1?The �personal backpack menu� interface should be enlarged to full screen, and the size of each item grid should be enlarged to facilitate player identification.
2?The attack, damage, and defense values should be placed at the beginning of the personal information overview, rather than being placed together with the character modeling.
3?In the team backpack interface, the four character models should be removed, and the four backpacks should be enlarged and connected at the same time.
4?Equipment that is currently in use should be removed from the backpack.
5?When filtering items, add two categories: �task items� and �books�.
6?Remove the search bar in the backpack and replace it with an item classification button.
7?Scrolls and throwing objects that have been equipped to the quick access bar are recommended to be removed from the backpack as well
8?Put attack, damage, and defense together in the text version of personal information.
9?Add a filter button in the diary interface and allow the mouse to hover over the item to display item details
? Chinese to English?
Here is the spit on?
This game�s UI has fatal flaws, which affects the entire gameplay experience. Summary: Using the UI design philosophy of World of Warcraft-like online games to make a heavy resource management game UI is not up to par.
1?The text is small, the item icons are small, and the spell/scroll icons have zero recognition. It seems like they�re afraid I�ll be able to see and understand it clearly, managing the backpack and consumables is pure torture. Changing the text size only changes the size of the subtitles, and all other text remains as small as ever.
2?The UI interface allocation is extremely unreasonable, and the area allocated to the backpack in the total backpack interface is too small, overshadowing the main focus!
? When I open the total team backpack, what am I trying to do? Answer: Manage team resources and transfer supplies between four people.
But in the TAB total backpack interface,character modeling takes up half of the backpack interface, squeezing the display range of the item bar, leaving only a small area in the backpack interface for managing items. What I want is �to manage team resources and transfer supplies between four people.� What I want is �to manage team resources and transfer supplies between four people.� What I want is �to manage team resources and transfer supplies between four people.� Not to see these 4 full body images!!!
Why allocate nearly half of the area to the four characters above? The remaining area is often not enough to display all items. To see items deep in the backpack, you have to pull an additional scrollbar. Most of the screen area is wasted.
Even more outrageous is that there is still some space left between each person's backpack interface for visual separation. World of Warcraft at the turn of the century and Larian's Divinity: Original Sin 2 both knew that when players need to manage multiple backpacks, they should keep each backpack interface close together without visual separation so that players can easily compare each backpack to organize their backpacks. But Baldur's Gate 3 separates each backpack, as if afraid that players will be able to intuitively understand the overall situation of team supplies.
The item grid is already small and there are many items, but screen space is wasted on full body images and visual separation.
? Personal backpack management, personal information overview, etc., are small and chaotic.
Small: The personal information and backpack interface are probably not even half a screen size. This is a heavy resource management game. In similar games, personal backpacks and information interfaces are often full-screen, covering up game events. The item grid becomes larger for easy identification, allowing players to focus on resource management. But Baldur's Gate 3's personal backpack slots only occupy a small part of the interface, making it difficult to identify each item grid when browsing through your backpack.
Chaotic: Put attack, damage, and defense together in the text version of personal information. The text itself is small and broken up into tiny pieces. At a glance, you can't see much valuable information.
And when you open your personal backpack, game events and your backpack will appear on your desktop at the same time, each occupying half. At this time, elements on the screen include: Backpacks, character modeling, attack/defense/damage information, quick access slots, in-game events. There are many elements that are mixed and cannot be effectively linked. Who is primary and who is secondary?
3?The classification of items within a backpack is also heavyweight. �Category� no longer has its own button. To filter items you have to click on the search bar and then select from an expanded page.
Even more outrageous is that there are no quest items/special items or books categories!!! When I need to find special items or books, I have to look for them in a pile of garbage under �Show All� with tiny item bars. I originally thought Divinity: Original Sin 2�s backpack management was already heavyweight enough. I didn�t expect bg3 to be even more outrageous. Where did you find this UI design?
4?(Chinese to English)Plot and text level are average; it may also be a translation issue with Chinese localization; wait for updates for now. The text is half machine-translated; there�s nothing much to say about it; some parts aren�t even translated; compared to other crpgs it�s like elementary school composition level; not even mentioning Disco Elysium which has its own unique writing style; it�s not even as good as Wrath of Righteousness.
5?Lack of entries and indexes; lack of background introduction. Playing Obsidian or Owlcat games; if there�s something you don�t understand; expand an entry or ask more people questions; you�ll get a general understanding of where you are and what era you�re in; after playing for a little while you�ll have a general understanding of major deities/background forces.
What about bg3? You can ask your teammates about the background of the Githyanki, but what about the forest�s Tymora? The betrayal of the Hellrider Warlord, the fall of the Holy City into Hell, and the war between two gods; no one explains it?
What is Sword Coast? What is Waterdeep? What is Baldur�s Gate? What is Blood War? You�ve crossed the front lines of the Blood War; don�t you introduce the war between Hell and the Abyss?
Even if there are books and notes, you should also consider the possibility of players missing them and include basic information in entries.
6?The journal interface has no filter button. Combat information and character dialogue cannot be displayed separately. Items that appear in the journal cannot be viewed by hovering over them to display item details.
7?Small problem: Task progress prompts conflict with text reading display. If a book I open advances one of my tasks, a task progress prompt will appear, but this prompt will be blocked by the book reading interface. By the time I finish reading and exit, the task prompt has disappeared.
The chain of reading books-getting information-advancing tasks is broken.
In general, similar games handle this problem by either displaying �task progress� after the player exits from reading a book or by displaying �task progress prompts� above the reading interface.
Last edited by chiiiin; 07/08/23 07:08 AM.