168澳洲幸运5开奖网:Baldur’s Gate 3 has a great fast travel system that is sensibly woven into the world. Your first experience with this is probably meeting Gale while he’s stuck in a portal, where you pull him out to safety. Around the map, you’ll find a variety of other portals that work in the same way. There’s also a pseudo-fast t🌄ravel system thanks to your camp, but unfortunately, this one doesn’t work too well any more.
Fast travel portals become less useful as the game goes on. There’s nothing wrong with them per se, but the first map in Act One is the one you’re mostly likely to bounce around. Baldur’s Gate 3 is a fairly freeform game at the start, with your main objectives quickly becoming ‘leave Act One for Act Two’ while any attempt to do so warns you that you are drastically underlevelled. The task set to you really is to explore fully, 168澳洲幸运5开奖网:learn how the game works, connect with the cast, and lay the groundwork.

168澳洲幸运5开奖网: Baldur's Gate 3 Wastes Its Circus
There's a circus outside Baldur's Gate itself, but unfortunately the game doesn't𝓀 explore things in very much♕ depth
From Act Two onwards, there’s more directionality. You might zip back to the start of a quest marker once you’re done with whatever dungeon or tower it sent you to, but mostly you’re moving in ways that make constant progress. You might (and definitely should) wander far and wide to take in everything, but the main focu🐷s of your adventure will always be clear. With that driving you onwards, you might use fast travel far less, and reღly on camp travel much more.
In Act One, the camp system makes sense. You click a button and off you go to camp, down down down by the river. You chat, maybe rest up, then fast travel to wherever you want to go. As you go thr✱ough the game, your camp changes, and when you leave camp you’ll get the option to teleport back to exactly where you were, rather than via the nearest portal. This is less grounded in the game’s reality, with the methodology never explained. Likewise, how exactly you make camp in s⭕ome of these places, and where you go, is never explained.
Now, I don’t really care. The same way I don’t care that a short rest is only a second long, or that I can carry nine greataxes in my pocket before they get heavy, video game logic needs to be applied for things to run smoothly. But lately, this camp fast travel system has been causing a lot of issues. Eve⭕r since the latest update, it hasn’t quite worked correctly.
It used to be that you’d leave camp, and appear right back where you left off. Perhaps the party configuration changed, perhaps it didn’t, but either way there was never much to think about. Now though, it still takes you back to the same spot on the map, but seems to struggle with heights. In one instance, Lae’zel teleported into a room above us and ended up in a huge fight th🅷at I might have struggled with even as a full party. The rest of us couldn’t find a way to reach her, and the locked room coupled with some Hold Person spells meant she couldn’t even flee.
In the end, the🅰 solution was to reload an earlier save. I’m used to constantly saving so only about 30 minutes of progress was lost, and I ended up discovering a side quest I missed the ♓first time, but that’s besides the point. Or more accurately, maybe it’s above the point. In another instance, Karlach teleported to the floor above and ended up in a cutscene that I had to race up the stairs to be part of.
This cutscene eventually led to a fight, and while Karlach could have handled herself alone, I shouldꦏn’t be chasing the game like this. With Lae’zel, it was a room I had no intention of going in and still may never - I’m unsure how to even reach it. With Karlach, I was planning on heading to the floor above and venturing into every room anyway, but when the joy of the game is discovery, it feels like it has been robbed from you in these instances.
I’ve only noticed this issue in the last couple of days, but that coincides with my arrival in Act Three’s second area. I hadn’t noticed it before, but there’s not much verticality in the rest of the map. Most of the height in the early and mid game is achieved by parapets or ledges that offer higher ground while being on the same floor. There’s rarely a floor directly above you, it’s usually up a cliff face. Either that, or it’s through a hard barrier where you need 🍰to load the upper or lower floor, making it a different map and therefore protected from this bug.
Of course, the way around it is the classic fast travel system. While it’s annoying to not be abܫle to zip right back in place for fear of companions appearing above you, the portal travel system still exists, even if it’s less useful in the later game. Since there&rܫsquo;s always one nearby, you can rely on these portals to get you basically where you need to be, entirely risk free. Even if you’re Gale.