Larian Banner: Baldur's Gate Patch 9
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#875028 05/08/23 06:03 PM
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H00b3n Offline OP
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- Allow to swap wheels' position

- Allow to delete wheels even if they are not empty

- Allow to define which wheel is the Default one (first displayed when the menu is opened). Better, let us define one for combats and another for out-of-combat. I want my utility spells displayed first when not fighting.

- Add vertical weels navigable using L2/R2. This way we can have one collumn for spells, one for objects, ...

- Auto-fill feature for wheels based on spell schools, actions types, object types...

- Wheel template feature, where we can save a wheel and reuse it. An export function would be great so it can be shared with builds (think decks import in hearstone)

- I am 20h in with only a controller and still have no Idea how to use and manage reactions. I figured out Bardic inspiration but have no idea how to manage Riposte. Not a suggestion, just a feedback smile

Last edited by H00b3n; 05/08/23 06:04 PM.
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Yes to ALL of these!

The single most-important one to me right now is to be able to set which wheel I start on when first opening the radial menu.

My preference would be to start in the middle, go left to the wheels I configured for increasingly higher levels of spells, or go right for more niche combat options. Instead, it seems to always start me on the left-most wheel which wastes a lot of time.

Also, it would be nice to have nested wheel options. For instance, one option to open a sub-wheel for cantrips, another for 1st level spells, one for melee attack options, another for ranged attack options, consumable items, etc...

Lastly, in multiplayer it we need a way to be able to edit our radial menus out-of-game so that we aren't wasting our friends' time by requiring the host to be online.

And yes, I still don't know how to trigger reactions either. I have Feather Fall prepared and figured I'd get a prompt when a party member within range jumped off a tall cliff. NOPE! Instead they cratered and I'm wondering if I basically wasted one of my Bard slots. :-\

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H00b3n Offline OP
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Glad you like those suggestions smile

Good idea for the sub-wheels. I suppose it could be rather easily implemented given those already exist when using spells such as Disguise-Self

Last edited by H00b3n; 06/08/23 09:33 PM.
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Thanks, and good suggestions on your part too! Having to slot every last spell and option is a real drain, esp if you're in a multiplayer game with people waiting on your.

For spell fly-outs, this is what I envision:
  • Radial Menu Slot -> Spell Level # -> Spells of Level # -> Upcast Options for that Spell


Also, since weapons of different types have their own special attacks, we could use the same treatment for those as well. This is particular evident when you equip a different weapon on a character (e.g. warhammer to longsword), and suddenly all the weapon-specific special attack slots have been cleared.

Furthermore, it's normal in a game with 3 types of weapon damage (B/P/S) for characters to have a small load-out to cover each type (e.g. warhammer (B), spear (P), longsword (S). We should really have the means to switch between different melee weapons the same as we do between our equipped melee vs ranged attacks without having our special attack options deleted at every weapon swap. This could easily be solved by tagging those weapon-specific attack as Weapon Special 1,2,3 etc. and letting us dedicate radial slots for the generic weapon specials so they get auto-populated when we equip a new weapon.

Hopefully, we'll get some console players in here before long offering their feedback, I can't imagine they'll be satisfied with the current setup...

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The current sub-wheels should ALL be accessible from the One Wheel To Rule Them All.
Like in the game Temple of Elemental Evil IIRC.

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I agree with all of these.

Honestly, I liked DOS / DOS2's controller UI better. It was much easier to navigate and easier to see, especially on a large screen further away.

Last edited by Stonechat; 07/08/23 02:28 PM.
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H00b3n Offline OP
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Additionnal one :
- If I put a spell in my wheel and that it disapears from my known spell (exemple: dispell Disguise Self), I want it at the same place when it is available again

Last edited by H00b3n; 09/08/23 08:12 AM.
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I really like the suggestions in the OP, but would be even happier if we could get categorized, auto-filled radial menus like in The Temple of Elemental Evil. That game completely solved the problem of how to do radial menus for games with lots of categorizable, dynamic actions very well. It's also D&D and their design would slot right into this game.

Which is to say while I think giving us better ways to manipulate the current radial menus as suggested in the OP would be great and I would be grateful for them, I would much prefer to have auto-organized, -grouped, -categorized radial menus as in ToEE that didnt' require any work from the player. Having a favorites section in there would be nice for easy reach, best of both worlds - but I would take the auto-menus as in ToEE over customization.

Biggest problem with requiring us to manually craft our own preferred menus is that it's very difficult to achieve consistency across all your characters. You have to manually edit all their menus to be the same. And if you then discover a better way to organize stuff, you then have to re-edit all those menus.

I've given up on consistency, it's too much effort. Which means I now have to visually scan all the entries in menus instead of relying on muscle memory more - muscle memory will really help in such a huge game with so many options.

All that said, I did about 9 hours of the game on the Deck while traveling this week and am happy the customtizable menus exist!

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Not sure if this is still on your mind, but for anyone else still looking for control of your reactions: if you click R2 and select the "Character" menu there is a reactrions tab where you can set them all to "ask" which will make the game inform you when a reaction is available during combat and let you decide whether to use it.


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