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#902373 24/09/23 12:16 AM
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I've only reached the first part of Act 3 yet, but here's a shortlist of some overall feedback. As I'm no expert on 5th edition DnD, some of these remarks might be targeted at the DnD ruleset (which I have some fundamental gripes with) rather than BG3's mechanics. Some are quality of life suggestions, others just subjective opinion on gameplay or flavour.

On a sidenote, the game is great (I wouldn't spend time on writing a feedback if it wasn't), so every criticism here is fully intended to be constructive.

I also made this list prior to the release of patch 3.0, so perhaps some things might have been addressed already.

Here we go, in no particular order:

1. Access to all companions' inventories in camp.

2. Party manager in camp which disables the need for the 4-line dialogue everytime you're dismissing someone.

3. Option to remove quest destinations on map when player nor companions know the location of said destination. Removing it would improve immersion, especially for players on a 1st playthrough.

4. Male voices have remarkably little difference between each other. There's no suitable voice for a variety of races (especially dwarf, half-orc and dragonborn), nor for any character that is more gruff, berserk or evil. A mute option would already be a huge improvement. (I've only played male characters so far, so similar critique could exist regarding female voices).

5. Failed environment checks should not be visible to the player in order to minimize metagame knowledge (or an option to enable this oughta exist). A failed perception check means the characters didn't notice anything. So, neither should the player.

6. Approval rating and the companions' approval / disapproval reactions to dialogue choices should also be invisible (or have that choice available in options), since that could be considered inherent meta game knowledge as well. I think a companion's inclinations should become clear through conversing with them.

7. A meaningful noise component to the sneaking mechanic (everyone can basically sneak now, which severely decreases the usefulness of the Rogue class / stealth skill.) Hiding supposedly reduces noise, but heavy armour doesn't seem to have any detrimental effect on noise levels during sneaking. I have never seen heavily armoured companions failing a hide check outside of an NPC's line of sight.

8. Certain throwable melee weapons equipable as ranged (ex: javelins, throwing axes, daggers, etc.). Especially useful for Strength-based characters.
(Would personally prefer a main and offhand weapon slot opposed to a melee & ranged, but maybe that would be mechanically too disruptive, I don't know).

For instance: your character has 4 weapon slots that he can fill with weapons ready to equip during battle without using an action. One-handed weapons / shields take up one slot, two-handed weapons take up two slots, and can be combined regardless of whether the weapons are melee or ranged. So a character could carry at the ready two 2-handed weapons or 4 one-handed melee weapons.

9. When Invisible, Attacks of Opportunity don't trigger even when requested, when I think they should trigger, with advantage to boot.

10. Handaxes are far too big. They look like Battleaxes.

11. If drinking a potion is a Bonus Action, I don't see why throwing a potion (or any throwable item) can't be considered a Bonus Action either (this is where DnD 5e comes in).

12. A character builder where one can experiment with classes up to max level would be a nice addition.

13. It's nice to see a second body type for some races, but it doesn't make sense to have a body type for elves, or humans for that matter, that is bigger and more muscular than that of half-orcs (who in my opinion are all a bit too orcish and not enough human). I'd like to see a 3rd body type in between the default and bulky one. And there are zero obese characters in the game, so if possible an obese type for variety's sake, although I understand the difficulties this entails. (PS: I'm not a body positivist)

14. Not sure why only Clerics have deities, but it should be available to any class for roleplaying purposes.

15. A long contended issue, but one of the most immersion-breaking things in the game, is the player (bi-) sexuality of the companions and some of the companions' eagerness and insistence for romance / sex. Gale's amical invitations turned bromance traps are especially confusing and out of the blue. Not to mention the straight male avatar's feminine behaviour and body language / facial expressions during these scenes are as if he's playing an act designed for a female and it's completely breaking his character. Removing player sexuality and giving the companions a fixed orientation (based on sex (and in some cases race)) would go a long way to making this aspect credible, even enjoyable. If players want to romance a companion, they should create a character that fits the profile of that companion's romantic interest. Player sexuality is, imo, a very bad policy.

16. A game-breaking one would be the quest order logic regarding the tresholds triggering the Act's finales. Certain quests get locked because you did another quest you not unjustly assumed you had to proceed with, first. An example: SPOILER!
Shar's Gauntlet + Shadowfell before the Moonrise rescuing missions for tieflings and Wulbren. I'm sure the mystery surrounding quest progression and quest locking boosts replay value, but it's basically not very user-friendly to "rob" players from content because the game didn't properly explain what kind of content will become lost after passing a certain treshold. "You need to find the source of Ketheric's invulnerability before confronting him in Moonrise Towers", BUT, if you find that source before having gone to Moonrise Towers, you'll lose certain quests at Moonrise Towers". Game could offer some more clarity on this.

When this happens the player is confronted with a dilemma to choose to continue as is with failed quests, or load a previous save (if it still exists) that would take him back x amount of hours, which can be disheartening.



Last but not the least suggestion: a Mod Toolset like Neverwinter Nights' Aurora with multiplayer support would prolong the value of this game with many, many years. (I'd personally even pay full price for it and would donate to help maintain servers).

If you made it this far without skipping content, you're a miracle and a champ. Thanks for your time.

MarvelS #903349 25/09/23 10:59 PM
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Forgot to add this:

Lots of developers somewhat artificially increase the value / playtime of their game by including repetitive grinding and meaningless quests. BG3 is not like that. But ... it does have another thing which artificially increases a playthrough's length, and that is looting. I understand many players don't mind looking in every nook and cranny and opening every jar they come across, and I also understand that I don't have to loot if I don't want to, but nobody wants to risk missing items that would help you out greatly. I find it becomes quite tedious quite fast. Especially if alot of the containers aren't worth opening at all (useless junk or empty). It gets particularly tedious on multiple playthroughs.

Now, if a lot of this junk would have some utility other than selling it for 1 gp, then it'd be a different story. This is why one of the best additions to BG3 would undoubtedly be an armour / weapon crafting system that gives purpose to all these rags and ingots we find. This is probably more of a thing in a multiplayer environment with a toolset like NWN's Aurora, but considering a significant part of the game feels like a chore already (opening empty sacks and boxes) I don't see why the main campaign couldn't include some actual productive drudgery.

Last edited by MarvelS; 25/09/23 11:01 PM.
MarvelS #903398 26/09/23 02:51 AM
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Originally Posted by MarvelS
Forgot to add this:

Lots of developers somewhat artificially increase the value / playtime of their game by including repetitive grinding and meaningless quests. BG3 is not like that. But ... it does have another thing which artificially increases a playthrough's length, and that is looting. I understand many players don't mind looking in every nook and cranny and opening every jar they come across, and I also understand that I don't have to loot if I don't want to, but nobody wants to risk missing items that would help you out greatly. I find it becomes quite tedious quite fast. Especially if alot of the containers aren't worth opening at all (useless junk or empty). It gets particularly tedious on multiple playthroughs.

Now, if a lot of this junk would have some utility other than selling it for 1 gp, then it'd be a different story. This is why one of the best additions to BG3 would undoubtedly be an armour / weapon crafting system that gives purpose to all these rags and ingots we find. This is probably more of a thing in a multiplayer environment with a toolset like NWN's Aurora, but considering a significant part of the game feels like a chore already (opening empty sacks and boxes) I don't see why the main campaign couldn't include some actual productive drudgery.
You haven't loot the magical vase with 2 stacks of Destroy scroll?


Councellor Florrick's favorite Warlock.

Back Black Geyser's DLC: https://www.kickstarter.com/projects/grapeocean/black-geyser-dlc-tales-of-the-moon-cult (RTwP Isometric cRPG inspired by BG1).

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