just WANT to keep those things? It's none of your business that they keep an item or don't or miss an opportunity. I'd be even more annoyed if I found some item I thought was neat and the game simply took it from me and is like, NOOOOOPE, you missed that chance, gonna remove it. It's YOUR choice if you want to drop them or not. There is zero reason to force that on someone else.
It only takes 1 or 2 playthroughes to realise where those keys are used...and then it becomes more a point of, do I want to even pick them up, not, hey it would be nice if the game made my choices for me.
And why these specific items. As mentioned there are a HELL of a lot of items a pack-rat will uselessly carry around besides just these, including several other items from this very dungeon if they, like with the wands, missed the area that was required or simply didn't want to finish the quest for whatever reason.
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Every choice the game makes for the player, the closer to a brain-less Diablo-clone it becomes.
That's a large part of the incredulity of why such a request would even exist.
I pretty much figured it wouldn't....but it does need to be stated regardless, since no opposition at all might actually get something like this accepted.
BG is limited enough as it is, and needs more freedom for player choices (within the constraints of the chosen system), not less, even if those choices are are wrong or won't have any effect.
That's what ultimately separates a roleplaying game from an action or adventure one.
Technically speaking, all RPG mean is "role-playing game." It's a game in which you play a role, which can have many different expressions.
Personally speaking, I hate when games waste my time. Micromanaging is not fun for me - I'd much prefer the game to deal with it, so that I can focus on the things I do find fun.
You WANT A ACTION GAME. Not an RPG....because an RPG requires you to make decisions for yourself.
You are literally wasting your time by playing an RPG, if you want the game to play itself for you, as you just said that's exactly want you want, because making decisions is a WASTE OF YOUR TIME, which you just said yourself.
Currently the only thing that separates RPGs from other genres is that you have the freedom to choose what you will and won't pick up or do. Everything that reduces and automates that makes the game less of an RPG. That is a FACT. Because something you don't choose isn't roleplaying. You aren't giving your own input on that character if the game does stuff for you. That isn't roleplaying.
I rest my case on the matter.
That could be a fun mod project, but has the dependency upon console variables being set for the relevant "quest" or use (which I don't think they always are).
New players might get confused by not reading some of the BG1 Iron Throne notes; but then, new players prolly wouldn't install the mod.
Multiple empty "closets" allow one to not only store, but SORT by item types
"... potions here, ammo here, weapons here..."
Kinda creepy.
unusable outside this plane and in certain dungeons.
There are places where inventory management is a key part of the game (the underdark, the main locales in TOTSC), but the majority really do nothing but burn up time to walk there and back... this item would be for the latter.
http://www.shsforums.net/topic/47668-w-packmule/
S'pose I could use the mod and set a self-rule to return to the Watcher's Keep before removing anything from its inventory...