Larian Studios
Posted By: Kein General Feedback Thread - 17/12/13 07:01 PM
Subj.
Will be updated
Posted By: Kein Re: General Feedback Thread - 17/12/13 07:30 PM
Alright, first time it didn't start, second - crashed.

Looking for the issue right now.
Posted By: Chaotica Re: General Feedback Thread - 17/12/13 07:42 PM
in france we say "never 2 without a third one", good luck laugh
Posted By: EricB WoOS Re: General Feedback Thread - 17/12/13 07:58 PM
When I started a new game and went back to the menu, while in character creation, the game crashed.
Posted By: Kein Re: General Feedback Thread - 17/12/13 08:20 PM
Yep, that was mentioned.

I think I fixed my issue.
Posted By: Aramintai Re: General Feedback Thread - 17/12/13 08:41 PM
OK, feedback right off the bat:
The camera doesn't scroll down when the cursor is on the lower UI window where the skills and usable items are.
Edit: or scroll up, for that matter, when I'm in combat and the cursor is on the UI turns window.
Posted By: Kein Re: General Feedback Thread - 17/12/13 08:45 PM
Nope, it just stuck at loading and there is no log, nothing...

and finally go through.
Posted By: meme Re: General Feedback Thread - 17/12/13 08:48 PM
I had no issues creating characters and starting the game and finishing my first battle (win 7 64bit amd 7950). Is there a loot all command ?
-
I'm finding the controls a wee bit awkward; keep wanting to use the right button to move smile
-
Also not sure how to heal (no rest option) but level-ing did heal smile.
Posted By: Indira Weresheep Re: General Feedback Thread - 17/12/13 08:52 PM
A basic question here, but how do I talk to my companion or to anything else on-screen? Perhaps I can even talk to items in my inventory? Well, if so, how?
Posted By: Bittereinder Re: General Feedback Thread - 17/12/13 08:54 PM
Just played it for the last hour. Here are a couple of things I noticed, hope it's okay to post it here:

- The first time I talked to Scarlett as Roderick, she told me to sheathe my weapon. Are they supposed to say that to each other?

- It's often hard to scroll down because most of the bottom edge of your screen will usually not respond to your mouse. I suppose this has something to do with the presence of the skill bar, but it's a little annoying. Similarly, you can't scroll if your mouse is to the right of the minimap. This is less of a problem since it takes up a smaller area.

- I found a bunch of fish all swimming in exactly the same pattern, near the bridge with the two soldiers smile

- The Sergeant murdered me for taking an apple. It seems a little excessive, shouldn't he at least try to arrest me first?

- There are no descriptions for the status effects of the various types of consumables, even after you use them. I assume they will add this, though.

Been having fun, even though I forgot to quicksave and basically have to start over after being summarily executed for apple theft.

Posted By: Kein Re: General Feedback Thread - 17/12/13 09:00 PM
Quote
- The Sergeant murdered me for taking an apple. It seems a little excessive, shouldn't he at least try to arrest me first?

It was his favorite apple he was saving for lunch since morning. Really dude. No shame.
Posted By: Indira Weresheep Re: General Feedback Thread - 17/12/13 09:00 PM
Bittereinder: How did you make Scarlett talk to Roderick in the first place?
Posted By: Chaotica Re: General Feedback Thread - 17/12/13 09:01 PM
@Indira Weresheep, I think you can only talk to your companion when you are already talking to someone else and you can disagree or in any specific scripted situation
Posted By: Indira Weresheep Re: General Feedback Thread - 17/12/13 09:03 PM
Aha, that explains a lot! Like at those guards by the bridge? I get it. Can I examine selectable items on the ground, like getting a descriptive text? All I get is "door", "clam", "crate", etc.
Posted By: Chaotica Re: General Feedback Thread - 17/12/13 09:04 PM
Originally Posted by Kein
Quote
- The Sergeant murdered me for taking an apple. It seems a little excessive, shouldn't he at least try to arrest me first?

It was his favorite apple he was saving for lunch since morning. Really dude. No shame.


No, it is not overreacted, thieves MUST be punished !! hahahaha (don't worry he will pay back, Weresheep will avenge you eating all the apples in the town!!)
Posted By: Bittereinder Re: General Feedback Thread - 17/12/13 09:06 PM
Originally Posted by Indira Weresheep
Bittereinder: How did you make Scarlett talk to Roderick in the first place?


I think it was the first scripted conversation after you come across the body of the man who jumped off a cliff. She told me to put away my weapon when I clicked her, then the actual conversation started. I thought it was a little weird.
Posted By: Kein Re: General Feedback Thread - 17/12/13 09:06 PM
Okay, first thing I'm missing is item highlight key. Usually it is ALT/SHIFT.
Posted By: dwelfusius Re: General Feedback Thread - 17/12/13 09:14 PM
Originally Posted by Bittereinder

- The Sergeant murdered me for taking an apple. It seems a little excessive, shouldn't he at least try to arrest me first?


haha i laughed so hard laugh
I just got attacked by WHOLE village (people from like SUPER far, even the oxes ^^) because i MOVED a package laugh hilarious

few remarks
-barter window limited to person in use whilst activating (annoying with people you kill afterwards smile
-going down (by touching bottom of screen) is not really working (well)
-gold doesn't stack always
-windows don't close automatically when you are really far away from a barrel/chest/whatever -this could be intentional ofc-
Posted By: Kein Re: General Feedback Thread - 17/12/13 09:31 PM
Quote
-windows don't close automatically when you are really far away from a barrel/chest/whatever -this could be intentional ofc-

Also, pressing ESC always summons in-game menu and not closing currently open inventory/chest windows.
Posted By: Kein Re: General Feedback Thread - 17/12/13 09:47 PM
It runs surprisingly decent, btw, although upon minimizing game loads one core of my CPU to 100% but GPU is being unloaded as it should happen.
Posted By: Stabbey Re: General Feedback Thread - 17/12/13 09:52 PM
Originally Posted by Bittereinder
Just played it for the last hour. Here are a couple of things I noticed, hope it's okay to post it here:

- The first time I talked to Scarlett as Roderick, she told me to sheathe my weapon. Are they supposed to say that to each other?


If not for that, you would have simply attacked her, and friendly fire is on, so the answer is yes.

Quote

- There are no descriptions for the status effects of the various types of consumables, even after you use them. I assume they will add this, though.


Yeah, after you eat one and find out what it does, that description should be added to the item tooltip. There are so many items that memorizing what each one does is too much.
Posted By: ForkTong Re: General Feedback Thread - 17/12/13 10:00 PM
ALT does highlight items but not all items. I think food, weapons, armor, loot that is worth something, but not everything that is interactable because that would be too much.

Agree with description of what does what after trying. Have seen, however, that some things didn't have an effect while they should have.
Posted By: SniperHF Re: General Feedback Thread - 17/12/13 10:04 PM
Originally Posted by Kein
It runs surprisingly decent, btw, although upon minimizing game loads one core of my CPU to 100% but GPU is being unloaded as it should happen.


I've run into a few situations where my GPU utilization craters and my FPS drops to the 10s. But other then that it runs pretty good. Some of the menus are a bit laggy though.

This game is an item whores dream, or nightmare. I'm having to restrain myself from picking up everything that isn't bolted down ouch
Posted By: meme Re: General Feedback Thread - 17/12/13 10:06 PM
Is there a loot all key (pick up all items around you) ?


Originally Posted by ForkTong
ALT does highlight items but not all items. I think food, weapons, armor, loot that is worth something, but not everything that is interactable because that would be too much.

Agree with description of what does what after trying. Have seen, however, that some things didn't have an effect while they should have.
Posted By: henryv Re: General Feedback Thread - 17/12/13 10:17 PM
Originally Posted by meme
Is there a loot all key (pick up all items around you) ?


Originally Posted by ForkTong
ALT does highlight items but not all items. I think food, weapons, armor, loot that is worth something, but not everything that is interactable because that would be too much.

Agree with description of what does what after trying. Have seen, however, that some things didn't have an effect while they should have.


Or a hotkey on "take all" items when opening chest or barrels?? (we're that lazy :P)
Posted By: dwelfusius Re: General Feedback Thread - 17/12/13 10:17 PM
i am on the quest for fries..no luck so far smile
Must say I'm liking this balancing completely out of whack, getting murdered by a whole town because you move something gives a whole new meaning to the term nightmare difficulty ^^

OT:
-wouldn't it be more logical that when inventory is open and you change char (by clicking on main pic of that char) the according inventory would also open (with manual change option in char screen still there ofcourse) instead of..eh..not laugh
-attitude of trader doesn't go up when i offer him free stuff, what's the threshold+?I gave him like 100g of stuff but still -10 opa

and have afformentioned hotkeys +
a hotkey to send something to your partner..I'm not a granny of 70yrs old smile I use my keyboard to be fast smile

cheer just had my first crash,minor issue, i can't seem to send crash report, it just says cancelled :s hmm, i was so looking forward to it horsey
Posted By: Kein Re: General Feedback Thread - 17/12/13 10:18 PM
Originally Posted by ForkTong
ALT does highlight items but not all items. I think food, weapons, armor, loot that is worth something, but not everything that is interactable because that would be too much.

Would be nice to have the ability to highlight EVERYTHING in full version.

Has anyone managed to use health potion? I have 2 medium ones from the start but i can't use them from inventory and if I try to put them into quickslot an then use - they disappear and transform into LARGE potion. Shortly afterwards game crashes with 100% success.

Also, if you agree to go with these 2 legionaries instead of fighting - the first encounter makes them to forget to follow/escort you.
Posted By: Trance Re: General Feedback Thread - 17/12/13 10:22 PM
The Game looks very nice. i especially like the Spellcasting Animations.
On my i7 930 with a Geforce 660 Ti i have a Framerate of around 45-50 with all settings maxed @1920x1200. For this kind of game it is fine and very playable.

I only played a little bit but the Combat so far is very good aswell. I love turn based games! I picked a Mage and Ranger combo and so far it's very fun. Freezing, burning, charming and multishotting enemies, i love it!


A few bugs i encountered:
The Audio settings do nothing. None of the sliders change any ingame Audio at all which is unfortunate because the ambient sounds are quite annoyingly loud.
There is also no music ingame and Spells also have no Sound. Not sure if thats a bug tho since i did read that audio and music wasn't fully implemented yet.


What i would like to have:
-A indicator for skills with a Area of Effect so you can easily see the radius/cone of the skill/spell you use.
-maybe the ability to zoom out a little more so you have a better view, especially in combat.
-make all items highlightable with Alt, like crates etc.


So far im positively surprised about the game. I really like the combat system and the game looks great.
Posted By: ForkTong Re: General Feedback Thread - 17/12/13 10:33 PM
Right click to use potions.

The soldiers that escort you see the orcs and run away. They should say this.

Audio is not finished, music is not in, volume sliders don't work.. Yep, welcome to alpha wink
Posted By: Kein Re: General Feedback Thread - 17/12/13 10:34 PM
Right click does nothing.
Posted By: Raptor 2101 Re: General Feedback Thread - 17/12/13 10:36 PM
First impression: nice looking game at 2560*1440. Graphic looks realy nice. Ingame the framerates are fine (all @maximum).

Gameplay so fare (first fights and some dialogs done) is realy cool.

One thing confused me a little at the first time: The Ordering how you have "use" your characters are fixed (i think caused of the drop in Multiplayer-option?) and i searched for a "Switch to scarlett button... maybe some hint during the tutorial would be nice. Additionaly some highlightning, witch character is the active one would be nice. I missed several times that one of my characters are "in turn" and waited some seconds till i recognized my mistake wink

Sorry for me: tomorow i have to leave for holidays and my long test run hast to wait till december 28... *gnaaaaaaa* Give me some sheep to kill ....
Posted By: Hellmet Re: General Feedback Thread - 17/12/13 10:41 PM
On my win8.1, amd phenom 2 4x 3.7ghz, gtx670 the game pretty much tanks in performance. When lots on screen it slows down a lot.
Posted By: dwelfusius Re: General Feedback Thread - 17/12/13 10:45 PM
[s][/s]8.1,4ghz i5,gts250 no worries here

and oh yeah

-in trade window autobalancing doesn't work when you have more money than you should have in your side of the screen
- and don't know if bug or just not implemented yet but sorting tabs are not working
-item cobo feels "sluggish" while i have no other performance issues afaik with the game

OH YEAH, FORGOT TO SAY smile awesome to be playing this, all critisism comes from a warm and loving place thankyou
Posted By: meme Re: General Feedback Thread - 17/12/13 10:49 PM
I'm pretty sure there is a loot all key because I *think* i saw them use it after a large kill; anyone have a hint what it is (perhaps loot all is wrong term; pick up all on ground ?)???
--
Also a comment (suggestion) - on things like boxes; if you've opened them they should stay open (unless explicitly closed) so you know that you have already looted them...
Posted By: Timeraider Re: General Feedback Thread - 17/12/13 10:55 PM
Ive got quite the gaming laptop and for example Dragon Commander runs amazingly well, even in dragon form (same engine so im allowed to compare ;D) but well.. i mean.. original sin doesnt run bad, still runs at like 50 fps with highest possible settings and everything on, but so does Assassins Creed Black Flag.. and there is no reason why a game with that kind of graphics, physics, open world and still be badle optimised due to it being a port should run better then original sin laugh

I did have a problem where i attacked the cows in Cyseal and after spending all my action points with my female character, it didnt switch to my male character.. it just kinda froze up and forced me to flee the battle because the wait button etc. didnt work :P (the villages trying to attack me must have been like "wait.. why is he standing still... mommy.. im scared.. what is he doing...wait.. where did he go?"

i do feel you should have more options atsome situations... some problems can really be solved at 1 way or sometimes 2 :P

Aside from that its been going amazing, love how the combat works, the dialogue options are nice and i simply CANNOT wait till more spells and more character customisation (the character creation screen looks very promising) and more of everything XD

Till now i do have to say that it surely needs some alpha testing, but the basics are already just amazing.

Coming posts i will make will probably be bug reports and feedback posts... thisis the first alpha/beta/early acces game that i played that i actually want to get involved with trying to get stuff fixed

p.s. my rig is a custom made gaming laptop with an overclocked gtx680m - 4 gb dedicated memory, 3.4-3.7 ghz i7 quadcore and 16gb ram 1600 mhz and ofcourse all tweaked out for the bets gaming experience (done both game design as well as doing IT atm as university level courses so no worries about any stuff interfering with the performance XD) and ofc. running windows 7 64-bit (sorry people who love windows 8, no way to convince me :D)
Posted By: Kein Re: General Feedback Thread - 17/12/13 11:03 PM
For some reason the doors on the map (discovered map) marked only when you close enough to the house, but once you move away they disappear which makes navigation a bit hard.
Posted By: meme Re: General Feedback Thread - 17/12/13 11:09 PM
Does anyone know how to level up ? I have a up arrow on my characters; I saw that i had anew talent point and I used it but hte up arrows remain - do I need t do something else to clear those ?
Posted By: Kein Re: General Feedback Thread - 17/12/13 11:20 PM
Open inventory window, it is merged with character window.
Posted By: meme Re: General Feedback Thread - 17/12/13 11:22 PM
Sigh I found a sheep that tells you to eat pork not mutton frown
Posted By: meme Re: General Feedback Thread - 17/12/13 11:23 PM
Yes I did that and I found that i could add a talent point but as I noted adding the talent point did not clear the up arrow so is there something else I need to do ?

Sigh I see I have talents point too for some reason I thought the 8 was a 0 frown



Originally Posted by Kein
Open inventory window, it is merged with character window.
Posted By: Loxorz Re: General Feedback Thread - 17/12/13 11:36 PM
Here's the feedback from my first play-session. Please note that I am only really including my perceived problems with the game rather than its good points, since I think that is more beneficial at this early stage. So, if this post seems rather negative overall it doesn't necessarily mean that I do not like the game. I would also like to take this chance to thank the folks at Larian for giving us the chance to play D:OS at this early point in development and give constructive feedback that will hopefully help this game reach its full potential.

Play Session 1 (17/12/2013)

Bugs:

World

* Moving the camera is difficult and jerky with the mouse - arrow keys seem to work better.
* Moving the camera to the edge of a piece of accessible terrain produces weird cross-sections of that piece of terrain.
* PCs are to see past terrain that they shouldn't be able to see past (i.e. solid, high walls), allowing for forewarning of enemies, spellcasting (e.g. teleporting), etc.
* Able to see that a crate is empty before one of the PCs actually checks it.

Combat

* Charmed enemies surviving until the end of a combat session start a new combat session, so that all the character's action points return and order of combatant priority is re-rolled - could be exploitable to allow player to go again and kill the previously charmed enemy when it should have been its turn to attack if the combat hadn't ended.

Balance (not expected to be correct)

* Player characters created with increased hp values start game with the default 10hp rather than their maximum available hp (e.g. when taking more then 5 constitution).


Other problems/Suggestions:

Design

* Stilettos/high-heels on female protagonist's boots. This is silly & impractical (very much immersion breaking) - high-heeled female adventurers is one of my personal pet-peeves when it comes to RPG character design.

EDIT: I imagine that most of these things are probably well known to the Devs - unfortunately I didn't have much time to do a detailed play-session today...

EDIT EDIT: It was a crate, not a barrel, that I could somehow tell was empty. Not sure if barrels have the same problem...
Posted By: Kein Re: General Feedback Thread - 17/12/13 11:36 PM
Some items have weird requirements:
[Linked Image]

And I was able to open this chest without Telekinesis:
[Linked Image]
Posted By: SubZoey Re: General Feedback Thread - 17/12/13 11:47 PM
Loxorz, try holding down the left mouse button to control your characters and see if it helps with the camera at all.
Posted By: Loxorz Re: General Feedback Thread - 18/12/13 12:03 AM
Originally Posted by SubZoey
Loxorz, try holding down the left mouse button to control your characters and see if it helps with the camera at all.


I'll give this a try when I next get time to play again - I was trying to move the camera independently of the PCs, although now that I think of it, it doesn't make sense that you should be able to see beyond what your PCs are able to see at any given time, so the camera control method that you suggest is probably the intended one.

I also recall that there was a tooltip about this when I started a new game, but I may have accidentally skipped it... :\
Posted By: Robrecht Re: General Feedback Thread - 18/12/13 12:09 AM
Originally Posted by Aramintai
OK, feedback right off the bat:
The camera doesn't scroll down when the cursor is on the lower UI window where the skills and usable items are.
Edit: or scroll up, for that matter, when I'm in combat and the cursor is on the UI turns window.


This is intended behavior, because when you are selecting things in these bars, accidental scrolling would be annoying. Nevertheless I had the same remark when playtesting last Thursday. hehe
Posted By: Hellmet Re: General Feedback Thread - 18/12/13 12:28 AM
If you disable shadows in graphicSettings.lsx you gain 20+ fps and if you disable TextureStreamingEnabled in the same file you get way smoother screen scrolling.

Devs might want to check why TextureStreamingEnabled kills the smooth scrolling and maybe add a shadows on or off in the game settings.
Posted By: Kein Re: General Feedback Thread - 18/12/13 01:13 AM
Game itself is actually quite stable, no giant memory leaks or shader errors. It only crashes whenyou try to do something unimplemented, like crafting or mixing.


Originally Posted by ForkTong
The owners didn't complain? think

Noticed that property isn't flagged anymore after loading a game so that could explain that.


it applies to door only? Because after loading a savegame all the items in the house marked as owned by someone else.

But there is another problem:
[Linked Image]

if you move the object from its initial position and then save game andthen reload - objects will disappear.
Posted By: Kein Re: General Feedback Thread - 18/12/13 01:49 AM
Another issues with savegame loading:

1. All discovered map is undiscovered again
2. Fog of war is back as well.
3. Chests/crates/barrels/etc you searched do not remember their state and appears to be restocked so you can exploit it.
Posted By: Windemere Re: General Feedback Thread - 18/12/13 02:19 AM
Bugs:

1. I need to re-apply the "filter completed quests" quest log option repeatedly in order for completed quests not to be shown. It seems like any new quests added to the log refresh the list but don't apply the filter.

2. When the conversation options get long (say, 8-10 responses or more), sometimes you can't scroll down far enough to get the last option until you pick one of the visible ones. For instance, if there are 10 possible conversation options, you might be able to scroll down and get the ninth to show, but number 10 won't show until you click 9.

3. Character screen crash and map not persisting after area transition and loading saved games, as has been reported a number of times already.


General Feedback / Quality of Life:

1. First, thank you! It's great to start playing this and I can see already the great potential the game has. I understand fully this is an alpha, so take these QoL points with a grain of salt, I know they could already be slated to change.

2. I could not find a way to clear a UI quickslot once something was put in there. I would like to be able to make it blank again.

3. Player movement speed could be a little faster in my opinion. At the very least, I would like not to have to position my mouse so far away from characters in order to make them run versus walk.

4. It would be nice to have a chat log somewhere in the UI where you could go back and see what people said, especially with floating text messages. There were a couple of times where the inventory screen blocked the floating text that happened as a result of using an item (for instance, digging up the grave of Jake). Either that, or make the text last a little longer because I definitely missed a few floating text messages, which was disappointing.

5. Rotating objects is rather mechanically awkward with left mouse drag + wheel button. It would be a lot easier with the right mouse button to drag if we are going to use the wheel.

6. Please let us camera zoom during convos. I usually zoom out while playing but if a convo starts I like to zoom in a bit to see the person with whom I am talking. You can rotate the camera but can't zoom.

7. Seems kind of easy to aggro people. One mis-click with control and you have a blood bath on your hands. In fact, I started a fight one time simply by moving a crate too close to someone and apparently that was a hostile action. I'm going to have to be reaaally pedantic about saving frequently with the ease in which I can turn people hostile.

Posted By: StSloth Re: General Feedback Thread - 18/12/13 02:45 AM
Ring bug:
Cannot equip a second ring on either character.
The left ring slot works, the right ring slot cannot be equipped to.

Posted By: Kein Re: General Feedback Thread - 18/12/13 03:12 AM
Originally Posted by Kein
Originally Posted by ForkTong
ALT does highlight items but not all items. I think food, weapons, armor, loot that is worth something, but not everything that is interactable because that would be too much.

Would be nice to have the ability to highlight EVERYTHING in full version.


CORRECTION: all items you can pick up.
Posted By: Stabbey Re: General Feedback Thread - 18/12/13 04:06 AM
1. I am sure this is in the works, but the teleporter pyramids really need a "drop and use" and/or a "use while on the ground" functionality. If you can only teleport to the other person, it eliminates a lot of their convenience.

2. I also would like slightly faster movement speed. I do understand that it is hard to do because run speed is tied into the animation. This might be in part a performance issue, and better performance will increase the running speed. I think I've noticed a difference in run speed between click once to send a character versus holding the button down to move the character (this seems slower than one-click).

3. An item that an enemy dropped fell through the world as I was picking up another nearby item. If it helps, the spot was at x:99, y:170.

4. Scared Soldiers:
I investigated hte ligth house, then told them to check it for themselves. They did and ran back screaming, and they both ran off a cliff, which I guess was their despawn point.


5. The higher AP and turn costs are a definite improvement, and make normal attacks more useful.

6. I thought it was supposed to be that all XP in combat is split equally between party members, but it seems like only the one who lands the killing blow gets it? Or maybe they both have to at least land one hit on it to get XP from the kill?

7. The trap is too easy to detect, and bypass at location:
X:74 Y:228


8. The undead-infested zone in the north is too empty. There are 9 encounters total, including two
quest-only spawns
, and large gaps where there is nothing of interest. I guess that area is supposed to be a warm-up, but I found all the encounters to be very easy.

9. The Undead Bombers now properly detonate, but I'm not sure that they actually do much damage. What are other people's thoughts on this? EDIT: Okay, they seem to do about 9 damage, which is a lot for a level 1/2 player.

10. It does not appear that extra damage for attacks done from Sneak is implemented. Even performing several successful attacks while sneaking doesn't seem to affect the base damage of the attack.

11. When spells/abilities tooltips say "not enough X skill", instead they should probably say "Requires X skill: <number>". That is more useful information.

12. I'd like to be able to read books without picking them up - especially when books are owned by someone. (This doesn't apply to spellbooks and scrolls, obviously.)

13. Things in the bathing woman's house aren't flagged as her property. She doesn't care if you take her soap. Is this deliberate?
Posted By: Kein Re: General Feedback Thread - 18/12/13 05:46 AM
NPC can see through wall of barrels or crates.
Posted By: Kaya86 Re: General Feedback Thread - 18/12/13 06:28 AM
I killed a men by accidently letting a box fall on his head. Then the whole village attacked us.
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 06:52 AM
Another big thank you for letting us play the alpha build in the first place! smile

I don't have many new issues this far. Rather, I'd like to underline a few that others already have mentioned, as I personally think they are important at this stage:
-Your PCs move to slow and seem sluggish to react and do their stuff
-Camera zooms during convos seem very fitting and something this game need
-Containers that have been opened should stay graphically open
-A mouse over message or some colour when highlighting items with ALT should reveal if a looted container is completely empty now
-Aggroing people should be made slightly harder. I don't know exactly how, but it's very easy and then the entire community faction goes pitchforks and torches on you, hehe
-Levelling up should be made more straight on. In most games, you have a distinct shortcut button you press in order to start the process. But here, just in Divine Divinity, you see a distinct arrow that reminds you should level up, but it doesn't lead you to the where and what of that levelling process. I think a bit more handholding in that regard is in place for once
Posted By: Eldiora Re: General Feedback Thread - 18/12/13 07:31 AM
So far I am really enjoying playing D:OS, playing around with the elements on my mages is really awesome. Setting things on fire, electrocuting stuff.

I think the ice elemental might be a bit too overpowered? His normal attack does 100+ damage on my level 3 characters where my fighter only hits for 8-10'ish.

Keep up the good work, I personally like the "not as much handholding" in this game. Sure sometimes I really feel lost but that makes the game more interesting for me because I can choose a crapload of handhold games out there but they are oh so boring.

I miss the no handholding games like Baldurs Gate etc where you actually had to figure out how quests and stuff worked. Makes for a better game experience in my opinion. (I personally hate it when you accept a quest, then there is that huge marker on the map with a quictravel point next to it and you kill your questthign and are done and fast travel back)
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 07:34 AM
Eldiora: Yeah, that handholding is the worst. I love to do all that delving and exploring on my own without any exclamation marks and magically lit markers along the floors showing you the dragon's den and the treasure and all they way to the end.
Posted By: Fiach Re: General Feedback Thread - 18/12/13 08:13 AM
If you disable shadows in graphicSettings.lsx you gain 20+ fps and if you disable TextureStreamingEnabled in the same file you get way smoother screen scrolling.

Devs might want to check why TextureStreamingEnabled kills the smooth scrolling and maybe add a shadows on or off in the game settings.

Where are these files please as the camera is driving me nuts. Thanks for any help smile
Posted By: Bourne Re: General Feedback Thread - 18/12/13 08:27 AM
I can't carry more than 199 gold. Anyone else having the same problem?
Posted By: Fiach Re: General Feedback Thread - 18/12/13 09:38 AM
Dunno if this is working as intended, but when you fight the crabs at the start, the AoE spells just stay around after the fight, you cannot progress without injury, if this is the way it's supposed to work and that will continue throughout the game, I cant see my self playing any further.

Posted By: corwin Re: General Feedback Thread - 18/12/13 10:17 AM
Originally Posted by Bourne
I can't carry more than 199 gold. Anyone else having the same problem?


No, I have carried and spent several hundred gold, so there's something strange happening there for you.
Posted By: Bittereinder Re: General Feedback Thread - 18/12/13 10:31 AM
I played for a couple of hours this morning and here are some other issues I've encountered:

- Graphical weirdness once you start getting out of bounds. The way the textures and the sea interact at the edge of the game world is rather odd-looking:

[Linked Image]

If you keep scrolling, you will end up in an endless grey void interspersed with what I assume to be game assets:

[Linked Image]

This is only a 'problem' if you go out of your way to scroll past the edge of the world, and I assume Larian will end up making that impossible to do in the first place.

- At one point while (quick)loading, the game told me I would 'loose' all my unsaved progress.

- Not only does the use of Teleportation not turn neutrals hostile, as reported by others, it doesn't even provoke hostile creatures. I used it on one of the crabs while out of aggro range, and nothing happened.

- Teleportation seems to trivialize locked doors and make lockpicking unnecessary. I also don't know how I'm even supposed to lockpick, though this might be my own fault.

- Skills: Quickwitted seems like a no-brainer for any character, and some of the skills seem vastly more useful than others. It is also not clear to me what the difference is between Fleetfooted and Rosycheeked. According to their descriptions, they both increase your AP.

- The animation of running NPC's looks rather goofy because they flail their arms around a little too much. smile

- The use of Whirlwind can cause your character to end up on the same spot as an enemy NPC, making them clip through each other.

- I saw this line during some flavor dialogue between two of the NPC guards at the Warehouse: 'if there are no thieves, why would be guarding this place'. The word 'we' seems to be missing.

- At one point during your conversation with Aereus, he says 'are spoiling for a fight, hunter'? 'You' is missing.

- In my second playthrough where I left the drunken soldiers alive, the character model of the legionnaire running back to check on them disappeared as he approached the bridge. I haven't tried to replicate this, so I don't know if it's a recurring bug.

- I have framerate drops and stutters from time to time, especially near the Market and the King Crab Tavern. I don't know what the trigger is, but I don't think it has anything to do with my rig. The refresh rate also seems off.

Other than the framerate issue, the alpha has been completely stable for me from a technical point of view. The pathfinding is also really good already.

The main interface issues for me right now have already been mentioned; it's the fog of war constantly resetting and new completed quests not automatically being filtered. I'm having a lot of fun, but I think I'm going to wait until they patch this before I continue playing.

Posted By: dwelfusius Re: General Feedback Thread - 18/12/13 11:29 AM
Originally Posted by Indira Weresheep
Eldiora: Yeah, that handholding is the worst. I love to do all that delving and exploring on my own without any exclamation marks and magically lit markers along the floors showing you the dragon's den and the treasure and all they way to the end.


same here,i have yet to feel utterly lost so I don't think more handholding should be applied smile don't think larian is a fan of that either
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 11:34 AM
Bittereinder: Nice feedback! Thank you.

I have played an hour more, doing everything weird and being through in interacting with all containers and movable objects. It has been surprisingly stable for an early alpha so far. Even without music and a few question marks for missing graphics for items, it has been a very moody RPG experience.

I have been set on destroying doors, chests and even a palisade set in a creek, and they do succumb to myself after a while. However, all the values of resistance etc are all question marks, so I don't know why I succeed. I just see the hp bar for the object slowly shrinking as I kick the object, dealing like 3-6 damage per stomp depending on object and character. Unfortunately, the damage done to an object seems boringly stable. It's always the same, like 3, 3, 3, 3... I'd like to see randomly generated damage and even crits while you kick away at something. And speaking of that creek palisade, it didn't make any sense. Since, when I destroyed it, I could still not walk up the creek after having removed it.

Also, I'll continue to discuss the problem with damaging friendlies or neutrals in combat and out of combat. I think the solution is to have a pop up or something warning that this action will damage this faction before we execute an attack - at least something along the lines of that red hand showing up when you steal something.

On an unrelated note: Can you use a fishing rod? I tried, but it didn't let me.
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 11:38 AM
dwelf: Indeed! smile However, I hope that you agree that a faster and easier way to level up via some shortcut button wouldn't be too much handholding? I had the same problem playing Divine Divinity. I wished that they just let you jump right to the stuff being levelled up if you pressed on the level up-arrow on the character portraits, for instance.

Furthermore, wouldn't it be nice if R and S didn't level up in sync? So far, they have done so. I'd much rather see them gaining experience each on their own individual accord.
Posted By: theBlackDragon Re: General Feedback Thread - 18/12/13 12:23 PM
Originally Posted by Loxorz
Design

* Stilettos/high-heels on female protagonist's boots. This is silly & impractical (very much immersion breaking) - high-heeled female adventurers is one of my personal pet-peeves when it comes to RPG character design.


Ugh, you're not alone, I despise this.

Tried to play a bit on my laptop (Intel GPU), game insisted on "very low" settings. All I can say is I rather *not* play than stare at that pixelfest. "Very low" settings look worse than many a game from the nineties (and no, for once I'm not using hyperbole). If I remember I'll make a screenshot this evening.

I'll try increasing the settings and seeing how that goes, should theoretically be possible to play on high or max settings as I can do so in X-COM, but I'd say this needs some work.
Posted By: Bittereinder Re: General Feedback Thread - 18/12/13 12:24 PM
Originally Posted by Indira Weresheep
Furthermore, wouldn't it be nice if R and S didn't level up in sync? So far, they have done so. I'd much rather see them gaining experience each on their own individual accord.


My characters didn't level up at the same time. As far as I can tell, XP in combat goes to the character that gets in the killing blow. That's a little annoying in fights where you have NPC allies, because your party could potentially not get any XP at all.
Posted By: Stabbey Re: General Feedback Thread - 18/12/13 12:27 PM
Originally Posted by Fiach
Dunno if this is working as intended, but when you fight the crabs at the start, the AoE spells just stay around after the fight, you cannot progress without injury, if this is the way it's supposed to work and that will continue throughout the game, I cant see my self playing any further.



Oh, just walk it off, you kitty. Yes, AoE spells hurt you as well! That's an important lesson to learn, and be glad to be learning it so early and taking only minor damage.


Originally Posted by Bittereinder
I played for a couple of hours this morning and here are some other issues I've encountered:

- Graphical weirdness once you start getting out of bounds. The way the textures and the sea interact at the edge of the game world is rather odd-looking:

If you keep scrolling, you will end up in an endless grey void interspersed with what I assume to be game assets:

This is only a 'problem' if you go out of your way to scroll past the edge of the world, and I assume Larian will end up making that impossible to do in the first place.



Those look like the basements and other below-ground areas. Yes, you should not be able to scroll far enough to see those things, either there or on the map. I assume it'll get fixed as well.

Quote
- Skills: Quickwitted seems like a no-brainer for any character, and some of the skills seem vastly more useful than others. It is also not clear to me what the difference is between Fleetfooted and Rosycheeked. According to their descriptions, they both increase your AP.


They both do.

Posted By: Stabbey Suggestion: The Source Hunter’s Manual - 18/12/13 12:35 PM
Your characters are Source Hunters, here to investigate possible Source magic...

The issue is that it isn’t obvious or clear what source magic is, why it’s bad, what the difference is between Source magic and normal magic, and how to detect clear signs of Source magic.

I have an idea for imparting that information to the player, without forcing them to sit through a lengthy explanation by an NPC. Simply have both characters start out with a book about Source Magic. “The Source Hunters manual”, if you will. They’re both level 1, so they’re clearly new at this, and the book will be there to sift through – or not – at their leisure. Maybe have another copy in the Homestead’s library. That way, the players can go to the crime scene, check the book and see that sure enough, the signs that the book lists as tell-tale indicators of source magic are indeed present.

One thing that is unclear is why should people use highly illegal Source magic when good-old fashioned regular magic seems like it works just fine. I think I know the reason, but one line in the source hunter book would explain it (feel free to use/rewrite this): “Normally it takes years of training attuning the mind to the world’s natural energies, before one can cast even the slightest cantrip of normal magic. What makes Source magic so insidious and dangerous is that it lets even those who are magically uninclined able to cast powerful spells. This makes it quite tempting for those of unpleasant disposition, who tend to naturally be weeded out of a normal wizard academy.

Depending on how much lore is there, that might make for a long book, though. (If so, maybe the first page could be a table of contents?)

Posted By: Windemere Re: General Feedback Thread - 18/12/13 12:36 PM
Originally Posted by Bittereinder

My characters didn't level up at the same time. As far as I can tell, XP in combat goes to the character that gets in the killing blow. That's a little annoying in fights where you have NPC allies, because your party could potentially not get any XP at all.


Yes, if that is true, I think the penalty is a bit too steep. While I'm open to the idea in general for rewarding XP based on individual efforts, it may have to be more nuanced than giving XP only to the lucky one getting the killing blow. Perhaps rewarding XP based on percentage of health taken down on the kill by each character, although that still penalizes any build that is not purely offensively based (e.g., a melee character decked out with defense to be a shield for the party).
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 12:41 PM
I've just levelled up twice, so hopefully they get individual xp then. Great!
But yeah, xp to the one doing the killing blow seems lame and "unrealistic" somehow. Perhaps the number of Action Points used per encounter could do the trick?
Posted By: meme Re: General Feedback Thread - 18/12/13 12:48 PM
Yea I think I mentioned this in another thread; also those are not the only AOE spells that seem to hang around forever (ever across saves). Er I mean that is not the only location - had another fight somewhere else with the same issue.

Originally Posted by Fiach
Dunno if this is working as intended, but when you fight the crabs at the start, the AoE spells just stay around after the fight, you cannot progress without injury, if this is the way it's supposed to work and that will continue throughout the game, I cant see my self playing any further.

Posted By: lordsummerisle Re: General Feedback Thread - 18/12/13 01:09 PM
My framerate on ultimate was at a nice and stead 60-70 (though I think my gtx 680 should push these graphics at 100+ regularly), but when I got to the fountain with the chicken posing for a portrait.......the framerate plunged to around 17. Will try disabling different graphic options to find out what might be causing it. Probably shadows.
Posted By: X-tasy Re: General Feedback Thread - 18/12/13 01:15 PM
Okay for Ranger and magician walkthrough ( contains spoilers)
I have played 7 hours so far and managed to solve the murder and to kill the big orc and i have to say its very fun to play
- the design of scarlett/roderick/arhu and some else is awesome
- there are good crossbows in the game, dont know why but i love crossbows in games
- the poisonus/static/burning cloud is very fun
- the whole magic system is really cool
- the air summons look cool
- you can roleplay both characters in different ways
- the watcher statues are really funny same goes for bellegar
- a perk/skill can totally change the way to solve quest
- many funny strategys possible like dropping the bomber on enemy mages usw
- freedom in character progression
- only one crash so far

but now negative points
- the telekinesis/ teleportation is too overpowered - solves every puzzle in seconds.
- the fights are far to easy. (Maybe i( or range/magiciancombo) am so good but i think i used in 7 hours about 3 healthpotions and 2 apples and maybe 5-6 times the healingspell
- arhu is a joke to fight, i killed him with one multishot
- i dont find a lot of ranger/warrior skillbooks to buy but a lot of mages
- i couldnt go the shelter beyond time and space after i went there saved there and then loaded the game and left the shelter. than i could never go back
- no sounds frown
- some things dont work properly- like a cute attacked me and i killed him and then the next cute dog turned into a zombie dog
- the control device for arhus machine did nothing( maybe i was too far away but i just killed it)
- magic does too much damage
- there is one soldier you cant kill because he absorbs all dmg, it is the one who is training with the other
- bellagar does not look like bellegar from div2 (but still funny as heck)
- if you have luck and find a really good weapon it is even more easier
- All amuletts and rings need at least 6 int- even the ones with sneak usw on it
- Enemy mages do mostly nothing

So i know a lot of these things are already in this thread but these are the things i remember now.
Posted By: Stabbey Re: General Feedback Thread - 18/12/13 01:39 PM
Originally Posted by X-tasy

but now negative points
- the telekinesis/ teleportation is too overpowered - solves every puzzle in seconds.
- the fights are far to easy. (Maybe i( or range/magiciancombo) am so good but i think i used in 7 hours about 3 healthpotions and 2 apples and maybe 5-6 times the healingspell
- arhu is a joke to fight, i killed him with one multishot


Agreed.

Maybe Telekinesis should be disabled unless you specifically spend 1 point in the Telekinesis skill, instead of being free with 6+ Int.

The fights - at least the below-level-5 encounters - are definitely far too easy (if you're at about the right level).

Quote
- no sounds frown
- some things dont work properly- like a cute attacked me and i killed him and then the next cute dog turned into a zombie dog


There should be sound for some things (not all things). The "cute dogs" are an enemy encounter, but yeah, the cute dogs shouldn't turn hostile and transform until you're up close to them.


Quote
- Enemy mages do mostly nothing


They could be more dangerous, given how powerful your own magic is.
Posted By: Hellmet Re: General Feedback Thread - 18/12/13 01:55 PM
Originally Posted by Fiach
If you disable shadows in graphicSettings.lsx you gain 20+ fps and if you disable TextureStreamingEnabled in the same file you get way smoother screen scrolling.

Devs might want to check why TextureStreamingEnabled kills the smooth scrolling and maybe add a shadows on or off in the game settings.

Where are these files please as the camera is driving me nuts. Thanks for any help smile


It's in C:\users\"you're pc" do a file search in there.
Posted By: EricB WoOS Re: General Feedback Thread - 18/12/13 02:04 PM
Per request my overview whicht I've posted in a seperate thread.

Character creation
- If you go back to the menu in the creation screen, the game crashes.
- Maybe this was me, but for the life of me I couldn't figure out where the skills where located. So I couldn't choose starting skills, something I would expect when there is a custom option.
- Some talents give clear %, others just a vague indication of what they do. This makes it really hard to decide which one is the better option, or suits you better.
- Quick-witted, the talent which gives 10 % more xp, seems a must-take in a game where the enemies are finite. Talents that everyone should take are generally better avoided in a game.
- Fleetfooted and Rosy Cheeks appear to be the same in their description.
- When I chose the talent which increased my overall health, I didn't start with full health.

General impressions and gameplay encounters
- When I shoot a fireball in a pond with fish, the water evaporates, but the fish keep swimming on the sand.
- I killed the two starting legonaires and the orcs on the beach. The legonaires whom I saved actually had a bad attitude towards me, even though they didn't see me kill the other two.
- The map resets everytime I load a game or go upstairs or downstairs in some areas, meaning I have to explore everything again.
- When I go up or down stairs/hatches etc., the other character teleports to a seemingly random spot in my vicinity instead of following me.
- I found a lot of the same items. (In my case maybe a dozen of the same amulet.)
- Amulets and ring can be sold for a substantial higher amount than weapons and the like. Even rings without any stats could be sold for over a 100.
- There are two ringslots, yet I could only equip one ring.
- It doesn't matter if you die because of traps, as long as the other character survives. This makes disarming them simply a case of triggering the trap with just one character.
- As soon as you have the healing spell, there is no more need for any other kind of out of combat healing.
- Slipping on a surface can cost someone a good 3 turns in combat. This felt a bit overpowered. Also, out of combat the whole slipping thing is very annoying.
- A lot of skills lack any sort of explanation. For example I had no idea what Inspire, the fighter skill, was supposed to do.
- In my experience, the game is too easy. I managed to beat a party of level 5 + 6 Orcs, led by a gigantic one, with my 2 level 4 characters.
- The inventory still has a long way to go, I'd love an autosort.
- Make Esc be able to close any open window, like crates or the journal, before going to the menu.
- I tried eating a fish, which gave my character a temporary intelligence boost. Since a higher intelligence means more ability points when you gain a level, this would mean that everyone would try and eat a fish just before that last bit of xp needed to gain a level. Most people will probably load again and again till they succeed. I'd make it a permanent one-time bonus or make it so temporary bonuses don't count to stuff like this.

Unbalanced features
- All the figther skills cost 5 ap, with a 4 turn cooldown. A lot of spells cost 3 ap, with a 1 turn cooldown. This combined with some other things (listed below), made me feel like a mage is the much stronger class at the moment.
- Intelligence governs how much ability points a character get each level. Since intelligence seems more important for a mage, this gives the mage a huge advantage. Being able to invest 3 points more each leven in for example fire spells, feels like a bit too much.
- Combine the above point with the intelligence requirment on rings and amulets and I see no reason not to start with a mage.

I've encountered some more things this morning. I'll put those is a different post.
Posted By: EricB WoOS Re: General Feedback Thread - 18/12/13 02:19 PM
Some suggestions I'd like to make based on my own experiences.

Make a shared xp pool, at least as long as your together. I did all combat encounters together, yet it got to a point where my mage had over 10000 xp more than my ranger. (Out of 40000)

I'd like a cancel button in combat for move actions. Twice now I've missclicked on an enemy and instead of making a ranged attack, I moved 8 action points closer. I'd really like it if you could click cancel and stop in the middle of the move.

Some things I posted earlier:
Quick-witted should be removed, since it's a mandatory talent if you want to reach max level. Nobody like mandatories.
Mage feels very overpowered since it is the only class which primary attribute determines gains in other areas. They don't have to invest in strength or dex, meaning they can get more ability points through intelligence and more action points through speed. (I'd change the way ability points are determined based on intelligence completely, don't know how others think about this?)
Also, mages save money because they don't have a weapon investment. Staves only increase abilities, but not damage. Meaning you won't have to spend a lot to gain DPS. Fighter and Rangers have to buy or find better weapons to increase DPS.
Posted By: X-tasy Re: General Feedback Thread - 18/12/13 02:24 PM
Oh i found another funny bug if you kill your teammates you get exp. every time smile you can level bei just killing your teammate over and over ;D

oh and you cant see how long a potion is working. and a minor strengh potion didnt work at my ranger
Posted By: EricB WoOS Re: General Feedback Thread - 18/12/13 02:30 PM
Also, status effects seem too powerfull.
It's nice doing someone a lot of damage. But if you can disable 2 or more enemies for 3 turns by casting ice wall (and still damaging them!), this would always be my first choice. (Same goes for slipping, which I mentoined earlier.)
Posted By: Blackfury Re: General Feedback Thread - 18/12/13 02:41 PM
Just some small suggestions from my first impression:

- Let us start the game with a 'custom' character, I mean without the requirement to use any points in the character creation
- Make the player selected top character the one which is selected by default after loading a savegame etc. (Scarlett instead of Roderick if she's your top character)
- Make the map zoomable with the mouse wheel
- Make ESC close all windows first before opening the menu
- Use TAB to jump to the next character or at least let us define a key for it

- I have to say, that I don't really like how EXP is divided in combat, shouldn't everyone get the same as long as they don't get knocked out or just don't participate?
- It's also a bit confusing to talk to 'yourself' since you choose all answers for both characters. Personally I think it's a bit of wasted potential.

Otherwise I really like what I see especially for an alpha and I'm looking forward even more now to the final game smile
Posted By: Fiach Re: General Feedback Thread - 18/12/13 03:25 PM
Originally Posted by Hellmet
Originally Posted by Fiach
If you disable shadows in graphicSettings.lsx you gain 20+ fps and if you disable TextureStreamingEnabled in the same file you get way smoother screen scrolling.

Devs might want to check why TextureStreamingEnabled kills the smooth scrolling and maybe add a shadows on or off in the game settings.

Where are these files please as the camera is driving me nuts. Thanks for any help smile


It's in C:\users\"you're pc" do a file search in there.


Thanks, yes it is smoother, but now it scrolls faster and is even more annoying,, think I'll just pretend its fixed camera lol smile

Thanks again smile
Posted By: Stabbey Re: General Feedback Thread - 18/12/13 03:47 PM
  • On the western beach, I'd add at least one difficult "warm-up" encounter before
    you meet the really HUGE Level 7 orc.

    It should be a bit easier than the next one, to act as a test of your skills. If you have trouble with it, you should go no further.

    At the moment, all that's there is the optional and avoidable fight with the sad orc, there's no way to tell if you're good enough to handle the huge fight until you're in it. That might be okay for now, but running away and resurrecting will be more difficult in the final version.
  • I definitely have to agree that XP should be split evenly between party members, and not only given to the one who lands the killing blow.
  • "Cute dog" -
    This encounter shouldn't trigger combat until you're right up close to them. It's also too easy for where it is placed. A surprise warm-up like that seems like it should be placed as the first thing you encounter, like right at the entrance at the bottom of the hill. It's easier to wander into a more difficult encounter first before finding that really easy one.
  • Scarecrow -
    that explodes triggers so far away from an approaching player that it doesn't hurt them at all. There also needs to be loot there to entice the players closer.
  • Lighthouse -
    I like the quiet walk up with the trail of dead bodies but no fights. It builds anticipation nicely, but the actual fight is a let down. It's too easy. That has been noted by the legion as a major trouble point. The gimmick of the lighthouse horror repeatedly reviving all the dead zombie dogs is neat, but there are only a few of the wolves, and the horror itself dies too fast. This needs more enemies there, and the horror needs a lot more HP, to make the reviving gimmick it does actually a threat.
Posted By: twincast Re: General Feedback Thread - 18/12/13 04:01 PM
Originally Posted by Bittereinder
If you keep scrolling, you will end up in an endless grey void interspersed with what I assume to be game assets:

[Linked Image]
Look like the upper (w/windows) and lower (w/spotty=rocky borders) floors to me. (center one could be either)
Posted By: ogam Re: General Feedback Thread - 18/12/13 04:27 PM
Originally Posted by twincast
Originally Posted by Bittereinder
If you keep scrolling, you will end up in an endless grey void interspersed with what I assume to be game assets:

[Linked Image]
Look like the upper (w/windows) and lower (w/spotty=rocky borders) floors to me. (center one could be either)


Those are the other hatches, second floor and dungeons in Cyseal.
Posted By: Chamot Re: General Feedback Thread - 18/12/13 04:59 PM
I've played for only a little while and I have some simple UI suggestions. Single clicking an item in a container instead of double clicking to get it would be better. I'd prefer the container windows to close automatically when the player character walks away from the container. Edge scrolling should be disabled when the player keeps mouse left button pressed to move continuously, I think.

I read the thread but didn't see these mentioned, apologies if they have been.

I also agree with the point about the female character with high heels, and it would be better if the inventory/skill windows switched over to the selected character as mentioned above.

Game looks very good overall.
Posted By: Saeru Re: General Feedback Thread - 18/12/13 05:10 PM
Those NPCs are really touch sensitive. Push them around while moving a bale, a crate or even a pillow and they call for justice and attack you!
This game will turn me into a murderous villain leaving more murdered people in his wake than even all the murderous orcs you can muster.
Posted By: Thamin Re: General Feedback Thread - 18/12/13 08:00 PM
x497, Y:92 South of the first crab fight.

There is an archway opening in a broken wall, wide enough the characters should be able to walk through, but they can't. Clicking a spot beyond makes them walk a long way around, manually directing them with the mouse doesn't work, they stop as if hitting a wall.


ESC should close a bag menu, it always just opens up the main one.


Custom character names from creation don't persist into the game.

Thanks for letting us try this out! Enjoying more of it.
Posted By: SlemHundy Re: General Feedback Thread - 18/12/13 08:06 PM
Hopefully this is an acceptable thread for this.

I played for a couple of hours last night, and had a few thoughts. Some of these I'm sure have been brought up elsewhere, but I'll dump them all here in the hopes that they are helpful.

1. Character Creation - It's not entirely clear that you are forced to create both characters, in a set order from the Character creation screen. I clicked around a bit and finally went with what the game wanted me to do, but it could probably be communicated better.

Why is there an option to choose male/female on characters whose gender appears to be set in stone?

2. Screen panning sometimes seems to not trigger when I expect it to.

I also wouldn't mind a camera follows player option (apologies if I've missed it in the options somewhere)

3. I find the player move speed to be a little slow. A little faster movement speed when out of combat might make the game feel more responsive. It feels a little sluggish right now.

Also, run everywhere, then walk slowly when I click an interactive object always feels gross to me, and I noticed it a couple of times while playing.

4. Burning boat event - I knew immediately that I needed to cast the rain spell I'd found to put out the fire, but it was over so quickly that I didn't have a chance to complete it. A little more buffer between the time that even fires and the time you fail it would be nice.

5. How do I cancel out of a spell if I select it? On two occasions I started to cast, realized that I was out of range or had chosen the wrong spell and either ended my turn without doing anything, or pressed random buttons until I could walk again. Escape doesn't work and there's not a UI button for cancelling an action.

6. Can you barter with both characters without a million mouse clicks? I remember having some minor irritation with it, but I was also having a couple of drinks while playing, and it's quite possible I was just being stupid.
Posted By: Kein Re: General Feedback Thread - 18/12/13 08:10 PM
David
Alpha changelog please?
Posted By: Geralt of Rivia Re: General Feedback Thread - 18/12/13 08:11 PM
You can cancel a spell by clicking the right mouse button.Also hello everyone this is my first post laugh I have been a forum lurker for a while,and also I know the Divinity universe since Divine Divinity's release(My second favourite game/franchise)
Posted By: Nimue_de Re: General Feedback Thread - 18/12/13 08:13 PM
First of all: thanks for a great game, Larian smile I had a couple of hours today to get a first impression, and I really like what I've seen so far. Of course, there were a few minor glitches:

  • One crash which I haven't been able to reproduce, when running the game in windowed mode and minimising the window.
  • An issue with the Kitty Love quest: according to the quest log, I found a collar after fighting the big crab on the beach, but there is no collar in my inventory and I didn't sell it, either. I can't talk to either cat about the collar I allegedly found, so it seems that I'm stuck there.
  • The camera can be really awkward to handle during combat. In one case I had to fiddle around for quite a while to finally get an angle where I could see and target the opponents. Zooming out and/or centering the camera during combat to give a more tactical overview would be nice. Panning also seems to work a bit erratically, sometimes it does, sometimes it doesn't.
  • I don't quite understand the Attitude system yet. NPCs I've never spoken to, for example the two showmen, will have negative attitude towards Scarlett but are okay with Roderick. Not sure if that is because she's a wizard (maybe they don't like magic users), I'll have to keep an eye on this.


I'm really looking forward to playing some more, and I'm especially excited about co-op, it will be great to play this with my best friend and bicker about every decision wink
Posted By: Indira Weresheep Re: General Feedback Thread - 18/12/13 08:14 PM
Welcome, Geralt of Rivia!

And yet another cat, I see! smile

Perhaps a weresheepcat? BAAH!
Posted By: robertb Re: General Feedback Thread - 18/12/13 08:42 PM
Thanks Eric that was nearly everything i wanted to say
Originally Posted by EricB WoOS
Per request my overview whicht I've posted in a seperate thread.

Character creation
- If you go back to the menu in the creation screen, the game crashes.
- Maybe this was me, but for the life of me I couldn't figure out where the skills where located. So I couldn't choose starting skills, something I would expect when there is a custom option.
- Some talents give clear %, others just a vague indication of what they do. This makes it really hard to decide which one is the better option, or suits you better.
- Quick-witted, the talent which gives 10 % more xp, seems a must-take in a game where the enemies are finite. Talents that everyone should take are generally better avoided in a game.
- Fleetfooted and Rosy Cheeks appear to be the same in their description.
- When I chose the talent which increased my overall health, I didn't start with full health.

General impressions and gameplay encounters
- When I shoot a fireball in a pond with fish, the water evaporates, but the fish keep swimming on the sand.
- I killed the two starting legonaires and the orcs on the beach. The legonaires whom I saved actually had a bad attitude towards me, even though they didn't see me kill the other two.
- The map resets everytime I load a game or go upstairs or downstairs in some areas, meaning I have to explore everything again.
- When I go up or down stairs/hatches etc., the other character teleports to a seemingly random spot in my vicinity instead of following me.
- I found a lot of the same items. (In my case maybe a dozen of the same amulet.)
- Amulets and ring can be sold for a substantial higher amount than weapons and the like. Even rings without any stats could be sold for over a 100.
- There are two ringslots, yet I could only equip one ring.
- It doesn't matter if you die because of traps, as long as the other character survives. This makes disarming them simply a case of triggering the trap with just one character.
- As soon as you have the healing spell, there is no more need for any other kind of out of combat healing.
- Slipping on a surface can cost someone a good 3 turns in combat. This felt a bit overpowered. Also, out of combat the whole slipping thing is very annoying.
- A lot of skills lack any sort of explanation. For example I had no idea what Inspire, the fighter skill, was supposed to do.
- In my experience, the game is too easy. I managed to beat a party of level 5 + 6 Orcs, led by a gigantic one, with my 2 level 4 characters.
- The inventory still has a long way to go, I'd love an autosort.
- Make Esc be able to close any open window, like crates or the journal, before going to the menu.
- I tried eating a fish, which gave my character a temporary intelligence boost. Since a higher intelligence means more ability points when you gain a level, this would mean that everyone would try and eat a fish just before that last bit of xp needed to gain a level. Most people will probably load again and again till they succeed. I'd make it a permanent one-time bonus or make it so temporary bonuses don't count to stuff like this.

Unbalanced features
- All the figther skills cost 5 ap, with a 4 turn cooldown. A lot of spells cost 3 ap, with a 1 turn cooldown. This combined with some other things (listed below), made me feel like a mage is the much stronger class at the moment.
- Intelligence governs how much ability points a character get each level. Since intelligence seems more important for a mage, this gives the mage a huge advantage. Being able to invest 3 points more each leven in for example fire spells, feels like a bit too much.
- Combine the above point with the intelligence requirment on rings and amulets and I see no reason not to start with a mage.

I've encountered some more things this morning. I'll put those is a different post.


What i didn't like (most of it should be because of alpha state but maybe you haven't thought about it)
-Empty areas there is no need for more enemies just more living stuff...for example when having many dead npcs at one spot put some animals in it that feed on them.


Minor Bugs i can't remember have been mentioned:
-Framedrops in some Areas (from 45 to 10) i know it's an unoptimized alpha so...
-some Weapons should scale to the character found a bow that was twice the size of my char.
-the second character (female) is always somewhere else when i "use" stairs...if i play my female char the other one (male) is where he should be after i used "stairs"


More to the balance a Warrior seems bad atm
-4 ap to hit only 7 to move...(meele and warrior skills must be cheaper)
-My rogue can kill 3-4 enemies in one round while my warrior will never reach one...
-Rogue Skills like multishot are way op (they have to cost more)
-way to easy overall
Posted By: bGRoman Re: General Feedback Thread - 18/12/13 09:42 PM
Yeah, it's been said that they know there are balance issues everywhere but I would second that warrior is currently way too underpowered, the mage and ranger however are more on equal footing with the mage being more powerful than ranger in my experience so far, but not nearly as severely as rangers ahead of warriors.
Posted By: SniperHF Re: General Feedback Thread - 18/12/13 09:48 PM
Is this fog of war reappearing after a reload an alpha thing or a design decision? If its the latter it's incredibly annoying. Especially when I'm not too familiar with the town, it's quite hard to find NPCs for the second time.

Posted By: Stabbey Re: General Feedback Thread - 18/12/13 09:53 PM
Fog of war reappearing is a bug.
Posted By: lordsummerisle Re: General Feedback Thread - 18/12/13 10:01 PM
Regarding the "single player co-op dialogue":

I really love this feature, but it gets confusing. I am not used to having dialogues with myself in game, and I reckon most other players will not have had that either. Therefore it is very important to have a very clear idea of who is talking when.

I think my main confusion comes from the portrait showing in the dialogue screen being for the previous person who spoke. If we could add another portrait next to the players response choices, showing who will be talking now, that would really help make things clearer and not slow the flow of the game as much for me.
Posted By: Robrecht Re: General Feedback Thread - 18/12/13 10:04 PM
Regarding the "single player co-op dialogue": One of the many things still to be implemented/enabled is the automatic personalities for your second character when playing solo. Depending on your preferences, the second character will always agree, disagree or respond in a random fashion. That way talking to yourself is not strictly necessary in the final version of the game.
Posted By: arkand Re: General Feedback Thread - 18/12/13 10:17 PM
Since there are two characters, why can't we use one to distract a person so we can pickpocket or steal?
Posted By: Kein Re: General Feedback Thread - 18/12/13 10:20 PM
I think this is possible only in multiplayer for now.
Posted By: Robrecht Re: General Feedback Thread - 18/12/13 10:23 PM
Originally Posted by arkand
Since there are two characters, why can't we use one to distract a person so we can pickpocket or steal?

In multiplayer you definitely can. For single player that would mean leaving e.g. dialogue when switching to your other character. (Did not test yet whether this is possible.)

Oh, and you can disable auto-follow by dragging the portraits of your heroes, disconnecting the shackle between them. That way you can position your characters independently.
Posted By: arkand Re: General Feedback Thread - 18/12/13 10:38 PM
Originally Posted by Robrecht
Originally Posted by arkand
Since there are two characters, why can't we use one to distract a person so we can pickpocket or steal?

In multiplayer you definitely can. For single player that would mean leaving e.g. dialogue when switching to your other character. (Did not test yet whether this is possible.)

Oh, and you can disable auto-follow by dragging the portraits of your heroes, disconnecting the shackle between them. That way you can position your characters independently.


I tried it, you can't do it at least not in this build if it is even anything they have in mind.
Posted By: Horrorscope Re: General Feedback Thread - 18/12/13 10:46 PM
Originally Posted by Kein
Quote
- The Sergeant murdered me for taking an apple. It seems a little excessive, shouldn't he at least try to arrest me first?

It was his favorite apple he was saving for lunch since morning. Really dude. No shame.


No, there just Old Testament.
Posted By: Kein Re: General Feedback Thread - 19/12/13 12:10 AM
Has anyone tried to use lockpick with ranger class?
Posted By: arkand Re: General Feedback Thread - 19/12/13 12:29 AM
Not sure what the smelly panties are for but I found some and they can't be equipped. :P
Posted By: Stabbey Re: General Feedback Thread - 19/12/13 12:45 AM
Originally Posted by Kein
Has anyone tried to use lockpick with ranger class?


You need to purchase the Lockpick skill book from the arrow seller in the Cyseal market, and have points in the Way of the Ranger skill.
Posted By: Kein Re: General Feedback Thread - 19/12/13 01:05 AM
Originally Posted by arkand
Not sure what the smelly panties are for but I found some and they can't be equipped. :P


I found Mudy Boots. May be it is a pair
Posted By: X-tasy Re: General Feedback Thread - 19/12/13 06:12 AM
You cab use the smelly things to take a hint in an important quest But they are not necessary.

Posted By: Loranc Re: General Feedback Thread - 19/12/13 07:40 AM
So far, the game seems extremely easy, hopefully it gets more difficult later on or there's a way to adjust difficulty. I'm pretty much 2 shotting everything atm. Running a warrior and a ranger. Could just be the weapons I have, I suppose.

My ranger is using a no-named bow, I got from that ginormous orc, doing 20-35 dmg. My warrior has this sweet 2 handed axe I got from a dragon slaying crab, or at least that's what the game lead me to believe had happened. You run past a bunch of dead dragon bodies, just to find a wee little crabby. It does 27-61 dmg with 17% crit, +1 reflex, +10% shadow resistance, and +2 action points. Yeah, it's pretty sick.

Anyways, that's my main general concern right now, is the relative ease of the game. I know they said they had a lot of balancing issues. But, it's pretty absurd the amount of ass kicking my two characters are dishing out right now.
Posted By: Kein Re: General Feedback Thread - 19/12/13 09:29 AM
it is funny, because some people say it is actually very hard.
Posted By: Loranc Re: General Feedback Thread - 19/12/13 09:39 AM
Originally Posted by Kein
it is funny, because some people say it is actually very hard.


That's odd, I can't even seem to find a challenge :(, I even went as far as slaughtering the whole town and all the guards just for the hell of it. I was actually hoping that one of those dragon skeletons would pop up and attack me!
Posted By: Arsene Lupin Re: General Feedback Thread - 19/12/13 09:42 AM
I think the difficulty is largely dependent on what classes you choose to play as. I can imagine a pair of generalist mages absolutely wrecking everything in sight.

...

Anyway, I'm loving most everything (that's there) in the alpha, but there is one thing that bothers me: the tombstones. What's the deal with them? They look so goofy, and the fact that they randomly spawn to replace corpses is really immersion-breaking. I'd think they were place-holders for something, but they're fully-realized art assets. If they don't serve a gameplay purpose, I think they really should be removed; and if they do serve a purpose (like being a target for resurrect abilities) they should be replaced with something less ridiculous.

...

Also, has anyone been able to make that "bloody mist" thing? I thought it was fire spell + blood pool?
Posted By: Indira Weresheep Re: General Feedback Thread - 19/12/13 09:59 AM
Arsene: Agreed. Those tombstones look out of place and really don't work for this game. In TitanQuest it actually fit the context of stelae and everything, but here it's just weird. Who would bury someone right where they have fallen and then place a big generic tombstone on top?
Posted By: Chedden Re: General Feedback Thread - 19/12/13 10:04 AM
The game with a mage is really too easy.
I stopped use fireball, because I one shot absolutly all the ennemy with this spell.

So, my warrior is useless : he's very slow, and never come into contact with ennemy ==> He have no xp (lvl 3 vs mage lvl 6).
Posted By: Kein Re: General Feedback Thread - 19/12/13 10:45 AM
[Linked Image]

pffft


By the way, if you get blue pyramide before you meet with Zixzax and acquire red - it won't work.
Posted By: Trance Re: General Feedback Thread - 19/12/13 10:58 AM
Originally Posted by Chedden
The game with a mage is really too easy.
I stopped use fireball, because I one shot absolutly all the ennemy with this spell.

So, my warrior is useless : he's very slow, and never come into contact with ennemy ==> He have no xp (lvl 3 vs mage lvl 6).



Yeah, the balance between the classes is way off. It wouldn't be such a big problem if they would have shared XP instead of the "last hit gets all XP"- System. I really hope they change that.


Im currently running a Dual Mage Setup, both with maxed Fire, one with maxed Air and the other with Water and that combination absolutely destroys everything.

I find the mage in general to be far better than the other classes due to the fact that Int gives you 1 Skillpoint more per Levelup. As a Warrior or Ranger you need Dex/Str/Con aswell, but as a Mage you can just dump everything into int and you get twice the Talentpoints of the other classes, making them even stronger every levelup. This really needs balancing.

My suggestion would be:
-remove Int giving extra Points for Levelup.
-shared Xp for both characters (if a Enemy gives you 100 XP, both get 50)
-shared Gold instead of having it as a stack in each of their inventories, even Baldur's Gate had that 15! Years ago...

And as a Sidenote: i know many people don't like this, but i would like to have respawning enemies, or some kind of Random encounters, so if your Characters feel a little too weak you can "grind" some XP or Gold to make them stronger.
Posted By: Loranc Re: General Feedback Thread - 19/12/13 01:56 PM
Heh, I was wondering why my warrior started getting 6 skill points per level. I raised her int so she could wear rings/necklaces. And I don't think warriors are useless, I love using mine. I get 4 attacks per round with her and I just warrior talent rush into everything. She just crushes everything to smithereens.

My problem right now is I can't find any new places to go, got a ton of quests, most I can't finish due to bugs. But, as far as new areas to explore, I seem to be stuck. I'm pretty sure I ran around and through everything possible, gonna load it up one last time and see if I can find anything at all new to explore.

Something else I've noticed is that everything is random. Meaning if you don't like the drop you got from an enemy, or the contents from a chest, you can reload and get something different. Also, from previous divinity game experiences and so far with this game, lock picking is absolutely useless for chests. Great for getting items to sell, but as usual, with divinity games, it's a waste of skill points. You never find items worthwhile in locked chests, that differ in any way shape or form from non locked chests.
Posted By: Auwx Re: General Feedback Thread - 19/12/13 02:15 PM
Hi everyone !
New here, just posting after a little more than two hours of playing.

-The two guys that are supposed to escort us at the beginning to the wizard plainly disappeared.
-For some reason i couldnt' pile two stacks of gold from the inventory
-Teleportation is, as it has been mentioned, overabused. You can do anything and everything with it.
-While sneaking to steal some things I was discovered... by a cat. And so I was killed by the entire city, because a cat had seen me take things from a house.
-A few automatic saves would be most welcome, I think. Not really a problem, but kinda annoying to lose an hour or so (because of the said cat), while I had been avancing and completing a few quests.
-Impossible to equip two rings at once.
-I launched the quest with the two entertainers in the city that compete for the crowd's attention, but it doesn't seem to complete. (maybe there's still something to do though, just didn't find it)

Apart from that, it's really fun, and I really enjoy the battles. So keep it up, this is going to be an amazing game I believe !
Posted By: Indira Weresheep Re: General Feedback Thread - 19/12/13 02:19 PM
Auwx: Beware of cats! It was probably a weresheepcat! wink

Also, welcome to the forums and thanks for your feedback! smile
Posted By: Auwx Re: General Feedback Thread - 19/12/13 03:12 PM
Thanks ! And I will, I don't see cats the same way ever since !

Something new

-Tried a new save, entered the king crab tavern, and when I talked twice to lord freod or something, asking him about esmeralda and him, and... The tavern attacked me. The whole tavern, even the guys talkking among themselves, and who probably didn't like the guy anyway. So I killed everyone (Yay !), and when I tried to open the door to the crime scene, well the legionnaire (who now laid dead at my feet) tried to stop me... Just saying, there's probably something wrong here^^
Posted By: Stabbey Re: General Feedback Thread - 19/12/13 04:43 PM
Three things about Esmerelda:

1) The big thing of hanging meat over Esmerelda's counter is well-modelled, but it makes actually trying to talk to her a pain. She's hidden by it most of the time, and it doesn't do the transparency thing when you walk behind it.

2) Her dialogue is also odd. Merely ask her about her husband's murder and she acts as if that it was an accusation. Okay, I understand that everyone else in town thinks she did it and she's a bit sensitive, but it still comes across a bit too strong for the thing we said.

3) Spoilers for the Jake's Murder quest:
If you find the knife in her basement, there's a conversation between the source hunters that this looks like the murder weapon. If you show it to Esmerelda, she goes "Jake was killed by magic, you idiots."

That made me feel like a nitwit, and I probably shouldn't have. I mean, I'm the Source Hunter here, and that civilian pointed out something obvious that I should have known. If it was a case of Esmerelda not knowing that the knife could actually have been part of the killing for some ritual reason, then afterwards, the source hunters should have had a conversation saying "it looks like she doesn't know a lot about Source magic".



- It's hard to click on rats and chickens because they almost never stop moving. That makes it hard to talk to them, or nail one with a spell or arrow.

- Is there some way to reset vendor inventories? If they don't have a thing you want, then there's nothing you can do.

- Are there any more Ranger/Warrior skills in the game other than the starting ones and Lockpick/Unlock?
Posted By: Indira Weresheep Re: General Feedback Thread - 19/12/13 04:48 PM
Originally Posted by Stabbey

It's hard to click on rats and chickens because they almost never stop moving. That makes it hard to talk to them, or nail one with a spell or arrow.


Heh, I even have the same experience when I'm trying to talk to certain NPCs, like some survivor after I killed the ordcs landing on the beach early on. Perhaps such creatures ought to freeze in their animation if you mouse over them (in non-combat situations)?
Posted By: Arsene Lupin Re: General Feedback Thread - 19/12/13 05:46 PM
Telekinesis and wizards are overpowered.

Which is good.

One thing I really hate, particularly when it comes to fantasy RPGs, is this moronic notion that equitable balance is both preferred and necessary, so I absolutely do not want to see magic or telekinesis nerfed--especially considering how those complex systems represent the "core" of the DOS experience.

I don't think anyone is going to play the game without a magic-user, and if anyone does, they'll be playing the game wrong, wrong, WRONG. Well, outside of intentional challenges I suppose.

The ideal fantasy combat system would use a asymmetric balance. The guy who says "I can hit things with a club. Hard." should always be a less valuable combat asset next to the guy who says, "I can explode anything. With my mind."

An good example of asymmetric balance is Baldur's Gate II, where magic-users are--by far--the most powerful damage-dealers in the game, but are balanced by the Vancian magic system and extremely defensive capabilities--making them glass cannons, or glass nukes (at higher levels). They're further balanced by being extremely weak for a long time (until they advance far enough to memorize a fair number of higher level spells).

Alternatively, a good example of equitable balance is Skyrim. Remember how magic is implemented in Skyrim? No? That's okay--you probably never used it after the first few tries. Essentially, magic was nerfed (to an insane degree) to "balance" with melee skills, to the point where tossing a fireball at a magical creature conjured out of ice would do the same amount of damage as hitting it with a club, and where basic melee often dealt significantly BETTER damage than magic against everything.

....

So, how does all this apply to DOS?

I'm saying I don't think the versatility or potency of the magic or abilities needs to be changed. Any balancing that occurs (and some balancing should occur) should be focused on the cooldown timers. I'd suggest increasing fireball cooldown by 50%, for example.

A couple ideas of what more could be done with cooldowns:

-Cooldowns could "pause" at the end of combat and "resume" at the start of the next combat action. That way, instead of being able to use the most powerful spell at the start of every encounter, players would be encouraged to think more carefully and use their magic more sparingly--lest they find themselves in a difficult battle with no powerful spells to use (right away), because they wasted them burning crabs.

-Cooldowns could persist in the non-combat mode. It would achieve a similar effect to the first idea, but would also effect how players just mess around with the world. Telekinesis, for example, would become an ability that could only be used sparingly, instead of the constantly-ready tool of mischief it is now.

........

Also, as for the difficulty in clicking on NPCs or chickens... DOS needs a pause button. Every top-down RPG needs a pause button, IMHO, where you can issue commands w/ the game world frozen in time. Makes things a lot simpler.
Posted By: Indira Weresheep Re: General Feedback Thread - 19/12/13 05:54 PM
Arsene: Nice ideas there! smile

A pause button would certainly help. And balance to the point of everything being equal is something to be shunned. However, it should take skill to use those better class and skill combos. Also, most class and skill combos should at least be viable, and such a thing takes loads and loads of testing and finetuning - hence, alpha and beta!
Posted By: arkand Re: General Feedback Thread - 19/12/13 06:11 PM
I do not like the end of the kitty love quest or the dialogue choices. It seems we want to look at cats and their actions as if they are human in the game and no mention of how it might be different for non-humans.
Posted By: Stabbey Re: General Feedback Thread - 19/12/13 07:56 PM

Originally Posted by Arsene Lupin

A couple ideas of what more could be done with cooldowns:

-Cooldowns could "pause" at the end of combat and "resume" at the start of the next combat action. That way, instead of being able to use the most powerful spell at the start of every encounter, players would be encouraged to think more carefully and use their magic more sparingly--lest they find themselves in a difficult battle with no powerful spells to use (right away), because they wasted them burning crabs.

-Cooldowns could persist in the non-combat mode. It would achieve a similar effect to the first idea, but would also effect how players just mess around with the world. Telekinesis, for example, would become an ability that could only be used sparingly, instead of the constantly-ready tool of mischief it is now.

........

Also, as for the difficulty in clicking on NPCs or chickens... DOS needs a pause button. Every top-down RPG needs a pause button, IMHO, where you can issue commands w/ the game world frozen in time. Makes things a lot simpler.



For a moment, I thought that you were on to something with the "cooldowns pause after combat ends" idea, but that means that you won't be able to use spells indefinitely until you get into a fight. I'm not sure how workable that idea is - especially since there are limited spawns and therefore limited fights you can get into. Here's an example:

I entered the Black cove with an Archer and Mage and reached a point I couldn't pass:
the static cloud. I did not have the strength to move the barrels. I tried almost all my spells, and finally got Ice Wall to work. If I had used Ice Wall as one of my last moves in the fight outside, I would not have been able to solve that puzzle.

After I passed the puzzle, I got into a massive fight. Remember that I used almost all my spells on the puzzle. If your system was in effect, I would have started with no spells for a couple turns.



Cooldowns DO persist in the real-time world, it's just that a round is so short that they don't last long in real-time. I am in favour of longer cooldowns.

You can click on chickens, the problem is that they remain in motion, so you either go to where they are or shoot at where they were, meanwhile they've moved on farther away. A pause button won't do anything for that.


While I am likely to make most of my classes at least magic-using hybrids, I disagree with your idea that anyone who plays a warrior in Original Sin is playing the game wrong. That's almost suggesting that Larian remove the class entirely. I'm sure there's some meeting ground between "Warriors are useless" and "Mages are useless".
Posted By: Ancoron Re: General Feedback Thread - 19/12/13 08:36 PM
Finally got to play two hours and really love the game so far. So much to explore and see. The dialogs are engaging and funny. Even on my old laptop on the lowest settings the game looks kind of nice. Only the shadows looks really bad on the lowest settings so i think that it would be good idea if you could turn them off.
Posted By: Doublefreud * Re: General Feedback Thread - 19/12/13 08:42 PM
Originally Posted by Kein
Another issues with savegame loading:

1. All discovered map is undiscovered again
2. Fog of war is back as well.

Same here (Win 7 i5/GTX650Ti)

the door 5 right after the first fight with crabs has weird limits but maybe it's just a limit for the alpha.

Thank you Larian for this alpha !!
Posted By: Aramintai Re: General Feedback Thread - 19/12/13 08:57 PM
The inventory looks quite promising, but what it really needs and I hope that it will be implemented later is a sort button. Right now items in the inventory are all over the place.
Posted By: Joril Re: General Feedback Thread - 19/12/13 09:32 PM
Originally Posted by Aramintai
The inventory looks quite promising, but what it really needs and I hope that it will be implemented later is a sort button. Right now items in the inventory are all over the place.


That's the idea! The tabs on the side of the inventory are already there, but the functionality is not. I'm sure we'll get round to fixing that though wink
This means that you'll have your armour pieces in the armour tab, weapons in the weapons tab, etc.
Posted By: Luca78 Re: General Feedback Thread - 19/12/13 09:59 PM
Originally Posted by Joril
Originally Posted by Aramintai
The inventory looks quite promising, but what it really needs and I hope that it will be implemented later is a sort button. Right now items in the inventory are all over the place.


That's the idea! The tabs on the side of the inventory are already there, but the functionality is not. I'm sure we'll get round to fixing that though wink
This means that you'll have your armour pieces in the armour tab, weapons in the weapons tab, etc.


Yep, we just have to wait for those tabs to work in a future patch smile. Then, inventory will look quite similar to the first "Risen" title (haven't played the second one).
Posted By: Aramintai Re: General Feedback Thread - 19/12/13 10:10 PM
Not only tabs but the basic automatic sorting of items in one tab, by their name, for example. Right now when I have many items and move them from one character to the other or sell them - they leave empty spaces and I have to scroll down to look for the needed item down below. Better to make them automatically sort themselves (or make a sort btton) starting from upper left corner of the tab.
Also, I'm thinking there should be a button to switch between characters' inventories in the barter window - it's annoying to move all items from one character to the other who has the barter skill.
Posted By: Bayru Re: General Feedback Thread - 19/12/13 10:50 PM
Crates can be destroyed while you have their inventory open on screen. After you destroy them you can still drop stuff into them and drag stuff out of them. Perhaps a sort of "close-on-destruction" trigger might be something?
Posted By: Incompatibility Re: General Feedback Thread - 20/12/13 12:03 AM
The soundtrack is just godly.
Posted By: Stabbey Re: General Feedback Thread - 20/12/13 12:21 AM
Here's some positive feedback: I like how the stealth system is implemented in the game. The walking bush animation is hilarious, your partner automatically waits (even if they're normally following you), and making everything go greyscale and leaving the colouted parts as the area where you will be detected is a great idea and makes it easier to tell if you will be detected or not.

I have not tested it yet, I don't know if this is in or is planned to be in, but hopefully more points into Sneaking will increase the distance you can move per AP when sneaking in combat.


P.S. Larian, please add a wearable barrel as armour. That would be a blast.
Posted By: luckynuke Re: General Feedback Thread - 20/12/13 01:10 AM
Hi guys!

Well, I have another issue with savegame loading, i'm sorry if it was mentionned before:

After a load, Roderick seems to lost all his melee weapons, except for the beginning sword... It has happened with a single hand mace, a two-hand axe, and a two hand sword. I had reloaded the savegame several times, but it was always the same.

No need the say that it makes Roderick a bit useless :p (and nobody likes to lose their loot frown )
Posted By: Kein Re: General Feedback Thread - 20/12/13 01:18 AM
Never happened to me before the patch.
Posted By: Erdrix Re: General Feedback Thread - 20/12/13 01:19 AM
If I try to cook twice on the mobile kitchen the game crashes.
Posted By: twincast Re: General Feedback Thread - 20/12/13 01:22 AM
Originally Posted by Stabbey
Here's some positive feedback: I like how the stealth system is implemented in the game. The walking bush animation is hilarious, your partner automatically waits (even if they're normally following you), and making everything go greyscale and leaving the colouted parts as the area where you will be detected is a great idea and makes it easier to tell if you will be detected or not.

I have not tested it yet, I don't know if this is in or is planned to be in, but hopefully more points into Sneaking will increase the distance you can move per AP when sneaking in combat.


P.S. Larian, please add a wearable barrel as armour. That would be a blast.
Not very useful of me, but I do have to quote all this for truth. smile
Posted By: arkand Re: General Feedback Thread - 20/12/13 02:37 AM
One thing that seems like could use some work is the latest gossip. It seems to repeat all the time. If anyone played Arena, the first elder scrolls game, I liked their system. It would randomly at times tell you about a person looking for treasure or had found a map or some quest. If you talked to that person you could get information that could lead you on a treasure hunt or a secondary quest. The gossip system seem like something such as that could be utilized in that manner.
Posted By: Kein Re: General Feedback Thread - 20/12/13 04:04 PM
They are random but they do kinda repeat, yeah
Posted By: Stabbey Re: General Feedback Thread - 20/12/13 05:57 PM
  • You and the enemies can attack from distances that seem a little far apart for them to be hitting each other. Especially when one of them is a tiny crab.
  • You can close the distance by one more step, but that doesn't increase your chances to hit. I think that if you step closer, it should increase the chance to be hit and to BE hit.
  • I have to test this more to verify, but it's not always clear what your angle is to land a backstab. Also sometime when you're circling enemies, they turn with you to keep you in front of them. That's okay, but once I did that to the matriarch crab, it followed me as I walked around, and I backstabbed it in the face.
  • "Ghost Boxer Fight":
    I felt like a bit of a jerk after the Shempo? Ghost boxer fight. I thought it was just going to be a friendly brawl to test my strength, if I win he’d congratulate me, but I actually killed him. That made me sad.

    Also, if that does get changed to a friendly fight, it should be 1 on 1, either:

    A) Your partner shouldn’t participate (and if they do that’s kinda cheating and you get LESS XP for winning if your partner attacks the ghost).

    or the easier way,

    B) The ghost boxer says it's okay to take you both on at once, and make him a suitable challenge to do so. That might involve two versions of the ghost, depending on if the other player is nearby, though: a one-player and two-player version.
  • I solved the Burial Mound puzzle! That was really very clever, well done! That's the kind of thinking person's puzzle I like to see in a game.
  • I like the tougher fights in the northern forest part of the map, those big fights are a lot more fun than they were before.



Oddities with the Conversation system:

Rod: I want to do things this way! [will give Trait 1]
Scarlett: Well, I want to do them the other way! [will give Trait 2]
Rod: Intimidate / Reason / Charm / Fine, we'll do it your way.

If you pick "Fine, we'll do it your way!", Rod still gets the bonus for [Trait 1], even though he gave in and agreed with Scarlett. I'm not sure if that's intentional or not.

I'll also note that if Rod continued to disagree, Scarlett only has Intimidate / Reason / Charm, she doesn't get the option to give in.


A couple thoughts on the Gravestones:

These are there to mark spots where an enemy has been gibbed. This is useful because some enemies (Lighthouse Horror, for one) will resurrect other enemies, even gibbed ones. It is a bit odd seeing gravestones pop into existence out of nowhere. I think the oddity is because they look too real.

"With training, many magic users can sense where someone or something has recently died."

What if the gravestones looked unreal, like glowing blue or semi-transparent and blue. Or possibly cut out the middleman entirely? Enemies killed by non-gibbing attacks do leave normal corpses, don't they? Maybe apply a transparent-blue-glowing filter to that of a corpse at the spot where a monster was gibbed?

Posted By: Alphamonkee Re: General Feedback Thread - 20/12/13 09:05 PM
You might be aware of this already, but it would be great if weapon tooltips would say if it's a one handed weapon or a two handed weapon. Like, this weapon might be a one-hander due to its low AP cost or a two-hander due to its fairly high damage compared to my two handed sword.
[Linked Image]
Posted By: Bourne Re: General Feedback Thread - 20/12/13 09:36 PM
1) Has anyone figured out how lockpicking works yet?

2) Is there a way to dismiss a companion? I have Jahan in my party and every time I try to break a door or lock he goes into combat with me. If I kill him, combat ends, and he resurrects again, only to go into combat with him again immediately smirk
Posted By: Stabbey Re: General Feedback Thread - 20/12/13 09:58 PM
Buy the Lockpicking skill book from the arrow seller in Cyseal market.

Posted By: Janju Re: General Feedback Thread - 20/12/13 10:51 PM
Flee Combat Button at wrong place

Her shield too large

Huge Friendly Fire Damage from Spells that one shot, waring message box please

Escape key doesnt close inventory dialog

Skill Tooltips overlap the AP Bar in Combat

Warrior Skills should not be weapon based i dont know, think up something better then that, fighting styles, stances, whatever.

Indicators who has new dialog?

Indicators for "used containers" (signs of use, open top etc.

Too much dialog on random npcs. Mark them in a different color clear as "optional"#

Can't find above the barracks
Posted By: Timeraider Re: General Feedback Thread - 20/12/13 11:00 PM
Originally Posted by Janju
Flee Combat Button at wrong place

Her shield too large

Huge Friendly Fire Damage from Spells that one shot, waring message box please

Escape key doesnt close inventory dialog

Skill Tooltips overlap the AP Bar in Combat

Warrior Skills should not be weapon based i dont know, think up something better then that, fighting styles, stances, whatever.

Indicators who has new dialog?

Indicators for "used containers" (signs of use, open top etc.

Too much dialog on random npcs. Mark them in a different color clear as "optional"#

Can't find above the barracks


come on.. you seriously want everything chewed and layed out for you when playing a game. The fact of not knowing where to go, talking to everyone, searching through everything.. thats the joy of these kind of games. Warning for friendly fire shouldnt be needed.. thats the risk, though i would agree that at some spells they 100% certainly should show more clearly what area the dmg is :P

the arguments that are left after that.. agreed on those :P
Posted By: rk47 Re: General Feedback Thread - 20/12/13 11:16 PM
[Linked Image]

2 mins and I felt I need to write feedback about the UI.

1. High Res doesn't mean smaller font. Please. I don't know who came up with this trend but I can read a 7-11 receipt better than the character creation font. Straining one's eyes isn't exactly an enjoyable experience.

2. Pre-Set skills are fine but give us a button to reset all to 0. Don't make me click 10 times just to redistribute points.
Posted By: SniperHF Re: General Feedback Thread - 20/12/13 11:23 PM
Originally Posted by Timeraider
Warning for friendly fire shouldnt be needed.. thats the risk,


There is already a warning anyway. When targeting a spell you can see what creatures will be hit in the radius will be hit including your own team by the red highlight. The only thing you can't see is Line of sight concerns, but that only takes one mistake to figure out ouch

I also like how your casts can be blocked by terrain and objects in the same way.
Posted By: Janju Re: General Feedback Thread - 20/12/13 11:42 PM
I think that this is the start of the game it will drive people on youtube, forums and so on. You just want to find that mage and get distrated by all petty problems like that cats love intrest story. I mean guys i love all that stuff, but i also love to finish stuff and i hate it when i have to find something basic while getting 20 quests. I think thats a horrible start for an RPG. Something like a huge mega quest hub with 100 people to talk to is something for mid game, but not something for the first 30mins of playing.

After playing additional 30 minutes i still couldnt find him. I hate it.
Posted By: Ancoron Re: General Feedback Thread - 20/12/13 11:45 PM
But that is the fun of the game. No lon explanation and hand holding you just start and do whatever you want to do. And this is how the game is advertised so I see no problem there.
Posted By: Janju Re: General Feedback Thread - 20/12/13 11:54 PM
I know Ancoron. Its all nice and good, but you have to consider "normal" people. Or people who want to get something done because they can only afford to play an hour or so a day. All i am saying is that this is not a good start for such a game or an alpha. I loved the experiance till i entered the town. I havent had a battle in over an hour of gameplay. Boring.
Posted By: Ancoron Re: General Feedback Thread - 20/12/13 11:58 PM
So you say only the combat makes the game good? Must there always be action going on on the screen?
Must there always be a purpouse to what we do? I really enjoy the game and exploring the town, chatting with the townspeople and such. If you want to have combat you need to leave the city outside the citywalls is enough combat.
Posted By: Janju Re: General Feedback Thread - 20/12/13 11:59 PM
Another thing. Identified Houses, PIO or other notable entities should get auto-markers on the map.

I guess its not a good idea to do random combat while abandoing the main quest Ancoron. Anyways i am off to the wild star stress test.
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 12:30 AM
Originally Posted by Janju
I think that this is the start of the game it will drive people on youtube, forums and so on. You just want to find that mage and get distrated by all petty problems like that cats love intrest story. I mean guys i love all that stuff, but i also love to finish stuff and i hate it when i have to find something basic while getting 20 quests. I think thats a horrible start for an RPG. Something like a huge mega quest hub with 100 people to talk to is something for mid game, but not something for the first 30mins of playing.

After playing additional 30 minutes i still couldnt find him. I hate it.



I have an idea. No one likes compass arrows, but what if when you are asked to go to a SPECIFIC location somewhere for a quest, like Arhu asking you to meet him in the barracks, or Aureus telling you about the Lighthouse, Burial Mounds, and Church, the X,Y coordinates for that place appear in your journal entry?

(This would not apply for non-specific locations, like "find Dietmar", obviously.)

It doesn't tell you specifically where the places are, or what you'll find nearby, but it gives you both a general direction and distance to the location from your current position.

Thoughts?

Originally Posted by Janju
Another thing. Identified Houses, PIO or other notable entities should get auto-markers on the map.


I agree, that was in Divine Divnity, I assume it'll get added in later.
Posted By: Kein Re: General Feedback Thread - 21/12/13 07:52 AM
Originally Posted by rk47

1. High Res doesn't mean smaller font.

http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=474270#Post474270
Posted By: warg Re: General Feedback Thread - 21/12/13 08:04 AM
Hello, at first I'we seen 2 things:
I was able to enter the abadonded house via a window. Is it normal? Just because it is not animated, so looks strange. smile
Second: the imp teleports me away and during the discussion a dog appeares next to us and goes away.
Maybe both normal, sorry if someone already mentioned it.
Posted By: Janju Re: General Feedback Thread - 21/12/13 08:34 AM
1. I think the best not mood breaking solution for my house finding problem would be if i could ask for directions. Then people should answer like, go north, west and stuff. That would all those randam unnamed npcs a reason to exist.

Signs with Street Names would also help.

2. Map exploration is not saved, very annoying.

3. Music from 1st floor King Crap should not be used in taverns, it should be used when something cool is happeing. Like someone does a mega spell to finish of a end boss or something.

4. Companion is not spawned at the right position when zoning (for example using stairs)

5. Mousewheel Events are not captured by open map, user expects focused dialogs to capture events (esc, keys, mousewheel, etc.)

6. Kitty Love
The quest says i found a collor after defeating a crab. Its not in my inventory. I cannot seem to be able to give it to sam. The craps spawned gravestones when they died. Filler artwork?

7. I dont understand how you buy items from vendors in this game.

8. Map information these information needs to be added as optional overlay:
-> Important People, people are moving, just where they can be found most of the time.
-> Important Places
Both of these things need to be auto added when you first found them. I am really starting to get crazy because i ran arround over 3 hours in that town but can't find esmeralda although i talked to her once. *sigh* Someone hat the koordinates at hand? Found her 321, 190 or something

9. Visual Armor Options
-> Checkbox for all items in the paper doll if they should be shown on the character please



Btw guys sorry if i sounded negativ in my posts. I love the game!
My rating so far would be very good.
Posted By: warg Re: General Feedback Thread - 21/12/13 09:31 AM
I just checked and my GPU was burning a bit. laugh I have a GTX660ti and it was 57 degrees. smile
Posted By: lwl12 Re: General Feedback Thread - 21/12/13 10:11 AM
When trading, would be nice to get confirmation that I'm giving away stuff without asking to get gold in return! smile

In terms of UI, can we have numbers to indicate what number key to press to activate a skill on the skill bar?

Related to that, are there plans to have more than 9 skills that each character can actively use? It looks like a skill has to be on the skill bar to be activated and it's a pain to replace skills on skill bar in order to use a new one. I like how in Neverwinter Nights one can assign not just one row of hotkeys for skills and spells, but each modifier key (Shift/Ctrl/Alt) means one more row of hotkeys per modifier. Or let us use a skill from the skill list directly.
Posted By: Janju Re: General Feedback Thread - 21/12/13 11:24 AM
Cannot finish that murder quest, really buggs me, can't get items for the dog, everything else does't seem to be possible. Cannot enter Rooms of people for an investigation although someone has been killed probably. I don't know, because the mortician simply says nothing, i got him jailed, no clue where he got taken. Imho this is all very rough at the moment.

Combat is totally unbalanced but fun. Looking forward to the next build.
Posted By: El Zoido Re: General Feedback Thread - 21/12/13 12:49 PM
Hey Janju, which items did you get? I have found/aquired items from the legion general, the mayor and Esmeralda.
With an older build I had broken into Evelyns hut, but not found anything there that I could bring the dog (I have found something else, though...)


The general's socks can be found in his drawers, Esmeraldas headband cn be bought, as can the mayors ring
Posted By: zenkimoto Re: General Feedback Thread - 21/12/13 02:17 PM
Hello Larian!

Hopefully, this is the right place to post feedback. I'm probably sure that some of this was reported by others, but I haven't been actively reading the forums, so please pardon any repeats.



Feedback

Version Played: 1.0.47, Alpha

First of all Larian, I have to say I am enjoying the game a lot even in its alpha state, it’s looks great. It's been stable for me, no crashes so far. I love the music that was added in 1.0.47. It adds a lot of great atmosphere to the game. I have been playing for about 4 hours and have some feedback and suggestions for improvement. (More to come!)



Interface Issues

Level Up - When my character leveled up, it wasn’t clear to me what I was supposed to do. While I had an idea from watching the D:OS videos, the abilities and talents almost seems hidden away. In addition, I’m not sure how to select new skills. What I think would be nice would be a new level up screen, where you can select your talents and skills (while not removing the existing screens). Or maybe some visual feedback to indicate to the user where to add new talents and skills.

Mouse / Camera - I have to say, this has been the most frustrating thing in the alpha so far. Sometimes I want the screen to pan, and it doesn’t. (i.e. when I want to move down/south and my mouse cursor is blocked by the quick bar) Sometimes when I want to double click on Scarlett’s/Roderick’s inventory, the screen would pan to the upper left/north west direction. Perhaps my mouse is too sensitive? While the arrow keys, WASD keys work great for panning (and I really like that feature), the mouse panning has been a source of frustration. I also really like how you can just click and hold and the party leader + camera pans.

Saving a New Game - When saving a new game, a dialog first appears to ask to user to input a save game name. The background dims slightly to focus on the save game dialog. When you click save, the screen flashes for a moment when the Save Successful dialog appears. Probably because when the previous dialog dismisses, it unfades the background while the Save Successful dialog fades it again. Not a big deal, but a minor annoyance.

Loading Games - List of saved games are not sorted correctly by time. It appears to be sorted by time, then date.

After loading a game, Roderick is always selected as the party leader even though I might have selected Scarlett during the save. When I move Roderick, Scarlett does not follow. It only works after I switch party leaders does the follow mechanism work again.

Quick Save - No visual feedback. (Of course I know this will be fixed later) Just wanted to note it here.



Quest Issues

Beach Guards - The two Legionnaires guarding the bridge agreed to follow me. However when they did, they disappeared somewhere. I saw some shield and sword artifacts, but the NPCs themselves completely disappeared when the NPCs were off my screen.

Cyseal NPC Dialog - The dialog appears to be random but repeats too frequently.
Posted By: zenkimoto Re: General Feedback Thread - 21/12/13 02:22 PM
One more thing Larian!

Dialog conversation - During dialog conversation, the mouse still allows the screen the pan. So I could be reading the dialog and screen will pan somewhere else away from the characters in conversation.

More to come!
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 02:59 PM
I'm starting to come around to the idea of removing Battle Magic and Defensive Magic as abilities. It would make it easier to assign starting magic skills if you had to specifically put points into schools to get the ones you want.

I know that the starting magic spells are placeholders, because Teleport, Winterbreath, and Fireball are a little potent to start out with, and should require several points into those Abilities to be able to use.

Obviously, the one-turn cooldown spells should be the least powerful ones in the game. Poison Dart, Ice Shard, and Blitzbolt all fit, but Flare's multi-targeting ability doesn't match the others. I think that there should be two variations of Flare - the single-target, one-turn one, and the multi-shot one that takes more turns. ... Oh.... here's an idea: As Flare's projectiles increase, the number of turns it takes increases! EDIT: Maybe Flare is fine. It's good to have a variety in spell effects, rather than just the same color ball.

To help balance magic, It should probably cost you AP to switch the skills on the quickbar. Maybe half your maximum AP? Or make it simple and 2-4 AP per spell? Consider those skills the "memorized" ones. This will make proper skill selection

Scrolls AP should probably be increased to 3.
Posted By: Janju Re: General Feedback Thread - 21/12/13 04:05 PM
@El Zoido
I found all parts now, you just have to go through every dresser there is. Avatar is not used to that....


1.) I think the toolbar button for the skills should be reworked.
First of all there should be space for 10 Skills
2nd there should be 2 multi purpose spaces for non skills (potions, traps, etc.)
=> 12 Icons in Combat available

The bar should only be changeable at start or outside of combat.

2.) Side by side view of inventory or paperdoll of two characters.

3.) Quest markers dont seem to work. The partner of Evelyn just said he will mark it on the map. Nothing to see on it.

Its really difficulty to make progress like that. A lair on the beach? Without a quest marker? And one reveal spell? *sigh*

4. Vendors
Should also be marked on the map. Esspecially those that sell skills.
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 04:21 PM
I know it's placeholder, but the clues for the Burial Mound puzzle should be written on a wall in the final version, not something you can pick up and take with you.


Originally Posted by Janju
1. I think the best not mood breaking solution for my house finding problem would be if i could ask for directions. Then people should answer like, go north, west and stuff. That would all those randam unnamed npcs a reason to exist.

Signs with Street Names would also help.


Asking people for directions is not going to work, especially once they start to move around when schedules get implemented.

There are already signs pointing you to where things are, street names wouldn't help, it's not that big a town. I do want location flags on the map, though. If the game provided you with co-odrinates in your journal when NPC's direct you to a specific spot, that could also be really helpful as well.

2, 4. Very well-known bug.

Quote
6. Kitty Love
The quest says i found a collor after defeating a crab. Its not in my inventory. I cannot seem to be able to give it to sam. The craps spawned gravestones when they died. Filler artwork?


The gravestones are not filler, they're indicators for an enemy that has been gibbed, for an enemy mage to target for resurrecting it. It could do with looking a little less real, though.

Quote
7. I dont understand how you buy items from vendors in this game.


Talk to an NPC, on the left side there should be an icon to buy things, which takes you to the barter screen. Left click things from your inventory to sell, right-click things from their inventory to buy. Click the balance icon to shift gold from whoever has less value, then click the blue checkbox.


Quote
Btw guys sorry if i sounded negativ in my posts. I love the game!
My rating so far would be very good.


Don't worry about sounding negative. Give praise where it's warranted, but as Alpha testers, it is our duty to be negative about things which need improvement or aren't working right.
Posted By: El Zoido Re: General Feedback Thread - 21/12/13 04:28 PM
Originally Posted by Endre
I just checked and my GPU was burning a bit. laugh I have a GTX660ti and it was 57 degrees. smile


For a GPU this is usually fine.
Some of my older GPUs went up into the 90s without problems.
Posted By: Kein Re: General Feedback Thread - 21/12/13 05:45 PM
Quote
Version Played: 1.0.47, Alpha

It is .47 already?

And we don't have changelog :<
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 07:07 PM
Boris and Steven are remarkably resilient for deathly sick men! I tried poisoning them, shooting them with fireballs, freezing them, sending boulders smashing into them, and it didn't hurt them a bit! (I was trying to see if I could break the dialogue/decision by killing one of them).

On the other hand, Cynthia's door on the other hand, while resilient, will eventually break under a determined assault, then you can walk in and take the teleporter pyramid and have a conversation referring to Zixzax giving you a teleporter pyramid, which he has not done at that point. Attempting to use your wrongfully acquired pyramid does nothing until you get the other one from Zixzax, though.

Kein - as far as I know, 1.0.47 is the same as 1.0.45 except they added music.
Posted By: X-tasy Re: General Feedback Thread - 21/12/13 07:08 PM
That was just the music added to 1.0.45 .
Posted By: GoodGuyA Re: General Feedback Thread - 21/12/13 07:12 PM
Downloading it now, though I'm not sure this is the right place to ask, but I shall anyways. Do those who backed two copies of the game get two keys? It seems a tad silly to not be able to play this with anyone else due to only one person being generous!

I can understand it though to some extent, I just want to know if this isn't an actual issue, but a decision.
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 07:20 PM
Yes, but the second key isn't coming until multiplayer is added in mid-January.
Posted By: warg Re: General Feedback Thread - 21/12/13 08:03 PM
Hi, I just solved the lighthouse story and let the 2 legionaires to get all benefits. They was about to leave and I clicked one to talk again and became the dialogue with their boss, but he was not there. Sorry if someone already mentioned it.
Posted By: El Zoido Re: General Feedback Thread - 21/12/13 10:31 PM
I know that skills and such are fr from final, but I think that currently the movement stat is somewhat off.
Fighters, which would need a certain movement radius to reach their enemies, get a lot of items that reduce it, while the items for magic users increase movement.
The result is that my fighter has a movement of ~0.5, while my mage has almost 2 - although the fighters speed stat is higher and he has the talent that increases movement.
I would therefore either propose to generally reduce the movement penalty on armor pieces, or add a fighter skill that reduces the penalty. The way it is, fighters seem too slow in combat.
Posted By: meme Re: General Feedback Thread - 21/12/13 10:44 PM
Has anyone noitced clipping issues. For examle at the very start there is a door next to the crabs (haven't gone far enough to learn if I can open it) but i can walk right up to it till i'm half 'embedded' in stone (visually).
Posted By: Stabbey Re: General Feedback Thread - 21/12/13 10:57 PM
Originally Posted by El Zoido
I know that skills and such are fr from final, but I think that currently the movement stat is somewhat off.
Fighters, which would need a certain movement radius to reach their enemies, get a lot of items that reduce it, while the items for magic users increase movement.
The result is that my fighter has a movement of ~0.5, while my mage has almost 2 - although the fighters speed stat is higher and he has the talent that increases movement.
I would therefore either propose to generally reduce the movement penalty on armor pieces, or add a fighter skill that reduces the penalty. The way it is, fighters seem too slow in combat.


Yeah, that is pretty backwards. Right now the fastest way for a fighter to get into the middle of a fight is to use Rush Attack or Pheonix Dive. Unfortunately, keeping a fighter alive in a battle is even harder.


Maybe Speed should not be the only attribute that affects movement distance? Maybe Strength should give a boost to movement distance, and Intelligence a penalty? That sounds tricky to calculate, though.

EDIT: El Zoido is right, a movement penalty for higher Intelligence is bad. Hmmm.
Posted By: El Zoido Re: General Feedback Thread - 21/12/13 11:12 PM
Originally Posted by Stabbey

Maybe Speed should not be the only attribute that affects movement distance? Maybe Strength should give a boost to movement distance, and Intelligence a penalty? That sounds tricky to calculate, though.


I wouldn't give penalties for higher stats, that would be a bit strange (e.g. Inteligence - would you think extra carefully before taking a step? wink ).

But some synergies might be a good idea - e.g. strength might reduce the penalties you receive from armor pieces.

With some decent weapons and armor fighters become quite good, actually. I found a nice sword in the fight with the lighthouse terror, which trivialized fights against most enemies.
Movement penalty aside my fighter can tank as well, biggest thread are casters that manage to cast multiple strong spells in one round on him.
Posted By: Stabbey Re: General Feedback Thread - 22/12/13 09:12 PM
More things I've been meaning to write down:

1) You can trigger the journal entry for the burning ship if you wander too far south near the treasure chest outside the harbour.

2) If you're caught stealing from the bench by the harbour area, your party has a dual dialogue, but neither one of them gets traits from it. Also, in this case, I think that the dual dialogue should happen as long as they're both together, regardless of whether they get caught or not.

3) When teleporting into Cynthia's place via the pyramid, you have a Charm/Intimidate/Reason dialogue, but all the options have a -100 penalty. I don't mind the different responses, but there doesn't seem to be a consequence for what you pick, it all leads to the same outcome without even a +1 to X trait depending on your choice.

4) This is a minor thing, and not that important. Maybe the dialogue for the bridge guards could be tweaked to make them seem a little more uncooperative. Right now, disagreeing to be escorted by them and then killing them does kinda make you seem a little psychotic. Maybe have them idly threaten that perhaps you won't make it all the way to the city. Or alternately If it were a case of them just getting knocked out (and somehow not gibbed by spells), that'd also do it. But that's probably too much rewriting to expect, especially given all the other things to work on.


5) The Crowd Warmer
- My first thought when seeing that the other guy's crowd was lured away by a talking head was "I wonder if a talking clam could help get that guy's crowd back?"
- Why is the talking head flagged as "don't touch" when you mouse over it, when you can't actually steal it, and talking to it is normal?
- If you lure Reginald's crowd back to the first guy, he gets all upset and says that he's ruined... why not, I dunno, hire a NEW crowd warmer instead of moaning about it? I'm sure there's no shortage of people short of work in Cyseal who could do the job. Maybe an attempted fish thief, called Robin, perhaps?
Posted By: Stabbey Re: General Feedback Thread - 23/12/13 01:57 AM
Eventually, once the final game comes out, dead party members won't just auto-revive after combat ends. Death will be permanent unless you use revive magic or a scroll.

To that end, two suggestions:

It's quite possible for the Orc Shaman to toast one of your characters with a fireball in the fight just before entering Cyseal harbour. The hidden chest just outside Cyseal Harbor is considered a semi-secret area. Why not arrange it so that that chest ALWAYS has one (two if Larian is feeling generous) Scrolls of Resurrection? That freebee will let players recover from one (or two) mistakes, but after that, they're on their own. (Possibly, some more scrolls could be sparingly placed AFTER certain puzzles, traps, or boss fights.)


What happens if a player dies and they are the one who was carrying the scroll of Resurrection? When a player dies, they usually keep their inventory. What to do then? Here's the answer: I think there should be one exception: they should drop any scrolls of Resurrection they're carrying. That could add unexpected tactical challenge to a fight, as you may have to make your way to the scroll.
Posted By: Kein Re: General Feedback Thread - 25/12/13 08:18 AM
Originally Posted by meme
Has anyone noitced clipping issues. For examle at the very start there is a door next to the crabs (haven't gone far enough to learn if I can open it) but i can walk right up to it till i'm half 'embedded' in stone (visually).

That object just has no properly defined collision mesh, no biggie.
Posted By: Janju Re: General Feedback Thread - 26/12/13 02:18 AM
1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog

2. Quest Items that have a single purpose should be deleted when successfully used and are not needed anymore

3. Rats are too fast.

4. Add dual wielding to the game (e.g. two daggers)

5. Quick stack button (stack all items into the container already containing them). See Terraria for an live implementation.

6. Add specialised crafting containers. These should hold any number of certain resources. See Guild wars 2 for the crafting container:

[Linked Image]
(the cooking ingredients are all shown, the ones owned have numbers on them, that way they are always sorted and taken care of)

7. Crafting in the game should't be implicit. Sometimes i draged items over each other because i wanted to stack them, instead they got combined. Kinda bad when you didnt want to have them do this. => build a crafting interface where i can combine items explicid.
Posted By: Stabbey Re: General Feedback Thread - 26/12/13 02:41 AM
Originally Posted by Janju
1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog


There should be a faster way to end conversations quickly, but there are too many possible cases where being able to end a conversation anywhere would break things. I think it would be easier to solve this by adding more "I'll take my leave" options in conversation menus, not new buttons to the interface.

Posted By: Janju Re: General Feedback Thread - 26/12/13 04:56 AM
Originally Posted by Stabbey
Originally Posted by Janju
1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog


There should be a faster way to end conversations quickly, but there are too many possible cases where being able to end a conversation anywhere would break things. I think it would be easier to solve this by adding more "I'll take my leave" options in conversation menus, not new buttons to the interface.

The button can be greyed out when a conversation is ongoing. I just dont want to be forced to scroll down all the time looking for the "good bye" text option when all i really wanted was get something from a vendor and then say bye quickly.
Posted By: Erdrix Re: General Feedback Thread - 26/12/13 05:17 PM
Maybe if it was at the top of the list?
Posted By: Janju Re: General Feedback Thread - 26/12/13 05:20 PM
Originally Posted by Erdrix
Maybe if it was at the top of the list?
That would work, but i would still prefer an extra button.
Posted By: Erdrix Re: General Feedback Thread - 26/12/13 05:28 PM
I would be good either way.

If the extra end dialog button works the same as the "I take my leave" dialog option, would it make any difference where it was located?
Posted By: Kein Re: General Feedback Thread - 27/12/13 07:50 AM
Originally Posted by Janju
Originally Posted by Erdrix
Maybe if it was at the top of the list?
That would work, but i would still prefer an extra button.

How about the little red cross button in the top right corner?
Posted By: Stabbey Re: General Feedback Thread - 28/12/13 08:53 PM
I'll try these again to make sure they haven't been fixed, but...

- Clearly, Charisma and Attitude modifications are not implemented yet. I verified this by giving a character 5 Charisma and talking to a guy who you can lose 50 points with, and his attitude was set to -50 instead of -45 (or higher).

- I think that even if you have talked to Bertia before, you don't get the option to tell her about her sheep
if you dig up Jake's coffin and take the sheep from inside
. You really should be able to do at least ask "is this your sheep?"

- If you fail the dialogue check with the mortician, then having his journal in your inventory (as evidence) should prompt him to confess as if you had succeeded on the check. Right now it does not.

- When asking Arhu about Jake's murder, he doesn't have the "Who are the Suspects?" dialogue until after you speak with Aurelius about the murder AND Ask Arhu about himself (or events in Cyseal).

Since that dialogue is pretty vague, there's no reason why it shouldn't be part of Arhu's conversation options on the topic of the Murder even if you haven't spoken to Aurelius or asked Arhu about himself.
Posted By: Stabbey Re: General Feedback Thread - 29/12/13 04:31 PM
Thanks to the Quarterstaff crafting recipe and my whopping 0 skill in Crafting, my Level 1 mage took two pieces of driftwood and made a quarterstaff that does 25-75 Crushing Damage, has an 8% Critical Chance, an extra +1 Intelligence, and the only requirement was 8 Intelligence (the default starting mage stat).

Why on earth does gear have no level requirements? There's a bunch of equipment, weapons, scrolls, etc. that are clearly meant to be used at a higher level, but there isn't a minimum level requirement in the game. It's obvious that gating it behind "must have X in stat" is insufficient.

********

Spoilerish suggestion for the main quest storyline.

After Esmerelda tells you about
her suspicions of Evelyn, she takes off in such a hurry that she leaves behind her backpack. The backpack contains the key to her house, which has her diary and reveal spell lying out in plain sight (visible using the ALT key), but she keeps the key to her strongbox outside for no clear reason.

The diary and spell are the big things she's trying to hide, so my suggestion is to put the diary and spell into the Strongbox, and possibly switch the keys, so that you can find her house key outside under the bucket, but all you find inside is a locked chest and ordinary stuff. This will hide the special things from snooping via the ALT key and make her look less suspicious until the time comes to make her look suspicious.


********

Cross-post from the Item Combination thread:

Higher points in the Crafting skill makes you produce better quality stuff from the same ingredients. That's good, but some things should require higher base crafting skill before you can craft them at all. If you lack the skill, the game should give you a message complaining.

Magical Items are more powerful and valuable, and so they should be harder to create than normal items. Making magical items should require a Talent, and that Talent should require something like crafting 5 or 7 as a minimum or more to unlock.

Arrow Head + Arrow Shaft should make an ORDINARY Arrow, not a magical one. That's really weird, and it makes magical arrows too cheap.

Since we don't keep track of bow ammo, this ordinary arrow would be useless on its own, so it needs to be combined with something else to become useful ammo.

Ordinary Arrow + Earth/Fire/Air/Water Essence = magical arrow of some type.

Elemental Essences should probably have all kinds of uses in crafting, maybe even with each other to make some kind of Essence of Magic.

They should probably be reasonably common in loot, and a store in town should also sell Elemental Essences.


Posted By: lokitrixter Re: General Feedback Thread - 29/12/13 04:43 PM
Blitzbolt Scroll Level 8 - Description says has 340%% chance. Has an extra % sign that's not necessary.
Posted By: Norbyte Re: General Feedback Thread - 29/12/13 05:20 PM
Originally Posted by Stabbey
Thanks to the Quarterstaff crafting recipe and my whopping 0 skill in Crafting, my Level 1 mage took two pieces of driftwood and made a quarterstaff that does 25-75 Crushing Damage, has an 8% Critical Chance, an extra +1 Intelligence, and the only requirement was 8 Intelligence (the default starting mage stat).


I think Crafting skill checks are bugged/nonexistent right now, as crafting a staff with +INT modifier requires level 10 Crafting.
Posted By: Stabbey Re: General Feedback Thread - 30/12/13 12:32 PM
For the Ice skills, there should be an effect between "nothing" and the complete immobilization of the Frozen status. I propose the "Chilled" status: Those inflicted suffer a heavy penalty to initiative, and their Movement is halved for the duration (they can only move half as much with their movement points). An Chilled enemy struck by another Ice spell suffers a steep penalty to their saving throws against Frozen status (i.e. you hit an enemy with Ice Bolt once, they become chilled. Hit them a second time, they're probably going to be frozen). If you add the status, Ice Bolt will NEVER freeze an enemy unless they are Chilled.


Question: If there is a steam cloud on the battlefield, does hitting it with Winterbreath turn that from Steam back to water? I think I saw that happen, but I'm not sure.

When I mouse over an enemy, I'd like to see any status effects they are under AND how many turns they can last for.


Originally Posted by Norbyte

I think Crafting skill checks are bugged/nonexistent right now, as crafting a staff with +INT modifier requires level 10 Crafting.


Well yeah, I didn't think it was working properly. laugh
Posted By: Stabbey Re: General Feedback Thread - 30/12/13 10:23 PM
Just saw something neat happen:

I was about to engage the first undead house in the western encounter Warrior Scarlett and Ranger Rod were just outside the battle range, so I decided to try and get Scarlett in closer so she wouldn’t have to waste as many AP moving. So I had her sneak in and she got behind the Undead archer. Her first strike started combat, and the Archer attacked the ooze barrel like it always does. But my attack hadn’t broken stealth, so lacking any targets, his next attack was to his last target, the remains of the dead barrel. I finished the guy off and realized that Rod hadn’t engaged in combat. I was still stealthed and snuck up and attacked the mage. The mage didn’t see me, but a swordsman, attracted by the ruckus did go to investigate what was attacking the mage, so he walked up and finally I was spotted. That’s when the neat thing happened:

Now that my Stealth had failed, Rod was now in combat, and he automatically walked up and entered the combat zone, all without orders or using AP until he was in position. Nice!
Posted By: X-tasy Re: General Feedback Thread - 30/12/13 10:58 PM
Stealth + Range is very Overpowered. Just took out the big orcs at the beach with one lv2 character and a light crossbow. Just staid out of sight range and shot them. Noone moved into my direction just looking at me but not walking at me so noone attacked me and i could easily kill them with no real effort.
Posted By: X-tasy Re: General Feedback Thread - 01/01/14 03:00 PM
I found the Resurrection Skillbook at a vendor and you can resurrect NPC with new loot. So you kan kill the vendor collect all the stuff, resurrect him and kill him all over again. You can do the same with the guard before the treasure and you can get infinte exp from it like really reviving the big orc and kill him again and so on. It should be removed. I killed with lv2 the vendor took his gold and the resurrect book and just killed the one guard over and over till i had really good weapons for my chars at lv3. The rest of the fights in the game were some kind of joke where i could decide when the fight is over.

The resurrection skillbook should be removed and only really powerful wizards should sell resurrection scrolls.
Posted By: Stabbey Re: General Feedback Thread - 01/01/14 03:09 PM
I'm not against removing the Resurrection skillbook, but that's an obvious unintentional bug. The real question is if it's a problem with the spell in your spellbook, or does it happen with the scrolls as well?

Another Exploit: Things enemy mages summon, like Zombie Boars, give you experience when you kill them. That can be used to farm XP.
Posted By: X-tasy Re: General Feedback Thread - 01/01/14 06:07 PM
Its also possible with scrolls,
I killed Arhu for the Resurrection scrolls but couldnt target him to resurrect frown. So i could not revive and kill him for endless resurrection rolls. The commander didnt drop anything after but the vendor dropped a totally new inventory again.

By the way Vendors are way too rich, why does a fishseller or a marketmen have 987 gold, its like they want to be robbed wink (or killed since i dont think pickpoket is implemented yet). Of course my righteous mage wouldnt, but the ranger likes shiny coins xD.
Posted By: Hermes Re: General Feedback Thread - 03/01/14 07:33 AM
I got to play OS on a friends account, what can I say - its going to be a great game!

Some feedback:

1. Are starting skills placeholders? Seem too powerful.
2. Levling is really confusing, tutorial would help!
3. After casting a tornado, my mage starts levitating untill I cast something else.
4.my one and only save game(silly I know) got corrupted after ctd whilst trading with the mage.
5. Spells are not exlained in description so have to save and load to the try them.
6. Is auto replying of one of the characters still an option? Or do I have to reply for them both?
Enjoyed it overall!
Posted By: Raze Re: General Feedback Thread - 03/01/14 07:57 AM

1. Yes

2. There will be some kind of introductory area (after a certain quest the main characters comment on something that happened before you start out on the beach), but I don't know if there will be any explicit tutorial stuff, or if levelling will be described. There should at least be additional tooltips (same for spell descriptions) and UI improvements.

3. note to self: buy Tornado spell book

6. Conversation AI options for your non-lead character have not been implemented yet, so for now you have to answer for both.
Posted By: BlackPhi Re: General Feedback Thread - 04/01/14 11:56 AM
Quest markers are evidently not included in the current Alpha, and I am finding that mostly refreshing, but occasionally frustrating. I hope that when they do come in they will be fairly minimalist and optional, with the quest design being such that you can do the quests without them, with a bit more work. Indeed, I wonder whether quest markers could be done away with in favour of simple map markers showing places mentioned as important during the quest.

There are times when some sort of marker makes sense, as it is a location the townsfolk would know so all you would have to do is ask, eg the old church or Esmerelda's house, or when someone says they are marking a location on your map. But there is no obvious reason why such places should only show when you have a particular quest highlighted. Maybe mark them on the map when the location becomes significant and simply highlight the marker, if any, for the selected quest.

There are other quest stages when I really wouldn't want a marker, as I shouldn't know where something is: such as in the murder quest phase which says we need to check Jake's body, or the Staff quest talking about "one of the secluded beaches in the area".

The advantage of playing without quest markers during testing is that needing a marker can highlight a design flaw: on an early playthrough I got frustrated because I couldn't find Esmerelda, it turned out that was because she is invisible behind her hams; and I still haven't managed to find that old church, in spite of a signpost which claims to point toward it.

Different players like different aspects of a game like this: some like exploring, some like solving puzzles, some like combat and some like following the story. Aids like quest markers need to support different play styles, but I think they also need to avoid hand-holding to the extent of spoiling the overall experience.
Posted By: WintermuteX Re: General Feedback Thread - 04/01/14 01:19 PM
Originally Posted by BlackPhi
Quest markers are evidently not included in the current Alpha, and I am finding that mostly refreshing, but occasionally frustrating. I hope that when they do come in they will be fairly minimalist and optional, with the quest design being such that you can do the quests without them, with a bit more work.


I would like to have them optional. As much as I like to be a bit puzzled and to think on my own, there are also times when the frustration level rises because you didn't found something for whatever reason. As playing a game is about having a good time enjoying the story and the gameplay it is quite a good idea to eliminate possible frustration and let the player decide, in sane limits, which way he plays and how easy or difficult the game should get. I think it's kind of good manners to give the player a bit control about his experience.
Posted By: Norbyte Re: General Feedback Thread - 04/01/14 01:20 PM
Originally Posted by BlackPhi
and I still haven't managed to find that old church, in spite of a signpost which claims to point toward it


The old church is in the "under construction" area of the map so its not accessible in this build smile

Originally Posted by BlackPhi
Quest markers are evidently not included in the current Alpha, and I am finding that mostly refreshing, but occasionally frustrating.


I think its fine this way; a major part of the game is exploration, and adding quest markers would take some of that away.
Posted By: X-tasy Re: General Feedback Thread - 04/01/14 03:04 PM
Well some Questmarkers like to the Barracks at the beginning or to the mortician would be nice.

But i think what this game really needs is a kind of big tutorial where it shows what you can with the game. Like crafting that you can craft also weopons and not only thingd like french fries or that you can kill a lot of people and still finish the mainquest. You have to show new players that they dont play in a diablo like world but in a world that wants you to have fun and explore things. When i played the game i just did all the quest and killed a lot of enemys first and only later discovered that crafting is really just more than for fun.

I dont know how, but i think this should be done for totally new players that just buy the finished game on steam(or somewhere else) and they dont know anything about the game.
Posted By: ralf2117 Re: General Feedback Thread - 07/01/14 01:18 PM
Played it since a week, think i explored and killed everything, didnt do al the quests though(since i killed some quest related characters earlier).

Liked it overall.

Few remarks:
Rotating camera with Arrow keys would be nice for when ur running arround/exploring and in combat because from one angle, ur view is sometimes blocked by trees, roofs,...

A resizeable inventory tab, then u can make it small and leave it open.

Till now, the fights where rather easy.

Make the quest related characters unattackable!:p
Posted By: Stabbey Re: General Feedback Thread - 18/01/14 05:49 AM
1.0.87 Feedback

- It seems to be essentially impossible to leave Cyseal without gathering the companions. The enemy forces are too overpowering without having 3-4 fighters on your side. This might be intentional, but I'm sure some people will complain about the difficulty.


- Firefly's 7 AP to cast is a really high cost for a skill that does 1 damage and just basically puts down a surface. Those are the kind of skills that should have a LOW AP cost, not a high one, but this has a longer cooldown and higher AP cost than Flare, which does a lot more damage.


- The Regenerate spell is too weak. It heals 3/?/7/9/11 damage per turn based on your character level. The idea to scaling the power of this spell as your level goes up is a good one, but both your total health - and more importantly the enemy damage - scale up a lot faster. The spell doesn't heal enough to be very useful in a fight, and using it after a fight saves potions, but again, it doesn't heal much, so you're left standing around for quite a while healing, waiting for the cooldown, and healing again. The spell needs to heal more and scale better with how your total HP scales up.


- Phoenix Dive is a Fire skill, but it only seems to require you to reach level 5 - no Int or Fire magic requirement. THIS IS GOOD. Phoenix Dive is a very nice skill to get melee fighters to the action instantly, so it is good that there are no "mage-y" requirements to learn this. I will note that it does a crazy amount of damage, especially notable because Madora starts with it at level 3, and it does 40-60 damage a lot, when normal attacks can have trouble breaking into double digits.



Posted By: Perkel Re: General Feedback Thread - 18/01/14 08:18 AM
Hi all first post here.


My feedback currently:

- UI or should i say moving screen via mouse on edge of screen. I know there is lock that you can't move screen if you put mouse near icons preventing it from accidental screen movement but for someone who played a lot of games i don't need screen lock. It is especially frustrating when you talk with people. You accidental move camera off screen and can't back because there is this screen movement lock.

Introduce completely free camera.

- Use of Esc. Make it so that it closes all screens first then after all screens are clear it open save/load/exit/option menu.

Manualy using mouse to close inventory is a bit annoying after a while.

Or make it like in BG2 where right click on character icon = inventory and right click again on portret closes it. Currently it is done with double LMB which can sometimes lead to unnecessary movement of character when you miss with a mouse.

Naturally binding keys is must.

Still can't believe devs use keys like I for inventory where most of gaming is done on left side of keyboard and having inventory as S or A would be ultra quick. Sure it is trope in developing games and this supposed to help newcomers to see inventory but it is not 95. You can show them in tutorial that S is inventory along with other options to open it (like double LMB or character icon).

-----------
-----------

As for quest marks i am for no. Main quest sure there can be few but side quests ? They are optional and part of fun is to explore world.

Instead of questmarking every little thing Journal should be expanded so places would be mentioned in Journal and how to find them. People who played Morrowind or other older RPG know how fun it is.

Also Personal Journal (i mean writing yourself) would be fantastic imo.
Posted By: Blablabla Re: General Feedback Thread - 18/01/14 09:11 AM
In the newest build the camera isn't moving smoothly anymore. It jumps a tiny bit every now and then when you walk around which is horribly irritating.
Posted By: warg Re: General Feedback Thread - 18/01/14 10:01 AM
I see some people already mentioned tutorials. It would be really nice to have it in the game, if only for the general things. There are many gamers who simply do not know this genre, so everything is new for them. I can remember: DivDiv was my first RPG, I had to think a lot to figure things out. Ok, my English was not that good and I was a kid, but a tutorial is a really big help. smile
Posted By: Raze Re: General Feedback Thread - 18/01/14 10:15 AM
Originally Posted by Perkel
It is especially frustrating when you talk with people. You accidental move camera off screen and can't back because there is this screen movement lock.

If there are UI elements in the way of moving the screen with the mouse, you can use WASD to move it (as long as the mouse cursor isn't over a UI element), or hit Home to re-centre it on the lead character. Normally you can use the arrow keys to move the screen, as well, but only the left and right arrows work for that during a conversation.
Posted By: Stabbey Re: General Feedback Thread - 18/01/14 06:05 PM
- Right now, Rangers are terrible. They start with a stance and one active skill. Their damage output against Undead enemies is garbage, making them very useless against about 75% of the enemies in the alpha. Yes, they might be able to purchase more skills, but that costs money. Their low damage makes their skills low priority on the purchase tree.


- The Lockpicking skill book should be deleted from the game. Instead, you automatically learn the Lockpicking skill once you put a point into that skill. The same goes for the Pickpocketing skill (once it's implemented). If Repair needs a skillbook to learn, the same for that as well.


- The control scheme could probably be a bit more intuitive as well. My suggestions:
Enter - Start chatting with partner
Space - End Turn
Shift - Sheathe/Unsheathe weapons
Tab - Switch controlled character.


- The idea of picking up owned items in a store and having merchants ask you if you want to buy them is a good idea... but it is completely unintuitive, because right now the icon is for that of stealing them. No one who wants to legitimately buy items would click that openly. It should be replaced with a "coin purse" or "dollar sign" icon and it should always trigger the merchant's "do you want to buy this" dialogue when you click - even if the merchant isn't in the line of sight.

I tried this out and the first time, Esmerelda didn't see me so I just stole the item outright. The second time, she did see me and ask if I wanted to buy the item. I said yes, and in the trade window, I sold her back the first item I stole from her. She didn't mind. That shouldn't happen.

Posted By: Bittereinder Re: General Feedback Thread - 18/01/14 06:16 PM
Originally Posted by Perkel
- UI or should i say moving screen via mouse on edge of screen. I know there is lock that you can't move screen if you put mouse near icons preventing it from accidental screen movement but for someone who played a lot of games i don't need screen lock. It is especially frustrating when you talk with people. You accidental move camera off screen and can't back because there is this screen movement lock.


It hadn't even occurred to me that they could have done this on purpose, though I guess it makes sense. I agree with you, the trade-off is not worth it, just let me scroll. Scrolling down in particular is annoying, as you have to go out of your way to avoid the skill bar.
Posted By: Stabbey Re: General Feedback Thread - 18/01/14 07:52 PM
Request: Rename the Evidence Chest in the Barracks to "Evidence Chest". RPG players will know to look for their stuff in that better than they will "Chest".


Request: Give the mushrooms different names instead of just "Mushroom". It's a convenience thing, because the only other way to identify them is to describe what they look like. Naming them will also make it easier to put recipes that require a specific mushroom into in-game books.


Ice Elementals should probably have a high saving throw against slipping on ice.


I know the "Spotter of Secrets" talent isn't enabled, but one idea is that maybe it could have an audio cue when you're near something flagged as secret. Not very loud, maybe higher perception lets you hear it from farther away.
Posted By: LordCrash Re: General Feedback Thread - 18/01/14 09:31 PM
Is there a way to open the inventories of both characters at the same time? Or the inventory of even four characters (with companions/henchmen)? Imo it's a real chore to transfer items between characters....would be much nicer if you could do that while all inventories are open and you see exactly what everyone is carrying around...
Posted By: Stabbey Re: General Feedback Thread - 18/01/14 10:09 PM
I like the progress bar that shows you crafting something, but the icon for the crafting should show what the finished product will be, not the icon of the ingredient you're combining.
Posted By: Elwyn Re: General Feedback Thread - 18/01/14 10:47 PM
Originally Posted by LordCrash
Is there a way to open the inventories of both characters at the same time? Or the inventory of even four characters (with companions/henchmen)? Imo it's a real chore to transfer items between characters....would be much nicer if you could do that while all inventories are open and you see exactly what everyone is carrying around...



Yes, there are actually two ways.

1) As an example. Click on Roderick and press "I". Then click on Scarlett without closing Roderick's inventory. Pressing "I" opens Scarlett's inventory right in front of the still open Roderick's inventory. All you have to do now is to drag Scarlett's inventory a little bit to the left so that you have two inventories next to each other.

If you just want to transfer one item from Roderick's inventory to Scarlett:

2) Open Roderick's inventory and drag the item from the inventory to Scarlett's portrait on the left side of the screen ("magic pockets"). Now, Scarlett should have the item in her inventory.
Posted By: LordCrash Re: General Feedback Thread - 18/01/14 10:52 PM
Thanks, Elwyn, the first point helps a lot. smile

I wished that this was also possible in shops or while bartering with people...
Posted By: NomekSan Re: General Feedback Thread - 18/01/14 11:42 PM
Questmarkers have been mentioned here quite often. The absence of Questmarkers is only in the Alpha, do I have this right?

This would be a shame I think. I played a couple of hours now and i first wondered that there is never a big blinking marker on my map so I startet to read the quests really carefully and I have to say it's been a long time since I've had so much fun with quests in a RPG.

It is really not that hard to find the locations or people as one pays a little attention to the dialogues. I really love that so I hope they will not be implementet or they are optional but then it should be possible to choose before the character creation one of three options:

- absolutely no markers, not temporaily activatable
- a hint option where you can show a marker for a quest for a short time
- markers allways on

This should serve all playstyles for this matter.


Posted By: Stabbey Re: General Feedback Thread - 19/01/14 12:14 AM
The game should at least have important locations marked on the map as you discover them, like "Thelyron's Residence" and "Barracks", and such places that NPC's specifically direct you to or mark on your map. For other, less obvious locations - like the one a certain diary tells you about - the journal might possibly contain x/y coordinates as notes.

This game DOES have quest markers if you look at the big map (and minimap), it just doesn't have a marker on the compass.

****

Already made this suggestion, but it should be possible to leave a teleporter pyramid on the ground and use it to teleport to your partner. It's not all that useful being forced to take it with you with you teleport, it cuts out half the utility of the thing.

Additionally, if you do leave them somewhere, maybe the location of the stones should also appear on the map so you can find out where they are. (Possibly with an option to turn the marker off if you really don't want it.)

****

One other issue with the dual-decisions: When disagreeing, There doesn't always seem to be the fourth option of "fine, we'll do it your way" for both characters.

Rod: It's time to make a decision...
Rod: I decide for option A.
Scarlett: No, I want to pick option B.


Rod:
1. I insist on option A (Charm).
2. I insist on option A (Intimidate).
3. I insist on option A (Reason).
4. Fine, we'll do it your way (Option B).

Scarlett:
1. I insist on option B (Charm).
2. I insist on option B (Intimidate).
3. I insist on option B (Reason).
4. Fine, we'll do it your way (Option A).

It's true that Scarlett could have agreed with A at the first opportunity, but I like having the second opportunity to agree because it gives a better sense that she gave in or accepted the argument/threat/charm presented by Rod. It makes it feel a bit more natural having that option in there.


Bug: When you do say "fine, we'll do it your way," both characters still get the separate Trait bonuses, even though they should be the same because one changed their mind to agree.
Posted By: lokitrixter Re: General Feedback Thread - 19/01/14 12:25 AM
Originally Posted by Stabbey

Already made this suggestion, but it should be possible to leave a teleporter pyramid on the ground and use it to teleport to your partner. It's not all that useful being forced to take it with you with you teleport, it cuts out half the utility of the thing.

Additionally, if you do leave them somewhere, maybe the location of the stones should also appear on the map so you can find out where they are. (Possibly with an option to turn the marker off if you really don't want it.)


Haven't gotten them yet in the current build but in the previous one you could leave it on the ground and walk for a little while before it was returned to your pocket. I was able to place it at the end of the bridge in Black Cove and go all the way to the crab without it being put back into inventory.
Posted By: Stabbey Re: General Feedback Thread - 19/01/14 12:32 AM
Originally Posted by lokitrixter

Haven't gotten them yet in the current build but in the previous one you could leave it on the ground and walk for a little while before it was returned to your pocket. I was able to place it at the end of the bridge in Black Cove and go all the way to the crab without it being put back into inventory.



No, I mean leave it on the ground AND use it to teleport. Leaving it on the ground and having to walk away to get to the other stone isn't so helpful.
Posted By: lokitrixter Re: General Feedback Thread - 19/01/14 12:37 AM
Sorry misread what you meant. Thought you meant you can't leave it behind. But you want to leave it somewhere, teleport to your companion and then be able to teleport back with your companion.
Posted By: lokitrixter Re: General Feedback Thread - 19/01/14 12:52 AM
Originally Posted by Stabbey

Request: Give the mushrooms different names instead of just "Mushroom". It's a convenience thing, because the only other way to identify them is to describe what they look like. Naming them will also make it easier to put recipes that require a specific mushroom into in-game books.


If this alchemy book I found is any indication then they will be naming mushrooms differently. One is called friendly and another is called not-so-friendly. I had figured out their uses in an early build through trial and error crafting, but this will help a lot more.
Posted By: GDwarf Re: General Feedback Thread - 19/01/14 02:14 AM
So, just downloaded the Early Access build and played for half an hour, thought I'd pop in and give some general observations (I'm aware that some of these have been reported already, I'm repeating them so the devs can get a feel for how noticable they are):

-It's really unclear that you're creating two characters at the start. It looks much more like you're creating one character and changing their sex when you click on the different portraits.

-The right-most pane of the character creation screen's tabs are a bit weird. The tab you're viewing has its title highlighted, while the other one is flush with the actual window. I'm used to the active tab being flush with the content (ala Firefox, for example) and highlighted, so it's hard to tell which tab you're actually looking at.

-It's annoyingly difficult to click on an item if you or your partner is "in front" of it.

-When you cast a spell outside of combat there's a delay between the instruction to do so and the casting seeming to start. It makes it feel like nothing's actually happening.

-Trying to pan the camera downwards is made frustrating because it doesn't work if you push against the part of the screen used by the skill bar, which takes up about half the bottom of the screen.

-Ranged attacks that go offscreen don't show you if the target was hit or how much damage they took. Having the camera follow the projectile would make more sense to me.
Posted By: Raze Re: General Feedback Thread - 19/01/14 03:01 AM

Character creation should be clearer when more customization is possible. Personally, though, I thought having the camera switch focus between the two characters shown on screen was fairly obvious.

You can use WASD or the arrow keys to move the screen focus (if the mouse cursor isn't over a UI element), or Home to re-centre on your lead character.
Posted By: GDwarf Re: General Feedback Thread - 19/01/14 03:22 AM
Originally Posted by Raze

Character creation should be clearer when more customization is possible. Personally, though, I thought having the camera switch focus between the two characters shown on screen was fairly obvious.

Eh, look at games like Diablo II, where there are a half-dozen characters to choose between on the creation screen, but you're only actually creating one of them.

I honestly don't know how to make it clear that you're creating two separate characters, but the current way doesn't really do so.

Quote
You can use WASD or the arrow keys to move the screen focus (if the mouse cursor isn't over a UI element), or Home to re-centre on your lead character.

Good to know, but I'm a creature of habit, and almost always pan with me mouse. :B
Posted By: Raze Re: General Feedback Thread - 19/01/14 03:31 AM

Maybe a second delay, or right click (etc) with the cursor at the edge of the screen could unlock the screen, so people will not be accidentally moving the screen focus, but it will still be possible to do so with the mouse regardless of the UI elements.
Posted By: GDwarf Re: General Feedback Thread - 19/01/14 03:45 AM
Originally Posted by Raze

Maybe a second delay, or right click (etc) with the cursor at the edge of the screen could unlock the screen, so people will not be accidentally moving the screen focus, but it will still be possible to do so with the mouse regardless of the UI elements.

I'd say just add a slight (like, half-second) delay to the panning if there's a UI element there. That way the edge of the screen is still easy to hit with quick mouse movements, and accidental mouse movements won't pan the camera, but if you want to pan it it's easy to do.
Posted By: laggerific Re: General Feedback Thread - 19/01/14 11:18 PM
I've been eagerly awaiting this game for some time now, and glad to finally get a chance at the Alpha. Any game that strives to bring back the depth of Ultima VII, I am all for.

First off...I miss the Ultima VII inventory.

But, one thing has stood out to me in my time that has been really distracting...the water physics. When you burn water off, it leaves a dry spot...but water wouldn't act that way...it would fill the void. I think it makes sense that the water doesn't rush in to put out magical fire, but once the spell does fade, the water should rush in and fill the void.

Ultimately, there is room for tightening up the UI...it feels a little stiff and mouse scrolling is off, and it feels like it's just not very smooth. But I expect that is something that continues to be improved. One thing I loved in Ultima VII was using Esc to close opened containers...little shortcuts and such would be really useful to tighten up the UI experience.
Posted By: Stabbey Re: General Feedback Thread - 20/01/14 06:28 AM
I played a good long session today, culminating in a co-op fight against the Sparkmaster 5000, which wasn't going so great until I gave in and used Winterbreath with my last surviving companion to kill the thing from half-health.

Here's a bunch more feedback/suggestions.

  • There’s more to Traps then just throwing a trap down can calling it a day. Placement is the key, and it needs some work. The Scarecrow exploding trap (x:88, y:148) is good, but it is missing a key ingredient: A lure to get the adventurer within range. Some goodies should be placed at the feet of the scarecrow.
  • The chest at x: 75, y: 228 has a mine in front of it, but the mine isn’t an obstacle, defeating the purpose. I suggest moving the chest back between the rocks (to x:72, y:230), and the mine as well, so that the mine is more dangerous.
  • Players also get annoyed when they seemingly explode for no reason. If they step on a trap, I suggest that feedback in the form of [Trap Triggered!] pop up, in the same manner as the “Exploration XP” pop-ups and such. If they have the feedback, then they know what happened and can take steps to be more cautious in the future.
  • Combat encounter at (x: 55, y: 128). This house has a bomber, a mage and an archer. The bomber will be blown up after 1-2 turns, leaving only the mage and archer inside, and the only way to approach them is from one direction. There aren’t any other options to approach them. Also, with the bomber dead, there are two ranged enemies. I suggest adding a zombie inside behind the bomber.
  • Lighthouse Horror. I am glad that the boss has much higher health. I had hoped that would be enough to make the encounter a lot more challenging, but I was mistaken. I think the issue is that the horror only does two things: It buffs its minions at the start of the fight, and revives them when they die. It has no other spells, and it only seems to revive one or two of them. After that it does basically nothing in the fight. If you stand someone next to it in melee range, the boss swipes at it, but misses most of the time and does only 1 damage when it does hit. The boss could probably use an offensive spell or two so it does something.
  • Some players aren’t happy with what they consider “pixel hunting” for keys in the main quest. They think the keys are too hard to see, and don’t like having to hold down Alt.
  • Larian, do you think you could implement some kind of “auto-move” that you could toggle with a key to have your character automatically walk towards the cursor, so you could have them move around without having to keep clicking repeatedly? I suppose tht holding the mouse button down to move is close enough.
  • A lot of the placeholder portraits show the NPC’s shoulders and upper body. That means there’s not so much room for the face. Portraits should be restricted to the head, showing too much makes it feel like I’m squinting.
  • Cute Dogs fight – I triggered the Cute Dogs fight from the north side. My rogue’s first move was to walk into the bushes and enter Sneak mode, and then my Mage teleported the closest dog farther away. I moved my companions, and when the dogs turn came around again, combat ended, because I guess they could no longer see anyone to fight.
  • Fire attack + Ice surface should = Water surface. Right now it just becomes fire surface.
  • Ice surfaces from Ice Wall and dead Ice Elementals stay around too long. surfaces from Ice Shard work properly, becoming water after a while.
  • I’d like it if you could cast buffs/heals on your teammates by selecting the spell, and then clicking it on their portrait. If they’re in range, of course.
  • Something new in this patch: Daggers/Knives cost 2 AP to use… and they attack TWICE per command, effectively making them 1 AP per attack. Still not as good as getting the "Backstab with any weapon talent".
  • The Fleetfooted/Rosy-Cheeked Talents currently do not stack with your Recovery AP. That seems wrong, they should stack with your Recovery AP, otherwise those Talents are rather useless. Just having them increase your Max AP and/or first turn AP isn't enough utility in my opinion.
  • The enemies at the Lighthouse do not share the resistances/weaknesses of the Undead. Is this intended?
  • I decided to let an Undead Bomber deliberately explode on my level 5 Rogue. It did 3 damage, reducing his health from 132 to 129. I think they might be bugged.
  • When you Ctrl + mouse over your PARTY MEMBERS, you should be able to see all their stats, even without any points into Loremaster at all. There’s no good reason to hide that information, and a lot of reasons not to.
  • Sometimes, it’s impossible to tell where you need to stand to get a backstab. Enemies in combat face in a direction and can kinda shift their stance a bit, making it hard to figure out where you need to stand to get a backstab. Many times I’ve thought I was standing in the right spot, but didn’t get a Backstab or Backstab failed message – I was doing a normal attack. Maybe some little chevron or directional indicator so you know where to stand to do a backstab.

Posted By: Stabbey Re: General Feedback Thread - 20/01/14 07:35 PM
What do Way of the Warrior and Way of the Ranger actually do now?

Points into Water Magic do not make Regenerate/Healing more useful.

What does Int do now? I know that Int 10 grants you a single extra ability point per level, but does it have any effect between Int 5 and Int 10?

Your Companions can put points they get from levelling up into the Charm/Intimidate/Reason abilities. Is there anything they can DO with those? If not, those should be locked for Companions. Madora should probably also not be allowed to put points into Sourcery, given how against it she is. I also question the use of Charisma to boost the reaction to Companions given how all the NPC’s – down to a waitress - only want to talk to your master.

Here’s a potential issue: You can have multiple companions, and switch them around from time to time. But there is only so much XP in the game. If you don’t use a companion for a while, could they fall behind and not be able to catch up, making them rather useless? If you don't want respawning enemies, maybe there could be some way to pay gold to train your companions up a bit?


The Scholar/Bestiary Bookworm Talents are gone from the game. One let you identify unidentified items. I’m not sure if identifying items is completely gone from the game, but the other boosted your Loremaster skill. Why was that one removed?
Posted By: Stabbey Re: General Feedback Thread - 21/01/14 06:04 PM
Suggestion: There should be a pop-up dialogue asking “Do you want to craft [Item]?” (maybe with a “do not show this message again” checkbox) when crafting, because it could be easy to accidentally craft something you weren’t intending to craft.

Maybe it could also say “(Consumes: Component 1, Component 2)” so you know if it doesn’t use one or both ingredients. Someone pointed out that combining a dagger with a branch of wood to make a spear should theoretically be combining the dagger's blade with the branch.


Suggestion: Branches of wood are used in a lot of recipes - especially for making arrows, so eventually, they should be pretty common finds in the world.

Posted By: YoungFreshNewbie Re: General Feedback Thread - 21/01/14 06:37 PM
@Stabbey:

With the cute dogs fight, the combat ends not because they couldn't see you, but because the flip into zombie dogs. I filed a bug in the bug thread noting that the cute dogs probably shouldn't be engaging you at all, instead luring you in before they go zombie on you like a trap.

I've tested it a few times and every time the cute dogs engage for one turn, combat ends and they flip to zombies, then they re-engage if they see you. They also regenerate to full HP.
Posted By: Ithiloneth Re: General Feedback Thread - 21/01/14 06:43 PM
Concerning Tanks

I haven't played tons of the game yet, as I want to save up some excitement for the real deal. What I have focused on is trying to get some good builds up and running. I've noticed a few things that annoy me quite a bit - ability points, transparency and magic offense v defence.

There seems to me to be an unfair advantage to being a mages, 2H weilders and bow users when it comes to abilities, especially when compared to the Warriors who decide to go for a shield and a 1H weapon. Namely this - a mage can purchase just the one school and be perfectly proficient in combat by maxing out just the one skill. And it appears the same is true for Survivalists an 2H wielders. Where as shield wielders have to invest twice as many points. Either the option is far stronger simply because of the stats on weapons and shields, or there would appear to be an issue here. All I know for sure is this - hybrid 2H warr/ice mage is a great combination when fighting higher level opponents. It is also worth mentioning that Warriors need to invest into the Warrior skills, this seems unfair as Warriors right now have to pay as much as 4x (3x if you don't count Armor Specialist and 2x if you are wielding a 2H weapon) a mage in order to be proficient as a tank...

Second, when it comes to transparency, it would be nice to be able to see clearly what each point will do. Preferably to see what the next 10 points will do; if you can have that many. So I can plan my character out a little. How to display the info I think you would know better than me but whether you do show it or not, I'll get my hands on it, it will just be a real pain to use Cheat Engine or similar to inject some points and map it out.

And for the love of the seven, bring back some kind of magic resistance! It is very unrewarding to build tanky if there is no way to build towards magic resistance, it could be resistance against effects, or damage or both. I just think it would be good to have that in there.

Thanks for what promises to be a great game whether you listen to this or not, you haven't lost the touch as far as I have seen!
Posted By: Skooma Re: General Feedback Thread - 22/01/14 04:41 PM
I just begun to play this afternoon and I did not read the entire above messages but I guess it does not harm to report the same issues more than once so here is my small contribution after one hour playing.

I will not tell you what I liked because it would be too long but here is what I hope to be constructive criticism...

- I really want to be able to zoom out more than it is possible at this moment. I think the maximum zooming out distance is too small (sorry if my english is approximative ^^).

- As alrady said above, I need to be able to put the camera downwards more easily : the skill bar blocks the downward direction of the camera and so does the dialog pane.

- When entering in the first village/city, will the music be a little more adapted later on? Because I had to listen to a sort of epic music when visiting quitely the neighborhood...
Posted By: Kein Re: General Feedback Thread - 22/01/14 04:50 PM
What really still annoys me id the fact that you can't highlight all pickable items. It is one of these small but INCREDIBLY annoying aspects.
Posted By: Robrecht Re: General Feedback Thread - 22/01/14 04:59 PM
When I mentioned this to Swen when we were playing over at Larian's, he said it's not their intention to highlight *everything* because the screen would be overloaded with labels, as you can interact with almost everything anyway. Also they didn't want to give away locations of items you should look for a bit, and having everything highlighted except that one weird item is also a bit of a giveaway. Or having everything highlighted except that object which is semi-hidden can be quite frustrating as well.

Still, I did have a first initial response like "hey why is not everything highlighted?", and I'm not sure what the best way is to tackle this.
Posted By: Kein Re: General Feedback Thread - 22/01/14 05:25 PM
Originally Posted by Robrecht
When I mentioned this to Swen when we were playing over at Larian's, he said it's not their intention to highlight *everything*

I never said EVERYTHING. Refer to pages 1-2, David also mentioned that highlighting everything would be insane. The point is to have the ability to highlight ALL PICKABLE items.
Posted By: anwe Re: General Feedback Thread - 22/01/14 07:27 PM
I am unable to find a way to switch characters in coop without having the other player drop and then rejoin after I have selected the one I want. Character selection should persist through a reload.

If rearranged, the portraits on the left of the screen do not seem to retain their position after a reload. Perhaps the hosts controllable character could default to the top most portrait as well.

I also do not enjoy my screen being moved around during combat to center on who is currently moving/attacking, etc. I would like an option to turn this off.

During a game last night my coop friend became charmed and I was forced off of my character and onto Madora, and he was given control of my character. It would make more sense to me to have given control of Madora to the charmed player instead of shifting both of us around, or simply leaving the charmed player as is until the effects wear off.

I am enjoying the game so far, especially coop.
Posted By: Aasgaard Re: General Feedback Thread - 22/01/14 07:49 PM
Originally Posted by Kein
I never said EVERYTHING. Refer to pages 1-2, David also mentioned that highlighting everything would be insane. The point is to have the ability to highlight ALL PICKABLE items.

I prefer all usable items to be honest. It would make it easier to prioritize what to pick up and not.
Posted By: crambal Re: General Feedback Thread - 22/01/14 10:36 PM
Here is a little contribution.

- First, i find the game too much difficult, really too hard. I want to PLAY, to have fun please, not to flee almost each times because of the unfairness of the fights

- 2nd, the inventory is a real mess, 4 or 5 piles of coins, the categories don't work... that's a pity.

- 3rd, the music is really unbearable. So poor, sometimes only a single loop repeating, sometimes a stupid music that is a nonsense with the place or the situation in which you are. That's sad.

Anyway, thanks for your work guys and girls, you already did a great job.
Posted By: Bittereinder Re: General Feedback Thread - 22/01/14 10:46 PM
You should consider exploring to the northwest of Cyseal first. The northeast and the beach are probably too difficult for a low-level party.
Posted By: dakkai Re: General Feedback Thread - 22/01/14 11:24 PM
I hope to see more concerning attitude in the game such as when you catch the fish thief and tell the fish merchant about it, her attitude towards you gets raised by 50 and improves her prices. Little things like that really make the NPC's feel more alive.

Also something I missed at first, but a certain NPC in the market refuses to talk to men but will talk to the female character instead is great. Gives more purpose to the dual main characters
Posted By: Stabbey Re: General Feedback Thread - 23/01/14 10:37 PM
- The Source Hunters were sent on a mission. They should probably have a bit of gold to buy supplies with. At least 100 gold (100 each would be better). It would help get players started.

- If one of your party members has Pet Pal, but the lead doesn’t, both can see the bull’s conversation at the harbour, even if the one you’re actively controlling doesn’t have Pet Pal. This may be working as intended, I’m not sure.

- Outside the harbour gate, there’s a shipwreck with a crate. You get 250 Exploration XP for finding the crate… but like 75% of the time, the crate is completely empty. There should be at least something always to find there that doesn’t rely on a lucky 20% chance of the crate spawning something.

- What makes Arhu think that there’s a cult behind Jake’s murder, not a single person? That’s unclear to me. That should be explained a bit better, I think.

- The crates and barrels just inside the harbour gate are tempting for adventurers, enough that they can miss Pablo running up to tell people about the fire. This is their own fault though and not something that really needs to be changed.

- The way health and weapon damages change as your level goes up is really untenable. Health goes up really, really fast, and weapon damage goes up really, really fast as well, which is a problem for balance. It forces the player to prioritize weapon skills and finding new weapons.


- The "Assassin" (Backstab with any weapon talent) should be deleted, because it is overpowered, and it makes the Daggers pretty useless for their intended purposes of backstabbing, when you can use any weapon to do so.


Tutorial Messages:

- The Escape menu should have a “Tutorials” option that brings up a screen that at least contains the tutorial tips from the pop-up boxes.(maybe even screenshots highlighting the particular parts of the interface if you want )

- The Tutorial message about saving might best be placed before you reach the soldiers at the bridge. (especially since they can kill you in two hits from full health)

- The first time opening the trading screen should tell the player some basics, especially about using the Balance button.

- The quest log should have a tutorial message that tells you that clicking on quests will activate a quest marker on your map. Maybe also one near signposts that tells you that clicking on them tells you where you should go.
Posted By: eRe4s3r Re: General Feedback Thread - 23/01/14 11:24 PM
While we talk about attitude things, I think that system is pretty iffy and needs a rethink so that major crimes are properly punished. Or punished at all, in fact this game direly needs a bounty system.

I did something to test this. You know the murder mystery suspect? The women, in her store? Well I triggered her to go hostile by taking something in her home while she was watching from the store side, she calls 2 guards, I kill them, and I kill her. Repercussions as follows:

-50 Attitude for character that was active
0 Attitude change for second character
No repercussions beyond that
Nobody talked to me about her death, or why 2 guard members suddenly turned into red goo

Now when we get down to it, what I did there is a MAJOR crime. I killed off an ENTIRE STORE. A prominent member of the city. 2 City guards that heard her call for guards. I looted her store and house and body parts are scattered over 2 square miles.

And one of my dudes get's -50 attitude? That isn't a repercussion... this game needs a lot stronger enforcement of law or breaking the law is completely mundane.

In fact, I killed a captain/pirate dude that wanted to go to an INN and talk to me about something by pure accident, as I walked in and by chance clicked on the chest, instead of the character I wanted to click on. He went hostile instantly (I did not take anything) and the combat was over quickly, I got 2700 XP and... nothing. No repercussions. Dude disappears from the city, and nobody cares....

This kind of stuff needs more love before release. Players can kill the entire city without repercussions, I get that we SHOULD be able to do this in this kind of game but maybe triggering NPC's to go into combat shouldn't be this quick and easy and killing them have so little repercussions.
Posted By: lokitrixter Re: General Feedback Thread - 23/01/14 11:29 PM
If you kill all the witnesses who is there to be angry at you? Do you just want the entire town to assume it was you without any evidence? Had you taken the fight outside and more people would have been privy to your actions then they would have a reason to attack you or dislike you.
Posted By: JFSeiki Re: General Feedback Thread - 23/01/14 11:37 PM
Yeah, plus I mean, logically it is a rather small town, limited guards, not that many people. No rapid communication with nearby towns, I figure if someone went nuts and had the ability to kill everyone in the town it would get pretty ugly for them, perhaps explaining why they pounce so quickly on petty criminal actions. Don't see as they'd have any way of knowing beforehand you could steamroll them. The repercussions here are that you lose any future potential information or quests from them leaving you to progress by yourself. For some, not a problem, for others I know, they'd be stuck.
Posted By: eRe4s3r Re: General Feedback Thread - 23/01/14 11:38 PM
Originally Posted by lokitrixter
If you kill all the witnesses who is there to be angry at you? Do you just want the entire town to assume it was you without any evidence? Had you taken the fight outside and more people would have been privy to your actions then they would have a reason to attack you or dislike you.


But there were witnesses, one of the store customers was still there and completely ignored the fight, and 3 npc's walked outside where the guards came from....

Even assuming the random dude in the INN is a "murder never to be solved" I was not silent or careful in that other battle. And the witness saw me. Heck, he saw the body parts flying around. Surely that ought to trigger some kind of response. It's true I cut myself off from quests with that but without KNOWING about them that isn't a repercussion at all ;P

Maybe my point is, that NPC's that call guards because they see you steal or trespass.. should not go HOSTILE unless *you* choose to attack them ;P

Ps.: With "Not silent" I mean that blew up half the store, if the game had destructible walls, the store would literally not be standing anymore. Ain't no kill like overkill.. wink

PPs.: You guys make an interesting point. But if the city is "scared" to respond to this threat I pose, then that needs to be part of the script and dialog. Currently the town doesn't respond because the town *literally* has no way to respond to a serious threat. As in, there is no scripting for it. There need's to be fail-safe script that brings the strongest people of the town out to face you and put you behind bars proper, guard captain, remaining guards, and their mage for example.
Posted By: JFSeiki Re: General Feedback Thread - 24/01/14 12:13 AM
I'd think that would all fall under their npc schedule which isn't implemented yet.
Posted By: lokitrixter Re: General Feedback Thread - 24/01/14 12:20 AM
You are there to investigate a murder. You committed a murder. Who do you think they might ask to help solve this murder? That would be YOU. So you could easily NOT solve it OR FRAME someone else. But the key point is not everything is working as intended at the moment. Key fact is you can attack either of the two guards (Junius or Bibius) at the bridge and the other won't respond.

Watch me kill Junius and Bibius just stands there calmly and then refuses to talk to me.
Posted By: JFSeiki Re: General Feedback Thread - 24/01/14 12:21 AM
When I killed the ranged one before initiating dialogue with them I ran up to the remaining soldier and the quest initiated normally for me, both of them talking, one dead.
Posted By: lokitrixter Re: General Feedback Thread - 24/01/14 12:45 AM
Weird. I just started a new game to test this and the only thing Junius (Left one Warrior) said when I killed Bibius (Right one Ranger) was to sheath my weapon, even though it was. Hit Tab twice to unsheath and then resheath and then he had nothing to say.
Posted By: JFSeiki Re: General Feedback Thread - 24/01/14 01:27 AM
Yeah figure it's a bug on my end, when I was testing ways to get past them without dying in combat, first attempt I was just blasting with spells and near the end they turned hostile even though I didn't do anything different and killed me, after that I killed them through use of the teleport spell on 2 mages, which might be what caused the issue, no xp when the archer dropped dead then speaking to the remaining one initiated dialogue as normal for the quest, I refused the escort and only had to fight the survivor.
Posted By: dakkai Re: General Feedback Thread - 24/01/14 02:57 AM
- Ignoring the current problems with crafting, if you don't have the correct skill level to craft an item, you should get a message saying something like "Crafting failed" so you at least know it was a correct combination. Seems tedious to retry combinations every time you level up your crafting skill.

- A message (Not dialog) for quicksave successful would be nice

- Maybe intended, but there are several basic items, namely weapons/armor like "Sword", that have the same name but are clearly different items (Don't mean randomly added properties)

- Quest related attitude adjustments should probably apply to the whole party, at least in cases that aren't specifically targeted at a single character

- Smelly/Muddy/etc items aren't sellable. I assume it's because their worthless, but it would be better if they just had 0 value instead of needing to drop them

- When clicking on an item/door in sneak mode, it is possible for the character to move into a position to break sneak and then loot the item, getting caught. It would be better if the character would cancel all current actions once sneak is broken. Or maybe having loot cursors greyed out if out of range so you can determine this yourself.

- Consistency in inventory switch button would be great. The same as the current order of your party

- Make the Lockpicking skill automatically move your character into range

- Since the minimap rotates as you rotate the camera, a north point would be helpful

- Since "mastery" abilities do improve spell damage, the tooltip should state these improve your spells.

- Highlight new journal updates

- Keys that are no longer needed disappear when you use them

- Elemental summons are far too fragile after the recent update. Usually get one/two shot

- Archer enemies do quite high damage after the update. Manageable but a high difficulty increase

- Nullify Resistance could use a better name to clarify it's not elemental resistances

- When a party member is unlinked from the party and ordered to move, and then you switch to the rest of the party, the unlinked member should not stop.

- The current duration on tooltips is unclear. How does seconds relate to combat turns?

- The ability to cast from the skillbook would be nice. Or more skill bars/skill bar switch.

- Boosts from food/drinks should highlight what they affected in green text, the same as when you assign level up points before confirming them.

- Does the Warlord talent increase spell damage too? If not, state only physical damage types.

Posted By: Stabbey Re: General Feedback Thread - 24/01/14 03:45 AM
Good points, dakkai.

Quote
- Smelly/Muddy/etc items aren't sellable. I assume it's because their worthless, but it would be better if they just had 0 value instead of needing to drop them

- - The current duration on tooltips is unclear. How does seconds relate to combat turns?

- Boosts from food/drinks should highlight what they affected in green text, the same as when you assign level up points before confirming them.



- They're optional quest items. You can use the m to help solve a quest, but there are alternate methods so they're not mandatory.

- I believe one round is 6 seconds.

- Yeah, green or blue highlighting would be helpful. Even more helpful would be after you consume some food/drink, the description of what it does would be added to the tooltip text for the item so you don't have to memorize each consumable item's use. (This need not apply to potions, of course.)
Posted By: DosBoot Re: General Feedback Thread - 24/01/14 04:20 AM
Great list!

I'd like to suggest maybe an easier way to move inventory from one character to another. Managing gear through the inventory panel would be great. Perhaps I'm missing something, but I've been dragging items to the nameplate, then going back and switching the character's inventory, making the whole process a little tedious and inefficient.

A list of what skills and talents are working would be great, if for nothing else than to reduce the uncertainty of what's bugged versus what's simply not implemented yet.
Posted By: dakkai Re: General Feedback Thread - 24/01/14 04:20 AM
Originally Posted by Stabbey
- They're optional quest items. You can use the m to help solve a quest, but there are alternate methods so they're not mandatory.

Oh! I figured that part wasn't implemented completely yet. Didn't connect where I had picked them up from.
Posted By: DosBoot Re: General Feedback Thread - 24/01/14 04:36 AM
Also in regards to inventory--gold and other items don't stack appropriately.
Posted By: Stabbey Re: General Feedback Thread - 24/01/14 04:55 AM
1) After a battle that didn’t go so well, I was left with only Madora and Jahan alive. Roderick and Scarlett were dead on the ground. I went back into Cyseal. The good news is that even though the Vendors said “go away you minions, I only want to talk to your master”, I was still able to barter with them. Well, sort-of, which gave me an idea.

I was able to barter… but I had nothing to barter with. All the inventory of my party was stuck on the corpses. Nothing for me to do. They could have had enough loot or gold for me to get scrolls to revive them on their bodies, but not really any chance for me to get it.

So I think that you should be allowed to loot your party member’s bodies in single-player, and in co-op, there should be an option to let your partner loot your body (and that of your companion/henchman). Off by default, but if you trust your partner to use the things on your body wisely and not run off and sell them, it would seem like a good idea.


2) There should be a Craft Magic Item Talent, requiring a minimum of Crafting 1 to use it. It is required to craft items with magical properties, like magic arrows. I also hope that there will be specific recipes for crafting the exact arrow type that you want. The Arrow Seller could sell one or several books (more advanced books costing more and with more powerful recepies) containing crafting recipes for arrows.


3) A minor, optional thing: I imagine certain entities can be healed with certain types of damage, like fire elementals getting healed with fire damage. The conventional terminology is to say that it is “absorbed” as health, but right now “Absorbed” is used to describe damage that is resisted.
Perhaps change the “Absorbed: X” to “Resisted: X”, and damage that heals as “Absorbed: X” or “Healed: X”. It’s not that important, people can learn your use of the term, although I would at least like terms that differentiate between damage that is resisted and that which heals.

I do like the "Absorbed: X damage" displays, it's quite helpful.
Posted By: dakkai Re: General Feedback Thread - 24/01/14 07:05 AM
Originally Posted by Stabbey

Perhaps change the “Absorbed: X” to “Resisted: X”, and damage that heals as “Absorbed: X” or “Healed: X”. It’s not that important, people can learn your use of the term, although I would at least like terms that differentiate between damage that is resisted and that which heals.

At the moment when your spell heals an enemy there is separate cyan text displayed along with the absorbed text, similar to that of the heal spell for your characters, which shows how much you healed them for. I think the damage/absorb text in that case is just 0.
Posted By: Kein Re: General Feedback Thread - 24/01/14 01:31 PM
Originally Posted by DosBoot
Also in regards to inventory--gold and other items don't stack appropriately.


Yeah, it is a known issue.
Posted By: dakkai Re: General Feedback Thread - 24/01/14 02:37 PM
- I think the skill Storm is of questionable use at the moment. It being random is already a disadvantage but it also targets your own characters

- A map for waypoint selection instead of names. Depends on how big the game world is though I guess

- Whats the point of Debuff Intelligence arrows if intelligence only increases the number of ability points per level? Are enemies going to randomly lose ability levels?
Posted By: JFSeiki Re: General Feedback Thread - 24/01/14 04:11 PM
I think in regards to the ai losing int it would change their behavior, walking through fire or poison rather than around, charging in to stupid positions, something like that.
Posted By: Stabbey Re: General Feedback Thread - 24/01/14 04:15 PM
Originally Posted by JFSeiki
I think in regards to the ai losing int it would change their behavior, walking through fire or poison rather than around, charging in to stupid positions, something like that.


Oh right. I think that sort of intelligent behaviour is already implemented in the game, as most characters will walk around dangerous surfaces. I've seen soldiers on the beach in the orc fight avoid burning areas.
Posted By: Alix Re: General Feedback Thread - 24/01/14 05:41 PM
My fist steps...

- The first Legionars killed my characters, but no message in the game like "you be killed" maybe you want to load a game.... the game only stuck.

- Some interesting objects like: "LTS_Rich_Candlehold_D_051" "LTS_Rich_CAndlehold_D_050"

- I miss the quest with the fire... I look for grates an sometimes I get the text in the log book "you don't delete the fire"

- I found an fishing rod, but don't understand how to use it, also I found a hammer and don't know how to use it... but I hope this will be clear in an game guide later.

- I Need to figure out how to put Things from one character to the other

- I wish there will be an Keyboard key to Close empty grates without the mouse

- but nice game -> I hope I manage the figthting without killing myself. My first fire hit my own character or some stones smile
Maybe the game guide will teach me more abaut this points later.

I't good the the Charakter will heal, so I only must wait. I hate difficult fights. wink

- I wish there was a key to Change inventary during trading. So you can use both characters. Sometimes the Trader go away (like arhu) because you have activated the wrong character.

lets go on! Found the interesting teleporter room....

Sorry for my english!






Posted By: JFSeiki Re: General Feedback Thread - 24/01/14 05:43 PM
Yeah I saw them avoid it as well, but when I tried the fight again I lit everything up and they had no choice but to run through it to attack them.
Posted By: Erdrix Re: General Feedback Thread - 24/01/14 05:45 PM
The hammer you can drag it on top of another item, like a tomato, to use it for crafting.

To transfer items drag the item to the picture of the character on the far left side of the screen.
Posted By: divsharki Re: General Feedback Thread - 24/01/14 07:36 PM
I find the music to kinda suck so far, I was hoping for something epic like Ultima's stones, but I guess that's too much to ask for. I've had to shut the music off completely it bothered me so much.

Also while trading, it would be nice to be able to switch between characters via some button or clicking on a character portrait.
Posted By: warg Re: General Feedback Thread - 24/01/14 08:16 PM
Hi, there are some things I noticed:
-it would be nice to split things in inventory and by bartering if I don't want to give all away
-right click on book to read it, so I don't have to pick up first if I don't want (you could use exception in case of quest items)
-sometimes the enemy is not selectable to attack, only if I click first on him or wait 5 secs, after this he will get the red contrast and able to attack
-in combat would be good to be possible to wait with the character if I want to act with the other first, and maybe have a 'defend' button to skip the round and spare AP (something like HOMM)
-closing or opening door should shove away people instead of melting in them
-in the inventory could be a button to make it ordinary if it is full with empty places
-warehouse little room I can go through the cart
-by knocking down the enemy shakes stongly (orc shaman at the beginning)
-while on the ground and dying they get up suddenly and fall down again. They could stay on the ground and die after a painful movement
-is there a button to activate automatic camera rotation? I was in combat and suddenly the camera was moving with my mouse automatically. I had to click on the mouse wheel to get it disabled
-you could activate right click on open windows/containers to close them, just like in divdiv


I love the music! Ok it is not the tipical boring epic fantasy sh!t, this is the best in it. This is something original! Its easy for the ears and perfect for background, not too noisy or disturbing pathetic. For me at least. Can't wait for the new version with real instruments. Apropos, when can we get our hands on Kirills early work? ;-)
Posted By: lokitrixter Re: General Feedback Thread - 24/01/14 08:18 PM
Shift + left click allows you to divide items
Posted By: Raze Re: General Feedback Thread - 24/01/14 08:29 PM

You can right click on container windows (the cosmetic parts) and the inventory window (anywhere outside the inventory slots or over text) to close them.

Posted By: Rainer Re: General Feedback Thread - 24/01/14 11:21 PM
I did a new game with coop today and encounterd with V1.0.102.0 the following bugs/glitches, but no gamebreaking one so far:

- fighting skeletons over the fence is possible for the mage with flare but no hitprobability is shown or the targets get no red highlight. After the flares clear the fence and your mouse hovers over the possible targets they get the red highlights and the probability to hit is shown and the flares hit!

- the flare has no range limit and you can hit enemys which are not highlighted by mouseover (no dark grey for out of range nor red for possible)

- if you target the flare near the enemy and both or more enemys are highligted red and nothing is hit after doing the spell?!

- the companion mage cannot attack over the fence with his frostspell or to summon an elemantal or to stun

- Madora did the phönixdive on top of the scarecrow with the pumpkin, the pumpkin exploded the skeleton archers got hit, Madora still stands on the other side of the fence but is burning. only after doing the last AP her place got updated to the targeted location for the dive

- her Phoenix Dive says 31-41 Hitpounts but does damage in the 50 to 70 range per target at other location!

- her targeted Dive location was within a house and she could do it but the damage was also supplied to all partymembers who were standing near her starting point and the barrels exploded too, but also the enemy near target location was hit and she spwaned after spending the last AP at target location

- teleporing a burning enemy doesn't inflame the oil he is teleported into

- killing the bomber enemy with ranged attacks killed him and he exploded but didn't ignite the oil he was standing near

- the Madora-companion got killed. after going to arhu to buy a resurrection spell and returning to her death place she wasn't there with clicking on her icon she was lying at the base of the stairs up to arhu and had full health but also the dead-icon and now the Mark that she wants to speak. After going back to her I could use the scroll for ressurecting her and she got life again with nearly no health and speaking with her is the conversation about arhu and to be aware at his side...

- at the lighthouse scarlett the mage got attacked by wolf horror who missed but she was pushed down the slope and was under the stones 20m beneath the surface, could do all like being in combat but the spells all vaporized in the stones and no movement was possible - only the healspell worked
AND all the enemys (wolf horrors and the big ghost) got after her but could not reach her and ignored the rest of the party. after changeing location to basement of lighthouse she was back with the group

- the lootable container are mostly empty now only the axe is beeing repeatedly found at first waypoint and the barrel at the first bridge has alwayse the ingredients to make dough

- the first ork encounter the orc mage does fireball in the stones beacuse we were at the top or the ramp we couldn't hit him with arrows or flare but he tried it nevertheless

- frozen water areas don't melt even after doing fire flare into it?! but water areas can get steamed if hit by flare. Burning booze doesn't ignite the surrounding but connected oil area?!

- no longer the main char can do the crafting (both main chars have no points on the crafting skill)

- the coop player said the movement was not smooth but jumping (maybe lag?)

- the ranger does in the second encounter only 1 to 2 Hitpoints (+ 2 to 3 absorbed) against the bridge legionnaires with max 2 shots but the legionnaire archer does 12 to 16 HP and kills you with 2 shots(max 3) in one turn!. against the crabs it was in the range of 6 to 12 HP

- the mage flare spell does 7 to 9 per flare for a total of 14 to 18 and then the mage can also do an normal atack with his staff! (second encounter legionnaires on bridge)

=> ranger is still underpowered against the mage
- the last reply of the coop-conversations are not shown

but the gameplay is interesting but the conversion of ice to water to steam is not working properly, also the interaction with fire is not working right (attacking frozen chars from Ice-spell with fireflare doesn't undo the ice to water and the char to be wet

- to stun a stunned char leads to a unstunned enemy if stun

Edit:
- in the beginning the stacking of gold worked but after looting a single gold coin the stacking of gold no longer worked!
Posted By: Alix Re: General Feedback Thread - 24/01/14 11:44 PM
Seems I must wait to the final game. I'll hope there will be some easyer figths. Maybe in the area under development are easy Monsters.

I found the nice Jahan Partymember... sometimes I manage to run to the towngards an they killed the undead... but no chance to win any other figth. They are to many!!!! Orks or undead... I need about 10 party members so kill them all! Maybe you can build an "easy" Option in the game options?

- The music is nice. I only dont like the combat music... I wish they can be as soft as the other themes... combat is hard and stressfull I don't need also stressful music! smile

- I can't see enemies sometimes... only circels.. interesting view... a green circle figths again a red circle... an you can only see the effects not the figthers.

- the ship is burning, the archeologist is dead, the female ork escape... seems I am not born to be an Hero and save the world.

- I wish there was an "automatic fight" button... maybe the Computer KI figths more effective.

Tomorrow I will have an second try to finalise some quest, maybe to get one Level up.. but I think this ist not enougth for the figths outside.

I never had so much trouble to fight in divine divinity... so I hope this will be better in the final Version.

PS: I dont like the "ultima feeling" while looking in some peoples chests! I'ts so interesting to see what People have in their chest. I don't like this reality! The world need my Heros ... so all items had to be mine! wink

I found one savegame bug.... the Pictures from the savegame sometimes not fit the the gamesavepoint.

Posted By: Raze Re: General Feedback Thread - 24/01/14 11:58 PM

There will be some balancing changes and skill adjustments in next week's update. The final game should have different difficulty levels, but the alpha does not.
Posted By: Kein Re: General Feedback Thread - 25/01/14 12:12 AM
[Linked Image]

Been playing with boxes here and managed to completely crash the game. First box went under [glitched] water okay, I even could move it with Roderick. However,second box (the upper one) got bugged. The geometry of that place didn't let character to move it and finish animation cycle so it just stuck half-way and didn't react to any commands. I still could control Scarlett so I dedicded to teleport Rod, however, instead of breaking animation cycle it broke the game :<


But I will build that tower anyway.
Posted By: dakkai Re: General Feedback Thread - 25/01/14 01:43 AM
Originally Posted by Endre
and maybe have a 'defend' button to skip the round and spare AP (something like HOMM)

You can do this by clicking the blue hourglass button to the right of the skill bar or the Enter key.

Originally Posted by Rainer
- the flare has no range limit

Ice shard has no range limit either

Originally Posted by Rainer
- her Phoenix Dive says 31-41 Hitpounts but does damage in the 50 to 70 range per target at other location!

Some enemies have lower resistance to certain damage types and receive more then the listed damage

Originally Posted by Alix
- I can't see enemies sometimes... only circels.. interesting view... a green circle figths again a red circle... an you can only see the effects not the figthers.

I notice this happens when they are out of range or LOS. Maybe intended in those cases

Originally Posted by Rainer
her targeted Dive location was within a house and she could do it but the damage was also supplied to all partymembers who were standing near her starting point

It mentions it will do this in the tooltip
Posted By: Stabbey Re: General Feedback Thread - 25/01/14 04:45 AM
Sorry for posting another big honkin' list.

  • The damage over time status effects like Burning and Poison do one damage a turn. I don’t think I need to tell you that those are completely worthless when health at level 3 is in the 80-100 range. They have to be more effective. Maybe they should do percentage-based damage? It’d also be nice if there was something different about burning and poison other than the visual effect. It could be as simple as this: When you’re burning, your saving throws against Chilled/Frozen are boosted, but something else is lowered. When you’re poisoned, your saving throws against Burning are reduced, but something else is boosted. Anything that adds additional effects so that burning and poison aren't just identical damage-over-time afflictions.
  • I also don’t like how they make you stop when you walk through a poison/fire field and get poisoned/set on fire. Yes, fine, I'm poisoned or on fire, but can you keep walking to where I told you to go, please?
  • In co-op, when it isn’t your turn, you can’t even open your inventory/stat screen to see how much health your character has. Okay, obviously you don’t want to let them use inventory items when it’s not their turn, but it might help you plan if you could see the stats of you and your companion.
  • Active Stances are listed as status effects next to portraits. I think Sneaking should also be listed in the same way. I suppose it's not that critical, but it is more information.
  • In combat, when an enemy is inflicted with a status effect, and you mouse over it, you should be able to see what status effects it is under, and how many turns they'll last.
  • Idea: maybe the soldiers dialogue on the bridge should maybe suggest that they think the wizard is crazy, possibly dangerous. I dunno, I just think that maybe there should be more of a reason for them to not want to go with the soldiers.
  • One of the first actions your heroes in the game can take is murdering some of their own allies for being drunk. That seems a bit drastic, inquisitors or not. I'd prefer it if you win the fight, you just knock them unconscious. Yes, that would mean rewriting some dialogue and the post-fight conversation. If you lose to the bridge guards, it is game over though.
  • I should not be murdering Snorri -
    There's a friendly ghost in a hidden tomb. You can offer to fight him, but it's a fight to the death. I felt pretty terrible after killing him. I got the impression that it was going to be a friendly match, not that I was going to MURDER him. That feels wrong. He was not an evil ghost, he was friendly. Murder does not have to be the only resolution.

    It would be better if once I get his health low, how about ending the combat automatically and Snorri congratulates you and gives you a reward of some kind and you get XP.

    If you fight him and your party is wiped out, you are auto-revived (even if death in the final game is normally final) and he tells you something like "I'm still the best". No XP.

    That would fit the atmosphere a lot better than senseless murder.
  • Merchants should sell more than one copy of a spellbook. If I have a Warrior main character, and I Recruit Madora, only one of them can get Whirlwind because Aureus only has the one book. Without being able to buy more books, this skill system doesn’t really let you build your characters the way you want, does it?
  • Madora’s AoE “Inspire” buff spell can be cast on open terrain and affect all enemies within range, the “Null Resistances” debuff spell must target an enemy, it does not work on open terrain. Consistency would be nice.
  • Signposts give directions in terms of North, South, East, and West. Except that you can rotate the camera enough that it is unclear which way North is. The minimap rotates with the camera angle. You need to add a North-pointing indicator to the minimap.
Posted By: Alix Re: General Feedback Thread - 25/01/14 05:58 AM
Originally Posted by Raze

There will be some balancing changes and skill adjustments in next week's update. The final game should have different difficulty levels, but the alpha does not.


Thanks! Nice to hear!

Maybe I also must improve my english, Madora won't to go with me... Seems I use the wrong Dialog and so first miss an other Party member. But now she follows...

An other bug maybe... I found this huge ork on the beach with the grave of his brother and we fight... I only want to help him to find an other place for his brother! think But seems he misunderstud.

Jahan was knocked down to 0 Points... Level up after the figth but he still lay on the beach with full hitpoints.

Seems I must reload... the ork ist hard!
I tryed this figth some times befor without madora... Jahan killed a Party member with his ice Dragon! The FireBall hit all Party members ouch




Posted By: Stabbey Re: General Feedback Thread - 25/01/14 01:28 PM
Alix - did you dig up his brother's corpse? The mourning orc doesn't like that.
Posted By: Stalkingwolf Re: General Feedback Thread - 25/01/14 04:05 PM
knocked down enemies can block (range) attacks?
i think when a enemy is knocked down i.e with stun, they should not be able to block attacks after that.
Posted By: Bittereinder Re: General Feedback Thread - 25/01/14 05:42 PM
Played the latest build until I was forced to stop by two more or less game-breaking issues. Some observations:

- Opening fight: three of the dead crabs spawned a grave, but the last one just left a body. It seems inconsistent.

- NPCs flail their arms around a little too much when they run, it doesn't really matter that much, but it looks a bit silly.

- This is more of a general thing, but there are certain 'quests' that probably shouldn't really count as such since they are one-time events without any choices. Example: the Orc fight at the beginning. Perhaps there should be a new section called Notes or something where these things get recorded. I don't see much point in considering them separate quests.

- As said before, a quicksave message would be useful.

- In-game chat would be a great quality-of-life fix.

- Typo: if you ask people about the attack upon the harbor, they will say something about 'that burnng ship'. I noticed that the other typos got fixed, so I'm mentioning this again in case it got overlooked.

- At the back of the side room in the warehouse, there is a carriage you can just walk/clip through.

- In co-op conversations, if your partner has the final response in a dialogue, it's impossible for you to see it. It immediatey skips to 'no, we'll do it my way!'. This adds to the general confusion during co-op dialogues.

- I managed to break Evelyn's programming by saving and reloading as she was walking away after the sequence where you decide to heal one of the dying patients. She just stood there in the middle of the room for the rest of the game.
This means that I failed to trigger the part of the murder quest where Thelyron tells you that Evelyn left his clinic in a hurry. This is supposed to happen if you talk to Thelyron after having Esmeralda arrested and reporting the missing body, right?


- On a related note, I had some trouble with xp/leveling again. When I reached level 3, I didn't get any skill or ability points at all. It also took a suspiciously long time to get to that level in the first place. I spent a lot of time saving and reloading during that playthrough and I think that this may have caused it. The game seems to have trouble consistently calculating xp and levels, especially across saves. Probably one of the most serious issues still persisting.
Posted By: Ozric Re: General Feedback Thread - 25/01/14 05:47 PM
The AoE spells affect everyone including party members. You can generally tell who is going to be hit by an effect because they will have a red outline appear around their character.
Posted By: deadsanta Re: General Feedback Thread - 25/01/14 07:07 PM
Bug [0.102]
Spoliers

I convinced the mortician to confess about
accepting gold to keep quiet about missing corpse
using persuasion in dialogue (reason 2). Then I got him to agree to
give the bribe money to bertia since it was her missing sheep
However when I got to her she took off like a shot for Aureus without taking the money I so thoughtfully got back for her. Now everyone acts like I kept the money for myself, which I suppose I did, but onlybecause of AI behavior. I also noticed the cash is evenlysplit between party members instead of given to main char, or given as a quest object, which would probably be easier.

Bug Combat

I'm crashing every other combat now, not sure of the trigger, although twice its happened with my melee 1h/s guy about to land a blow on a hard shell crab with a weapon that inflicts a fear roll. Animation of swing fires, and then everything freezes at the moment when the blow would have connected.

only ctr-alt-del gets me out.

Bug Convos

My conversation checks seem to be several steps behind and getting even laggier: I just walked into barracks office and had a convo without dialogue choices with commander, but then when I stop talking I get a couple random speech upgrades (romantic+1, pragmatic +1) that could have been from a speech check 2-3 conversations ago. Transisitioning between areas can sometimes trigger this update. Madora is walking around with 2-3 floatie exclamation points over her head now, every once in a while she becomes inaccessible to speech options. Other times you have a "normal" conversation with her (her stay/leave, background dialogue) and when you exit, you'll suddenly get a speech bonus that you should have had a few convos ago. Other times she'll suddenly be responsive to a previous speech check. Totes magotes buggy.
Posted By: Stabbey Re: General Feedback Thread - 26/01/14 04:22 AM
- I really like that you can use Charm/Intimidate/Reason skills on Roberts as a quest solution. That was great, and I hope that you can use those skills in many more conversations with NPC’s, and not just your party members.

-The Citizen at 225, 251 in the graveyard has a unique backstory. Shouldn’t she have a name to differentiate her from the generic citizens?

-Where is Robin, the fish thief’s house? He just vanishes into thin air. Okay ,I know schedules aren’t in yet, but in earlier builds, we were told the sad tale that if we send Robin to jail, his wife and child will go hungry. I guess that was deleted. Even if he lives alone though, Robin still exists. If I tell him not to steal the fish, does he just walk out of the city, never to return?

- The Summoning Magic skill was deleted. That will make being a specialist summoner hard, so I would’t mind if it’s brought back. But if it isn’t possible for an Ice Elemental to be boosted by both Summoning Magic and Water Magic, I can see why Summoning Magic had to get the axe.

- The huge gold piles in the underground room are non-blocking. Plus, it kinda doesn’t make sense to have huge gold piles that you can’t use to finance your adventure. It could work as an emergency stash for when the player runs out of money. (But that’s not likely, as coding it to make it unexploitable would be nigh-impossible). Maybe throw in a couple lines like “Hold on, these are just chocolate covered in foil!” “It’s worse than that – this chocolate is so old it’s gone bad. Yuck!” “Who knew that the old Source King had such a sweet tooth?”

- I bought a Level 5 requiring Push Dagger, and it worked very well indeed, even on the undead. The low AP cost plus high critical chance plus backstabbing works well. One fun strategy is to hold the rogue back for a turn or two to max out their AP, then have some teleport them behind enemy lines. The rogue might die, but can take out two or three enemies. I did 220 damage in one turn in 12 attacks, and I missed once, and 3 others were for normal damage not backstabs.

- The guy who you meet in the Sparkmaster cave should give you a clear warning to stay out of range of its claws, or else you’ll get ripped to shreds. Actually that’s not enough. To really get the message across, I’d pop up a tutorial message suggesting that some fights can be dangerous and difficult to attempt head-on, but clever thinking and exploration can make them easier.

- Also, I do kinda question an encounter where melee characters are basically worthless. The only thing they can do is toss barrels at the Sparkmaster for the casters to blow up... and most of the barrels require having to go past the Sparkmaster.
Posted By: dakkai Re: General Feedback Thread - 26/01/14 06:27 AM
- I would really like if the Teleporter Pyramids didn't return to your inventory when returning to the homestead. They would be useful as a way to get back to where you were after returning to town via the homestead.

- The ability to look at any character's inventory/stats in combat would be useful. Another poster pointed this out in co-op but it also applies to single player. You cannot access other character inventories when it is not their turn.

- A range indicator on the Earthquake spell is needed so I can see if it will hit party members

- Tooltips for abilities in the skill bar currently cover your action points, especially those in the first few slots. This is inconvenient for seeing how many action points I will have left if casting the spell.

- Slash/Pierce/Crush resistance in the character sheet would be helpful
Posted By: Alix Re: General Feedback Thread - 26/01/14 10:32 AM
Originally Posted by Stabbey
Alix - did you dig up his brother's corpse? The mourning orc doesn't like that.

yes I did, I want to found good things but the graves are empty.

Now restartig the game with Warrior/ranger Party... and give all members ranged spells... so I manage to kill this one ork but I wish there where more tings to dig out!

BTW:
I want to have an possibility to give Robin, the fish thief some food bevor send him back! I have fishes in my inventory.. also soup... but no Dialog Option.
Posted By: Stabbey Re: General Feedback Thread - 26/01/14 01:17 PM
That Orc is level 5. Don't go fighting him at level 2! The west gates start locked for a reason.
Posted By: Stabbey Re: General Feedback Thread - 27/01/14 03:40 AM
Another session, more feedback:

  • Where does Bertia live? You said you expanded Cyseal upwards to give NPC’s places to sleep, but where do these named NPC’s live? In the “under construction zone”?
  • I know that Charms are what you’ve called the items you can socket in items in the first 3 Divinity games, but you can’t have something called “Charm Quality: 2” in a game where Charm is a special skill. Just call them “Sockets: 2” and call the Charms something else with the tooltip “can be inserted into sockets”.
  • When you click on a waypoint in combat, the message says “you cannot go to the homestead while in combat. It should say waypoint (and I’d actually like to be able to use the waypoints to retreat from combat).
  • Resurrect is useful, but not really in combat, because it revives with 10% health, so the guy you bring back will be one-shot by the enemy who killed him before he can act again.
  • I think that your chance from falling on Ice is actually reduced if you move one circle at a time instead of trying to move several at once. I'll test this some more, but I think that's the case. Normally, if you succeed at a check, you get "Sucessful save against falling", but if you walk slowly across the ice, you don't even get that message indicating that there was a check.
  • There are books on shelves in Esmerelda’s shop. The restrictions on the camera angle won’t let you see them, you must press Alt.
  • Silly request Change the Black Cove line “That’s the biggest static cloud I’ve ever seen!” to “That’s the second biggest static cloud I’ve ever seen!” Because it’s funnier and will make people .
  • Rats can break your attempts to sneak. That can be annoying.
  • “Accursed Orcs, even without a nose I can still reek your filth.” Reek isn’t used that way. Maybe “Accursed Orcs, even without a nose I can still smell your filthy reek.”
  • Message that pops up over a dead guy I kill with Ice Shard. “Saving throw against Freezing succeeded!” Great, except that’s pointless, seeing as you’re dead and all.
  • Summoned Elementals should appear at the same character level as the caster is. They’re no good stuck at level 2. Points into the school of magic should boost their abilities, but their level should be the caster’s. It’s a distraction for about one attack, but that’s it. And no, they don't get boosted with points into the appropriate Elemental magic. Jahan has Water Magic 4, the Ice Elemental is still a level 2 with 35 HP.
  • Undead Bombers do such pathetic damage that even a level 2 Ice Elemental with only 35 HP can let 3-4 explode on it while standing in oil and survive.
  • I tested the explosive mines with Jahan and Madora. They cannot even perceive them with Perception 4 and 5. Good.
Posted By: larianforever Re: General Feedback Thread - 27/01/14 08:53 PM
You guys rock with all the feedback. I was going to give feedback too, but this game looks AMAZING. Now I think I might want to just wait and play it on release... is that too selfish? Maybe it's just me but this looks like the best true RPG I've seen since the 90's or something.
Posted By: SteamUser Re: General Feedback Thread - 27/01/14 09:13 PM
Originally Posted by Stabbey

- The guy who you meet in the Sparkmaster cave should give you a clear warning to stay out of range of its claws, or else you’ll get ripped to shreds. Actually that’s not enough. To really get the message across, I’d pop up a tutorial message suggesting that some fights can be dangerous and difficult to attempt head-on, but clever thinking and exploration can make them easier.

- Also, I do kinda question an encounter where melee characters are basically worthless. The only thing they can do is toss barrels at the Sparkmaster for the casters to blow up... and most of the barrels require having to go past the Sparkmaster.


I successfully melee'd the robot without using the control device. A spear with water elemental damage did full damage while my fighter stood there and tanked with medium / large healing potions. I also spawned an ice elemental behind it to divert attention (it turns around and focuses on the summon, although this might not be so useful now summons have been nerfed).

Only lost one of the NPC aids and the quest journal noted this. Not sure if there's a larger reward if you manage it without losses.
Posted By: Stabbey Re: General Feedback Thread - 28/01/14 04:35 AM
Okay I have exhausted all the alpha content in one playthrough finally. More feedback!


  • Black Cove Secret spoilers:
    Maybe the portrait on the wall of the black cove pirate room should have a character note that it’s fixed on the wall and can’t be removed when you touch it. Right now you can’t click on it except to attack it. Possibly only give the note if you have the right trait or talent to spot secrets, though.
  • Please at least enable NPC repairing of stuff in the next build. It does take a while, but stuff eventually does break if you use it enough.
  • If the mouse is over the bar at the bottom, you can’t even use WASD to pan the camera. I realize that there's still work to be done in that area.
  • When attacking Large enemies (Sparkmaster, Ceasar Crab), the damage dumbers appear above it and off the screen, making it hard to see how much you’re doing without fighting the camera.
  • The [Element] Shield spells are worthless. +5% Resistance for 2 turn, plus a penalty to another element is a waste of AP. This is with 3 points into the appropriate school of magic, too. It needs to start at 25 points at rank 1 in the respective magic school for it to be worth considering. Go ahead and pump up the penalty to the other resistance to match it, just give me a reason to use it. Plus, why is Earthshield level 10? Does it make me breakfast, too? Hey Earthshield, I like my bacon crispy!
  • Also, the bonus resistance doesn’t show up on the character screen. It doesn’t even seem to work. I cast Airshield on Jahan and fired a Tornado, but it didn’t make any difference in the damage he took – it was the same with the shield or not.



Spoilers through the end of “A Mysterious Murder”:


  • Minor Story Issue: Evelyn leaves in such a hurry that she leaves behind her backpack, which has a key to her house which contains heaps of evidence in plain sight. You could make this seem a bit more plausible by instead having the key slip out of her pocket as she rushes out. Thelyron is unable to catch her in time to tell her, but eill give you the key if you ask him about Evelyn. If Thelyron is dead, the key could be on the clinic floor.
  • I’ll say it once again: It makes more sense for Evelyn to put the evidence against her in the lockbox instead of out in the open (where an Alt key can show it). Doubly-locked is doubly secure.
  • The logbook for “A Mysterious Murder” reads “we found the location of Evelyn’s lair in Evelyn’s diary”. Setting this as the active quest in the log doesn’t show a quest marker to where it is. Reading the diary doesn’t tell me where it is. If I get this far and put the game aside for a bit, I have no idea where to go. This is a case for a marker if the quest is set to active, or coordinates in the player’s logbook. Something.
  • Even when flat on your back on the ground, you can still Evade enemy attacks. That is wrong. That should require you to take the “Breakdancing” Talent first. wink
  • Did I miss something? When I tell Esmerelda about solving the case, she laments and goes “huh, Jake was a Sourcerer? How could I not have known!” Was that supposed to have come across from talking to Jake? Because it did not. I suppose the only clue is that Jake recognized Source magic, but in that case, there might have been more dialogue optiosn with the source hunters – “Tell me good sir, how did you recognize Source magic?” and Jake goes “ah dang… yes, it is true, I was a Sourcerer, etcetera…”

    The dialogue needs to be clearer, because it is not right now. This seems to be a thing that sometimes happens with Larian games. Some things Larian seemed to think were obvious to them were not at all to the player.
Posted By: krist2 Re: General Feedback Thread - 28/01/14 09:17 AM
Just wondering about the teleporters.
In prior games you had a option of "use teleporter and put on ground". So you could teleport from one location to another and back again. Is this not possible now. Tried to put the one from inventory on the ground and right click. But nothing happens. Would really like to have this opportunity.

As it is now, I'm by Evelyns cave. so if I wan't to get back there I have to use a Waypoint shrine and walk for a bit.
Posted By: Dimos Re: General Feedback Thread - 28/01/14 03:04 PM
I've only put about 5-6 hours into the game, but wanted to give a bit of feedback. I apologize if this stuff has already been mentioned - I tried searching on the forum for more appropriate threads for each aspect of my feedback, but this was the best place I could find.

1. I feel burn damage is a little low. It just feels like insignificant damage. I'll be fighting guys w/ over 100 hp and *if* they fail to save against burning, they take 1 damage for a few turns. As it seems like elemental interaction (burning oil, freezing water, etc) seems like one of the more unique mechanics to the game, I would expect it to have more of an impact on my choices. It also seems to make spells like Firefly only useful when lighting barrels & oil on fire.

2. Stealing things (using sneak) which aren't under a stationary guard who is staring directly at what you're trying to steal, seems too easy. Patrolling or wandering NPCs can be robbed blind since you can rob them as soon as you leave line of sight by immediately activating sneak, opening the container and hitting "loot all". Doing that usually takes less than a second. I'm not sure what would be the best way to go about changing this. One idea would be to give the sneak ability a 4-5 second cooldown after leaving an NPC's line of sight (maybe reducing the cooldown based on the character's sneak level). Just a thought.

3. I would love to be able to use the mouse wheel to zoom in/out of the map. It just seems natural to me to use the mouse wheel to zoom, rather than having to click the zoom in/out buttons.

Overall I'm loving the game and can't wait to see how it develops, but just wanted to add my 2 cents of feedback after my first good-sized session with the game.
Posted By: Stabbey Re: General Feedback Thread - 02/02/14 12:37 AM
  • After watching some streams, I've seen people get confused about not being able to attack. Maybe a new message could help: (Tutorial) “Normal attacks also use Action Points. Different weapons cost different amounts of AP to use.”
  • Request: I hope eventually, your abilities will determine your starting skills and loadout (so if you pick “Crossbow” instead of “Bow”, your Ranger will start out with a level 1 Training Crossbow type weapon, and if you withdraw an attribute point from Air Magic and put it into Earth magic, you lose the Teleportation skill and get a Earth Magic skill instead. Of course, I do see complicated problems, like some idiot who puts 1 point into all the weapon skills. “What’ll you give me now, huh clever developers?”
  • Black Cove Spoilers:
    I really liked the two-stage fight against the pirate boss. The first stage was really easy… to lull you into a false sense of security – and get you into a bad position for the second stage. I hope to see more fights, maybe even some rare special battles where more enemy reinforcements come mid-fight – possibly even more than once.
  • In particular, I thing one interesting scenario would be a fight where there are a whole bunch of undead bombers (maybe elite, high-damage hero-killer types) on the far side of the arena that will need about two or three turns to get into range, but there are explosive barrels and such in the area. You have to figure out how to use the environment and your abilities to deal with all those bombers.
  • There are books on a shelf in Esmerelda's shop that look interesting, but you can't see them from any angle the camera allows, you have to use the alt key to find them.
  • If you can’t go with Zixzax the first time because the entire party is together, then the second time you talk to him and you are together, you should have the “We’re here now!” option at the top level instead of having to go through all of the “You called us enigmas, why?” dialogue a second time.
Posted By: lokitrixter Re: General Feedback Thread - 02/02/14 12:56 AM
From being sneaky in the previous build and leaving the designated alpha zone, I can say that there is at least one other 2 stage fight sequence.
Posted By: DonkeyWorld Re: General Feedback Thread - 02/02/14 07:45 AM
I just played the game for a few hours until my save got corrupted. That was silly of me to keep one save in an alpha, but it does give me a good reason to quit and give feedback:

- There should be an autosave feature!

- Successful quicksave should be a notification that fades away instead of having to click 'OK'.

- Make it so you can click on the map and the camera moves to that location.

- Movement speed animations can be slow. For instance, Evelyn cultists methodically walk in combat and unnecessarily slows things down.

- Source hunter that is closest to being party leader should automatically start conversations instead of being greeted with "I will only talk to the source hunter."

- Some spells seem to be projectiles (in that walls or creatures block them) and some hit automatically (going around/through them). This might be a bug, but if it's not a bug then there should be a visual cue that when you target something you can't hit you see a highlight of what you will hit.

- Please allow us to undo movement in combat. Once you've attacked it should stick, but erroneously moving and effectively wasting part of a turn is frustrating.

- Health potions feel too powerful. More immediate healing for less AP than the heal spell is just wrong, especially with how plentiful health potions are. I feel like they negate a lot of use for a healer type. I think potions should eat up a significant amount of AP.

- I'm not a fan of being able to quicksave during combat. Makes it too easy to game battles.
Posted By: henryv Re: General Feedback Thread - 02/02/14 08:36 AM
Originally Posted by larianforever
You guys rock with all the feedback. I was going to give feedback too, but this game looks AMAZING. Now I think I might want to just wait and play it on release... is that too selfish? Maybe it's just me but this looks like the best true RPG I've seen since the 90's or something.


You're not the only one who is waiting for the final release. It's pretty normal at all. It's not selfish. Although I'm supporting the game on the background like promoting it to other forums or to my friends, and sometimes playing if I'm in the mood.
Posted By: Aramintai Re: General Feedback Thread - 02/02/14 03:17 PM
It's impossible to cast a spell on character by selecting his/her portrait. Right now it's only working when you click on character him/herself. Also, selected spells until casting are weirdly animated in the skill bar - like a growing black box.
[Linked Image]
Posted By: GDwarf Re: General Feedback Thread - 02/02/14 04:58 PM
So, I'm finding that spell casting is a bit annoying because once you've selected a spell you have to right-click to de-select it before you can pick another. To me, at least, it's much more intuitive for a click on a different spell on the button bar to switch the selected spell to the one you've clicked on, rather than doing nothing. I've already accidentally fried a character because I thought I'd switched from fireball to heal.
Posted By: Fedayin Re: General Feedback Thread - 02/02/14 08:40 PM
I don't know if this is mentioned but, when one of your characters is down, and he/she levels up in that state his health will go full, but he will remain dead.. teleporting just brings along his grave... resurrection scroll cannot be used.... so If you level up in battle make sure both characters are alive.

When you pick up an item at esmeraldas shop, and say no just looking ect.. Esmeralda is acting very suicidal. She gets the standard NPC script and one of those also says I think her wife esmaralda should be hung.. coming out of the mouth of esmeralda herself

I font know if this is a bug or not. but when confronting the duke about the letter. everyone in the INN starts attacking you, when you do flee and come back you will have -40 attitude with everyone in that room..

When you have Evelyn's pouch and try to right click it you see inventory like barrel pop up for a half a second with a key in it but it closes so fast automatically that you cant pick it up


Also In general because we are testing it and accidentally don't stick to the story... your characters seems to know a lot before they are even informed about it.
Posted By: Stabbey Re: General Feedback Thread - 03/02/14 03:06 AM
1) Worldbuilding Needed: What is Jake a Councilor of? It’s never made clear. The Council of Seven? What is the council of seven? Do they have any power? What are they doing about the Orc aggression? Is there an Orc on the council? What’s his/her position? Is it “All tribes can do what they want, there’s no solid leadership, just tribe leadership”. Is it “I told them to stand down and they won’t listen for some reason” Is it “I support the invasion.” Any other Councilors have stances of interest?


2) There’s no conversation between the source hunters after Esmerelda points you towards Evelyn. Right now, the Source Hunters have no option to decide that they don't believe Evelyn. Okay fine, but they also don't give any indication why they SHOULD believe Evelyn. They just say nothing.

If you don't want to do a dual-dialogue about which (or both) of the Source Hunters believes Esmeralda or doesn't, maybe they could have neutral "Always say" fixed lines about how they "may as well look into her just to be thourough - if only so Esmerelda’s defender at trial can’t claim sloppy work".


3) If you have managed to reach the trap platform in the black cove before first encountering a Star Stone – so you have no way to escape – pop up a message: “Your adventure ends here…” like you get in Choose-your-own-adventure books.


4) When you find the letter from the duke of Ferol, the second person to speak should put on/take off sunglasses before they say “To be fair, it’s hard to find a good rhyme… for murder.” YEAAAAAAAHHHHHH!
(This last one is a joke)
Posted By: Stabbey Re: General Feedback Thread - 04/02/14 02:28 AM
5) Frozen status should grant the victim extra armour. This differentiates it from other paralyzing status effects, in that it renders the target helpless, but harder to kill. (I'd also still like a "Chilled" status that halves Recovery AP and Movement until it expires.


6) Charm and Fear may possibly be too powerful. Maybe lower the chance of Charm succeeding slightly. EDIT: Oh WOW, are they ever overpowered. The base chance for Charm and Fear to succeed is 50%. FIFTY! Charm takes one enemy and makes them an ally for a few turns, and Fear can affect an entire group. Madora starts with Terror, which has a 100% chance of inflicting Fear! Even if you lower the chances of these working, they're still powerful when they do land. 50% and 100% chances are too high.


7) Is it even possible to have skills available in two ways? Phoenix Dive was moved from Fire to Warrior, requiring Way of the Warrior 3, and that's okay, it is a great Warrior skill... but is it possible to have that skill require EITHER Way of the Warrior 3 OR Fire Elementalist 3? Early builds suggested that kind of thing was what the game was going for, but I'm not sure if it's still possible.
Posted By: Alix Re: General Feedback Thread - 04/02/14 06:51 AM
I want to read the books in Esmeraldas shop, but she dont like this. So I shoot a fireball to the bottom near Esmeralda. She only say "be careful". After the next fireball she is dead!
So I can read her books!








Posted By: Stabbey Re: General Feedback Thread - 04/02/14 07:43 PM
- I Have 2 points into Sneak, plus 1 form Pussyfooter, plus 1 from Timid… even though I have 4 Timid and 0 Bold. How many points in Timid do I need to get another rank in Sneak?

- There is very little difference in enemy “detection ranges” between 0 points in Sneak and 5 points into Sneak, something like 4.5 meters. That’s very little for 15 Ability points worth of investment (even I did only invest 6.)

- Firefly’s radius is now pretty huge… but so is its AP cost. It’s a big enough radius to make it obnoxious to move around for your party. Maybe cut the radius in half, and lower the AP cost to 5? An “upgraded” version of Firefly could use the same properties as the current version.

- Using Flare on an Ice surface does not work properly: It produces a fire surface, instead of a water surface like it should.
Posted By: Mingnon Re: General Feedback Thread - 05/02/14 02:21 AM
I have a suggestion and a bug report.

The suggestion would be in Reginald's dialogue after giving him a tip. I was thinking you could have a bit of an extra dialogue line, or just an option where you go "It's called a tip, you ingrate!"

The bug report though, I'm not sure how many people came across this so you can ignore it. In the middle of a dialogue with Arhu, perhaps even with the trade window open, I load to another saved game. So when I talk to someone else, the dialogue window becomes merged with what was supposed to be Arhu's.
Posted By: Stabbey Re: General Feedback Thread - 06/02/14 06:36 PM
  • Story Bug: (main quest spoilers]
    Someone’s got their wires crossed, because Arhu says two mystery cloaked people entered the inn room, and then later a woman did, after which there was a commotion. Jake says he entered a room with two people. Did Arhu confuse Jake for a woman, or did he miss Jake entering and the woman was Evelyn, or is Jake’s dialogue wrong?
  • The AP point reduction for Intelligence is either not working, or requires a ridiculous amount of points. Even with 10 Int, my spell costs are the same. If I need more points to reduce the cooldown, there's no way that I'll be able to get more than 1 or 2 points reduction.
  • Chain Lightning (9 Int, 3 Air Elementalist) and Infectious Flame (10 Int, 4 Fire Elementalist) are really overpowered, one-shotting level 5 enemies. I think that those spells should not do much more damage than the same level Blitzbolt and Flare would: the benefit of using them is that they can do that same damage to multiple targets.
  • The graphics of Infectious flame need a better look. Right now it’s the same as Flare, and that's really no good. The icon shows a narrow band of flame bursting through targets. That looks cool, make the graphic like that instead of Flare.
  • The Undead need higher resistances, to encourage appropriate weapon selection. Right now I think that they have about a 15% slashing or piercing resistance, and that's not enough to discourage me from laying waste with Madora's huge starting sword.
  • Related to the above, please add in two-handed Crushing Damage weapons, and Dexterity-based, low-damage, 2 AP "Blackjacks" which you can 'backstab' with, to supply a source of crushing damage to backstabber types.
Posted By: SniperHF Re: General Feedback Thread - 06/02/14 10:45 PM
Originally Posted by Stabbey

[*] The AP point reduction for Intelligence is either not working, or requires a ridiculous amount of points. Even with 10 Int, my spell costs are the same. If I need more points to reduce the cooldown, there's no way that I'll be able to get more than 1 or 2 points reduction.


I saw my AP costs reduced but it reverted on reload even though my intelligence stayed at the same level.

Quote

[*] Chain Lightning (9 Int, 3 Air Elementalist) and Infectious Flame (10 Int, 4 Fire Elementalist) are really overpowered, one-shotting level 5 enemies. I think that those spells should not do much more damage than the same level Blitzbolt and Flare would: the benefit of using them is that they can do that same damage to multiple targets.


To me the issue with Chain lightning isn't so much the damage, it's the relatively short cooldown and AP cost. You can constantly spam it with a lvl 6ish character and constantly keep half the field stunned. It needs to cost more AP(probably 2 more) and to have a cooldown of at least 2 rounds.

Or alternatively decrease the damage, leave the AP the same and still increase the cooldown to 2 rounds.
Posted By: Chaotica Re: General Feedback Thread - 06/02/14 11:07 PM
ok, here is a post from a friend of mine experience (not mine, I am still testing the new version)
first bad point (and I saw there is a topic about that) he is a bit frustrated that there are only few combat before reaching cyseal and then in cyseal you have a loooooong gaming session without any fight (except it you get caught stealing or attack people) few more combat should be interesting (and IMO, yes few other optionnal combat should be added)
talking about progression, he feels that you are not really free of doing what you want, when you can finally leave cyseal, the level of the monsters is kinna hard so he had to go back in town to do few quest to lvl up (euh personnally, my friend and I did a lot of optionnal quest and the main quest until we found out who was the murderer before leaving cyseal, and still the fights were not so easy...)
guideline to up your character in the way you selected it should be added (I like to build it myself personnally, but he was completely lost about where should he put his talent and trait points and so on...)

well I will still play a bit more before talking about my game
Posted By: SniperHF Re: General Feedback Thread - 07/02/14 12:13 AM
Originally Posted by Chaotica

talking about progression, he feels that you are not really free of doing what you want, when you can finally leave cyseal, the level of the monsters is kinna hard so he had to go back in town to do few quest to lvl up (euh personnally, my friend and I did a lot of optionnal quest and the main quest until we found out who was the murderer before leaving cyseal, and still the fights were not so easy...)


With or without henchmen? Makes a pretty big difference in the current build.
Posted By: Chaotica Re: General Feedback Thread - 07/02/14 01:11 AM
good question, for my part, now that I know how to get the 2 henchmen (and as I figured that out before leaving cyseal in my first game), for my friend I don't know, I will ask him.
And still with the 2 henchmen it is not sooooo easy considering that I completed a shitload of quests
(well it was not hard neither, the ice wizzard is just cheated ^^)
Posted By: SniperHF Re: General Feedback Thread - 08/02/14 12:53 AM
Been compiling some of my general observations since Alpha release, figured I'd dump them in here.

1. The frozen water and in general other elemental status effects take too long to dissipate outside of combat. Trying to grab Items in the middle of a frozen sheet of ice is really annoying without fire spells.

2. I've often noticed my vitality going above maximum levels. Not sure what causes this.
see This Picture

3. When exploring around, encountering enemies can often make for 2-3 completely dead turns from the trailing characters. The rest of the party is too far away from the lead character and it takes a lot of AP to catch up sometimes. This makes for a couple of completely uneventful turns. If making the rest of the party follow closer is not an option I would like to see a catch up mechanism. Perhaps a toggle on screen you can use to increase your AP but the only action you can perform with them is movement. Otherwise it makes skills like Phoenix Dive and Rush a requirement. Characters without those skill sets like pure survivors or wizards can't do this.

4. I would like to see spell scrolls have a better tactical use then just as a substitute for having the skill. Right now scrolls cost almost as much as the skill itself in gold. This makes them instant sell items for me. Right now I only see them as valuable if you have no wizard or to cast spells you can't learn yet. So once you have the spell learned from a book that makes the scroll version of it a garbage sale item.

5. I agree with Stabbey about the 2 handed crushing weapon issue. There should be some giant mauls or something. But I disagree on the crushing weapon for back stabbing. That seems like an appropriate trade off for picking a back stabbing weapon to me. Since it's still just a 1 handed weapon you can go with a club.

6. Staff of Pergamon recovery needs a dual dialog screen. Perhaps one party member would prefer to keep it.

7. Picture of Health seems to powerful. Drop it to 10%.

8. Splitting arrow needs some sort of a visual aid other than the red outlines. Perhaps a cone with an arrow of the fire direction.

9. Weapon skill investments don't seem to have a corresponding benefit for their cost. Right now since everything is attribute based it's too easy to switch weapons around without much consequences. My two handed sword user can switch to a 1 handed club without any ill effects at all. The slight damage boost is not enough incentive for upgrading your weapon skills heavily. My suggestion would be to move the chance to hit bonus from the attribute over to the skill side.

That way a high strength character can use weapons that make sense for a strength character. And the skill level represents a level of training boosting your efficiency with that weapon. This way you face a clear penalty for switching away from your chosen discipline. But not make everything unusable like the old level locks.
Posted By: lokitrixter Re: General Feedback Thread - 08/02/14 01:05 AM
They have said there will be a formation option coming. But until then if you have the teleporter pyramids you can use those to regroup your party. I think it only costs a couple AP to use and that gathers everyone on the lead (assuming your lead has the other pyramid).

I would like to think there will be an option to keep the Staff as well.

Splitting Arrow does need work. I also hope they add a Rain of Arrows skill. Arrow skills are underdeveloped as is. I would hope we could have skills that would be similar to the different types of arrows that can be bought/crafted.
Posted By: Stabbey Re: General Feedback Thread - 08/02/14 02:18 AM
I was going to complain about how the Shield Expertise ability seemed kinda lame because all other weapon specializations only need 1 ability. Instead, I decided to try it out: I'm playing a two-warrior build. One will boost 1H and Shields, one will boost 1H only. They'll get the same attributes and talents at the same time, and I'll see if maxing shield expertise is really worthwhile. It adds 5% blocking per level, so I'll see if that +25% blocking makes a noticable difference.

I will still suggest automatically adding some kind of Shield Bashing skill for putting points into Shield Expertise. Hmmm... Maybe it does one round of Stun per level of Shield Expertise (but the AP cost also rises with points into Shield Expertise)?

How does this sound:

Shield Bash (Requires Shield Expertise 1)
Shield Expertise Rank 1: Shield Bash stuns for 1 turn(s). AP: 5 Cooldown: 4 turns
Shield Expertise Rank 2: Stuns for 2 turn(s). AP: 6 Cooldown: 4 turns
Shield Expertise Rank 3: Stuns for 3 turn(s). AP: 6 Cooldown: 5 turns
Shield Expertise Rank 4: Stuns for 4 turn(s). AP: 7 Cooldown: 5 turns
Shield Expertise Rank 5: Stuns for 5 turn(s). AP: 8 Cooldown: 6 turns




Originally Posted by SniperHF
Been compiling some of my general observations since Alpha release, figured I'd dump them in here.

1. The frozen water and in general other elemental status effects take too long to dissipate outside of combat. Trying to grab Items in the middle of a frozen sheet of ice is really annoying without fire spells.


I agree, although I'm sure that's just a bug with certain causes of ice. Ice from Winterbreath and Ice Shard melts properly.

Poison from killed undead also sticks around forever.

Quote
4. I would like to see spell scrolls have a better tactical use then just as a substitute for having the skill. Right now scrolls cost almost as much as the skill itself in gold. This makes them instant sell items for me. Right now I only see them as valuable if you have no wizard or to cast spells you can't learn yet. So once you have the spell learned from a book that makes the scroll version of it a garbage sale item.


One use for them is to cast the spell again while the spell is still on cooldown.

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5. I agree with Stabbey about the 2 handed crushing weapon issue. There should be some giant mauls or something. But I disagree on the crushing weapon for back stabbing. That seems like an appropriate trade off for picking a back stabbing weapon to me. Since it's still just a 1 handed weapon you can go with a club.


The Blackjack would essentially be in all respects just a crushing-damage version of the dagger. Same AP cost, same low damage, same inherent backstabbing ability.

The reason why I want that is because I ALSO want the resistances of the undead increased to something like 50% resistance to slashing/piercing. Right now, daggers work fine backstabbing against the undead - not amazingly well, but acceptably well. However, if the resistances get boosted like I hope, that will mean much less damage - even with a backstab, and Rogues won't be very viable against a LOT of the enemies in the alpha.


Daggers are dexterity based, and I'm sure that Clubs are Strength based (and they can't backstab by default).


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6. Staff of Pergamon recovery needs a dual dialog screen. Perhaps one party member would prefer to keep it.


That does sound like a good idea, trigger a one-time dual dialogue if someone tries to give it back, but if someone tries to give it back again, it's auto-given back?


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9. Weapon skill investments don't seem to have a corresponding benefit for their cost. Right now since everything is attribute based it's too easy to switch weapons around without much consequences. My two handed sword user can switch to a 1 handed club without any ill effects at all. The slight damage boost is not enough incentive for upgrading your weapon skills heavily. My suggestion would be to move the chance to hit bonus from the attribute over to the skill side.

That way a high strength character can use weapons that make sense for a strength character. And the skill level represents a level of training boosting your efficiency with that weapon. This way you face a clear penalty for switching away from your chosen discipline. But not make everything unusable like the old level locks.


I agree with this as well. I paid attention once when I boosted my 2H weapon skill, and it increased my minimum and maximum damage by a whopping 2. Yay, that was sure worth all those AB points.
Posted By: Stabbey Re: General Feedback Thread - 18/02/14 04:07 AM
Swen already mentioned that they'll be tweaking the leveling curve:

Game Length
Originally Posted by "Lar”
You'll soon see us experiment with the level curve so don't draw any conclusions from what levels are available in Cyseal for the moment.


But I just want to say that's a very good idea.

In a run I started today, I killed the crabs, the orcs outside the harbour, and then the undead on the hill outside the west gate and that was enough to get everyone to level 3. Three combat encounters and I'm already level 3.


A couple requests:

Level Design: The "Abandoned House" clearly has a second story visible from the outside, but no stairs inside.

UI: Summons should display the turns they have remaining until they vanish on their portrait.

Story:
I’d like a dialogue option to ask Esmeralda and the Duke of Ferol their alibi for the night of the murder. It doesn’t have to be a big one, I know that they aren’t going to have one, but they are the prime suspects, and so it’s a pretty big omission to not be able to ask them a basic question like “where were you the night of the murder”. I’ll note that according to the key witness
Jake, he went to the King Crab to look for Esmerelda (which means that according to Jake, she was not at home)
– however,
I suspect that Jake’s story is a pack of lies anyway
.



Brainstorming ideas for a possible "Way of the Cleric" skill:

- AP cost for Healing/Buff/Debuff spells reduced by 1?
- Cooldown for Healing/Buff/Debuff spells reduced by 1?
- Gain some kind of Resistance for one turn after casting a buff spell?
“Spill no Blood” - +10-15% extra damage when using Crushing weapons (or Mace/club-type weapons?).
“Turn thy cheek” – Increased chance to evade attacks for one round if you did not attack or casting an offensive spell. (Sounds like it could be too complex and require scripting.)
“Heal Thyself” – Casting a healing spell on an ally also heals the cleric for a small amount (10-20% of the power of the healing spell?).
“Faith” – Gain +50% armour when your health is below 30%.
Posted By: Stabbey Re: General Feedback Thread - 20/02/14 03:26 AM
More v147 Feedback:

- I like the change to Precision Stance. Not only is the chance to hit bonus actually useful now at normal combat ranges, the +2 AP cost is a much better tradeoff.

- When status affects like Charm or Silence are cast on PC's, they get two chances to save: Once when the enemy first inflicts the status, and if that fails, they get a second chance when their turn comes up. That seems to be a bit too easy. Maybe change the code so that they only get a saving throw if one of their turns has passed after the status was inflicted.

- The smallest crossbows I could find required 10 Dexterity to use. Well okay, fine. I started with 8 and waited until level 4 before I could use the point in Crossbow I started out with. But even the early crossbow is hugely damaging. Even if you make smaller ones available earlier, I think that might be too powerful for level 4. You could get it at level 1 with 10 starting DEX.

- Ranger skills are hilariously broken in the case of Crossbows. One balance for crossbows high damage is the high AP cost… but Ranger skills AP cost is the same for both bow and crossbow, and its REALLY low compared to a crossbow’s normal attack. The Crossbow's higher base AP cost should be taken into account when using Ranger skills.

- We really could use an indication on the character's portrait for when your weapon breaks. It's easy to lose track of the durability and forget about it, not realizing for a while that your weapon is in fact broken.
Posted By: DonkeyWorld Re: General Feedback Thread - 20/02/14 05:59 AM
After playing a bit more with a ranger, mage, and the 2 companions I feel like the balance has been turned on it's head.

My ranger is crazy powerful and that's without even using Crossbows. He gets a good amount of AP so he can launch several attacks that result in a ton of damage overall.

Madora's damage seems reasonable given equipment she can wear. Fear is pretty nice though.

Spells feel a little weak now. It's somewhat mitigated by AoE spells, but I feel they need to be tuned in between last patch and where we are today.

Also, I really wish I had any idea what Leadership did (buff icons, tooltip info, or something).
Posted By: Texoru Re: General Feedback Thread - 23/02/14 12:54 AM
Suggestion to improve the the dialogue and story line:

- When arresting Robert the guard came out of his room and they vanish back to his room. (I hope that's not the final).

(The guard should come out of the stairs and both should vanish down the stairs, also hope they add a pause into your character to see important conversations with NPC's, I almost killed Robert as he wasn't interacting, than after 5-10 seconds the guard appear out of Robert's room).

I love old games where they pause your character for important information from an NPC, will this have the same feature? There dialogue should appear also instead of the bubble of text above their head (Or make the camera turn to them with their speech dialogue above their head).
Posted By: Cromcrom Re: General Feedback Thread - 23/02/14 06:45 AM
Originally Posted by Chaotica
ok, here is a post from a friend of mine experience (not mine, I am still testing the new version)
first bad point (and I saw there is a topic about that) he is a bit frustrated that there are only few combat before reaching cyseal and then in cyseal you have a loooooong gaming session without any fight (except it you get caught stealing or attack people) few more combat should be interesting (and IMO, yes few other optionnal combat should be added)
talking about progression, he feels that you are not really free of doing what you want, when you can finally leave cyseal, the level of the monsters is kinna hard so he had to go back in town to do few quest to lvl up (euh personnally, my friend and I did a lot of optionnal quest and the main quest until we found out who was the murderer before leaving cyseal, and still the fights were not so easy...)
guideline to up your character in the way you selected it should be added (I like to build it myself personnally, but he was completely lost about where should he put his talent and trait points and so on...)

well I will still play a bit more before talking about my game


I really agree with your friend.
Cyseal = long boring mandatory inquiry part. You have to stay there because of the undead packs. NAd I am not the stealing or murdering people kind of player...
Posted By: Cromcrom Re: General Feedback Thread - 23/02/14 10:33 PM
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Shield Bash (Requires Shield Expertise 1)
Shield Expertise Rank 1: Shield Bash stuns for 1 turn(s). AP: 5 Cooldown: 4 turns
Shield Expertise Rank 2: Stuns for 2 turn(s). AP: 6 Cooldown: 4 turns
Shield Expertise Rank 3: Stuns for 3 turn(s). AP: 6 Cooldown: 5 turns
Shield Expertise Rank 4: Stuns for 4 turn(s). AP: 7 Cooldown: 5 turns
Shield Expertise Rank 5: Stuns for 5 turn(s). AP: 8 Cooldown: 6 turns


rank 5 is supposed to be legendary ? If so, make it very hard to gain, and really powerfull. It might give a greater sense of achievemnt to the player.

Posted By: Stabbey Re: General Feedback Thread - 23/02/14 11:05 PM
The Shield Bash proto-idea was kinda bad and way too overpowered. It was pointed out to me that there are already way too many stuns and disables in the game. Straight damage from a bash would probably be better.
Posted By: t0lkien Re: General Feedback Thread - 25/02/14 04:32 AM
After a reasonably frustrating session trying to play a MP game with my friend, and continual crashes/disconnects, here are some initial thoughts:

1. The multiplayer functionality needs to exist within the game itself, and not piggy back off Steam. It's too confusing and clunky as it is. I realize this may be temporary.

2. There needs to be a character select screen when initiating a MP game (creating or joining) so we can choose which character we want to play when we go in. Right now it's very confusing and unclear, and I started the first two games on a class I wasn't interested in playing as a result. Again, I realize this may be a temporary initial implementation.

3. If you drag the cursor down to the edge of the screen, it scrolls away from the viewable area and you end up lost in the dark. At one point my mouse slid down the screen when I was away from it and I had to quit the game and come back as I couldn't get back to the game area. I may be missing an easy way of getting back, but I couldn't find it. The screen should never scroll beyond the viewable area IMO. There's no need for it to ever do that.

4. Multiplayer in game chat is an absolute must! Please implement this. Not everyone wants to play with VOIP, and very often you can't for reasons of quietness. We need to be able to communicate with each other in game without Shift-tabbing to Steam constantly. I realize this may be temporary, but I'd hate for the game to ship relying so heavily on Steam because no-one said anything - and that's not going to work with more than two people anyway smile

5. NPC movement/action during combat is a little slow. It needs to be sped up by at least 2x IMO.

6. I miss the targeting reticules from the Kickstarter video, but they would need to align with the ground (just mentioning this as an aside - it jumped out at me when I was watching videos and deciding to buy in or not).

7. The game looks and feels good already laugh More feedback soon...
Posted By: Stabbey Re: General Feedback Thread - 25/02/14 05:06 AM
1. I agree - especially after the poor communication about that issue regarding the GoG version of Dragon Commander. I should think Larian wouldn't make that mistake twice.

2. That'll be in eventually.

3. Press the Home key to center the camera on one your selected character.

Posted By: t0lkien Re: General Feedback Thread - 25/02/14 05:13 AM
Just a note that some keyboards don't have a home key (I haven't checked if it is bindable in the menu). Mine doesn't as I'm on a Macbook Pro in Windows.

But as I said, there is never any need to scroll off the viewable area. It should only ever stop at the edge.

Thanks for the reply!
Posted By: Raze Re: General Feedback Thread - 25/02/14 06:17 AM

You can double click on the leader's portrait to re-centre the screen, or single click on a non-lead character to make them leader and re-centre the screen (can also switch leaders using the F1-F4 function keys).

If you want to go to the market 3 screens away, for example, some people would find it easier to scroll the screen over and click than to scroll/click 3 times, or hold the mouse button down to direct the party to the market.

Eventually we should be able to move the screen focus somewhere from the map, which would make it much easier moving around areas that have already been cleared.

I don't know about limiting scroll distance, but there should eventually be an option added to disable scrolling with the mouse.
Posted By: t0lkien Re: General Feedback Thread - 25/02/14 06:45 AM
Originally Posted by Raze
I don't know about limiting scroll distance, but there should eventually be an option added to disable scrolling with the mouse.


When I say limiting scroll distance, I mean to the "viewed" area, not the screen extent. Currently it will scroll into complete blackness - presumably indefinitely as I couldn't scroll back no matter how long I tried.
Posted By: Raze Re: General Feedback Thread - 25/02/14 07:18 AM

Ah... that makes more sense. I don't know why I read that as 'currently in view'.
Posted By: t0lkien Re: General Feedback Thread - 25/02/14 12:30 PM
As a related addendum to this, I would suggest that when the dialogue system is in force, that mouse cursor scroll is disabled. It's quite disconcerting if your cursor drifts to the edge of the screen and you are pulled away from the NPC to whom you are speaking.

Actually I would suggest locking the camera to the character permanently, and disabling mouse cursor screen scroll altogether. It's really problematic and unnecessary IMO. The mini and main maps are sufficient for navigation. As it is now it feels weirdly like an RTS. I know Baldur's Gate did the same thing, but it was weird then too. Why should I be able to see the state of the other side of the map when it's out of sight anyway?
Posted By: Ruhen Re: General Feedback Thread - 25/02/14 12:39 PM
I don't know if this has been mentioned before, but when casting beneficial spells (like heal, resurrect or teleport) I would really like the ability to target your characters not only on the 'battlefield' but also via their respective portraits. I often have some problems to target my characters, especially when circled by several enemies and/or corpses. And using the portraits really would really help and speed up the casting of these spells (for me at least smile ).


Posted By: Stabbey Re: General Feedback Thread - 25/02/14 01:42 PM
In the market are a few merchants. You have your Arrow Seller, Potion/Spellbook seller, and a fish seller. Those are fine, but there are two others that sell completely random junk, even though their banter suggests they sell cheese and vegetables. Maybe they should also sell the items they're hawking? There are several crafting recipes that use food items, so those NPC's should sell food items as well as other assorted crafting ingredients.

Also, seriously, one Branch can make a Spear, two can make a quarterstaff, but one Branch can only make one Arrow Shaft? It should be at least three to five. Along those lines, one silver bar can only make one Arrow Head? Should be three as well
Posted By: t0lkien Re: General Feedback Thread - 25/02/14 02:18 PM
Originally Posted by Ruhen
I don't know if this has been mentioned before, but when casting beneficial spells (like heal, resurrect or teleport) I would really like the ability to target your characters not only on the 'battlefield' but also via their respective portraits. I often have some problems to target my characters, especially when circled by several enemies and/or corpses. And using the portraits really would really help and speed up the casting of these spells (for me at least smile ).


Thank-you, you saved me a post smile
Posted By: Raze Re: General Feedback Thread - 25/02/14 06:15 PM

You can use the portraits in the battle queue at the top of the screen to target NPCs, most of the time.
Posted By: Serendipity Re: General Feedback Thread - 01/03/14 09:36 AM
When playing in co-op multiplayer; The need for a Conversation log is dire.
It is very hard to read the text the NPC's speak, and I can't read (hear?) my friend say his words, and if he is a fast reader, I won't have anytime at all to read what the NPC is saying.

If my friend runs into conversation on his own, I don't want the conversation log to notice, I'd rather have it role-played between characters OR partly recovered when meeting one's friend. As the information would be on hear-say only and not firsthand.

That being said, any type of conversation log would be a great improvement.
Posted By: Stabbey Re: General Feedback Thread - 04/03/14 03:19 PM
There's a pretty annoying issue with the effect where obstacles vanish as your character moves behind them.

The obstacles completely vanish, they're transparent - but they still block you from clicking on things behind them, and because they're entirely transparent, in some cases you have to end up pixel-hunting and camera swerving to try and find the spot where you can actually click on the item you can see.

One spot in particular is the isolated pinnacle in the black Cove, where the lever to escape is only clickable from a certain camera angle. Some people have confused that for "the lever is not working".

I think that there should be a slight translucency of things between the character and the camera so you can at least see the outlines and know if it's being blocked.
Posted By: dblade Re: General Feedback Thread - 06/03/14 02:02 AM
Originally Posted by Ruhen
I don't know if this has been mentioned before, but when casting beneficial spells (like heal, resurrect or teleport) I would really like the ability to target your characters not only on the 'battlefield' but also via their respective portraits. I often have some problems to target my characters, especially when circled by several enemies and/or corpses. And using the portraits really would really help and speed up the casting of these spells (for me at least smile ).


Originally Posted by Raze

You can use the portraits in the battle queue at the top of the screen to target NPCs, most of the time.


So does that mean it is completely out of question? I'd still like to be able to use the main portraits down the left side for friendly action targeting... smile
Posted By: Raze Re: General Feedback Thread - 06/03/14 02:34 AM

No, you should eventually be able to use the portraits to target party members.
Posted By: Batpeter Re: General Feedback Thread - 06/03/14 02:55 AM
I play on my TV and sit further away from it then you would with a monitor. I find many of the writing to be too small in the game; i have to lean forward a lot to be able to read the small text without much effort. This is especially true for tooltips, the log, books, floating combat text and UI text such as the inventory/character stats text.

I also don't like the floating combat text and the speech bubbles. The speech bubbles are quite hard to read on many lighter backgrounds. The floating combat text is very small and also hard to see on many backgrounds. It also often appears very high above the characters, making you miss it when you have the camera zoomed in. I would suggest more shadow or larger text.

So I'd like to see text options, at the very least scaling options for UI text, log and floating combat text. UI scaling would be great/necessary too (if the UI becomes too small for the text).
Last thing down the list are design options; it would be nice to be able to change text colors and fonts (especially for floating combat text and the log).

I realize it is highly likely that you have already thought of some of these options. It's just that the eye strain the text gives me right now almost forces me to play on my monitor or sit very close to the TV.
Posted By: Raze Re: General Feedback Thread - 06/03/14 04:57 AM

The UI isn't final yet, so there should still be improvements to readability (floating text on a light background, etc), but there will not be any font scaling (see the topic font) or colour coding options.
Posted By: Batpeter Re: General Feedback Thread - 06/03/14 12:29 PM
Thanks, now that should have been one of the Kickstarter goal rewards!
Perhaps an idea is to create a Render Quality option such as in Planetside 2. The Render quality setting effectively controls the internal resolution at which the game renders. In Planetside 2 it is often used to lower the 3D rendering resolution (<1) while running the client in the monitor's native resolution. It can also be used to increase rendering resolution (>1). So this way you could play the game at 720p, benefiting from a larger UI, but set the rendering resolution to 1.44 to have the game render at approximately 1080p.
This depends on whether the UI is rendered with the 3D world or not, i don't know if that is the case.
Posted By: Raze Re: General Feedback Thread - 06/03/14 03:11 PM

I think they are rendered together (in the topic I linked to I asked if it would be possible to set the game resolution and UI resolution separately).
Posted By: Ruhen Re: General Feedback Thread - 07/03/14 11:38 PM
Originally Posted by Raze

No, you should eventually be able to use the portraits to target party members.


Hah, awesome, this is indeed active now! Really much more easy, thx!
Posted By: Cromcrom Re: General Feedback Thread - 08/03/14 07:08 AM
Feedback for V0.167:
CONS:
Playing DoS alpha is a frustrating experience so far.


Playing DoS alpha is a waste of time because:
Bugs keep coming: make more realeases, more often, so people can help you identify what is wrong. Right now, you release big chunks of stuff, and it is more difficult to isolate bugs, as you create e lot of new ones.

Character development is flawed because:
- Talents only have a range of 5. So you make each point count. So you cannot spare free points as rewards, or whatever. Only points you could spare are from global XP, which you don't (because they are only big chunks of XPs from quests and killing monsters (and "exploration". I don't have the pleasure to improve my character on "many" things each level, just an ability point and a talent point (which I can't use yet on level 1 talents).
- You can buy new skills in shops.
- Character improvment is totally disconnected from your actions or your intentions. I can never craft a thing, and reach level 5 in crafting for example.
- 5 physical attributes, one mental attribute. Obvious imbalance. And a modding issue, as I won't be able to expand the world/systems with such unbalanced stats.



World interactions are mostly dumb because:
- there are many inconsistencies that break immersion: picking up crates/barrels, but not sacks, for example. Barrels or crates could at least weight a lot more.
- Most of the gathering is from crates...
- Crafting/gathering is utterly flawed. There is no amelioration of skills by doing, just from leveling. Such, there is no point in picking up any stuff. Just reach level 5 in crafting, and start crafting uber objects (or I imagine so...). We are in 2014 Larian, it seems you are discovering this. Even Diablo 3 does it better, and it doesn't tag itself with being "open world". Unless DoS in only a fighting/conversation game.

Story writing is dumb because:
- It is full of inconsistencies that make some things hardly understandable:
We are not great source hunters. We are noobs source hunters sent on their first suicide missions.
- Inquiry in Cyseal is the most boring job ever. My real life is probably more exciting than this fantasy one. Sneak in houses, talk to people, try to give a shit about there stupid concerns. And when you are bored to death, which happens pretty fast, you attack/murder random people like all normal source hunters do when they are inquiring.

PROS:
- Music.
- Finding secrets.

This is alpha. Can't wait for next patch to check if I feel hooked to play and keep playing the game.


Posted By: Stabbey Re: General Feedback Thread - 12/03/14 09:11 PM
A few ideas:


1) With enough perception, My characters can see the traps and touchplates, but can’t do anything about them. This sounds like a case for a “Disable Device” skill or ability. (possibly using your Lockpicking skill?)


2) I’d also like some kind of a “tumble” skill. It could help a "rogue-ish" type move in combat (it doesn't teleport like Tactical Retreat does), hopefully can be used while sneaking, and it could also move the Rogue past touchplates.


3) Wulfram seems like a smart guy – he knows the lore of the area (sounds like he has Loremaster). Would it be possible that if you escort him to the King Crab, he will identify items for you (at least those up to Loremaster 2. Three at most) at half-price?
Posted By: Nathan Dave Re: General Feedback Thread - 13/03/14 01:40 AM
Quick suggestion: It would be cool if there was a way to see what's inside containers just by mousing over them. Maybe a perk for perception or Sixth Sense or something?
Posted By: Tristis Oris Re: General Feedback Thread - 13/03/14 09:20 AM
Despite the fact that the game is in alpha stage, it is very much liked me. This is a big step forward in the development of your game series. Thank you guys.
I would like to say about the things that I want to see in the game.

- You can not set your goal each character in real time mode (break down the door.) No autonomy when you switch to another character, the previous stop.
- Many gameplay things like in the arcanum (interaction with objects), but the world is static. Want to see more interaction with the NPC, for example rumors, legends, hidden quests.
- Not enough NPC that can repair or craft things.
I see no reason to skill up my characters repair skills, identification. Not enough skill points, and fights quite complex. It would be more logical leveling peaceful skills apart from combat, by the individual points or for example on quests.

- Some very long animation action looks ridiculous. Especially when the subject from the ground flies straight into the hands.
- Realy need a bunch of keys and other amenities.
- Trader can not repair worn items. Interface at this stage can hardly be called comfortable.
- Change the color of the cursor when the theft to red. Orange differs little from yellow.
- About interactive: jar use on a beehive do nothing.
- Rain extinguishes candles and NPC do not react to it. Although you can not put out their hands - they will be unhappy. How does this affect detection? I have not noticed a difference.
- I noticed that the NPC which you can take in the party no talents. It looks weird.
Posted By: vometia Re: General Feedback Thread - 13/03/14 10:57 AM
Originally Posted by Tristis Oris
- Some very long animation action looks ridiculous. Especially when the subject from the ground flies straight into the hands.

I actually think that's kind of cute, though I can understand why not everyone might like it.
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