Larian Banner: Baldur's Gate Patch 9
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Hello. With this thread I want to draw attention to a few things in the game that almost every player has to deal with that (from my dev experience) should not take a lot of time to fix, but would greatly improve game experience for everyone. It's not about game balance, it's only about what we call "Quality of Life elements". I don't mean things like door bug introduced in Patch 3 - I know how this kind of problems can be hard to track and fix. I mean things that seem to be fixable by a very small and precise change in just a few minutes. These things surely have been reported/suggested many times, and devs are aware of them, but from my personal dev experience I can tell how easy it is to overlook such small things ruining QoL for many players. These things seem to have been in since release and honestly I expected them to be long gone. For many of these I can easily find moments from multiple different streamers having to deal with those and sometimes commenting on how that's annoying, and many threads mentioning the problem. I've beaten the game several times and greatly enjoyed it, but these little things keep being annoying to the moment. I've taken time to make a write up on my rationales for every issue, how it affects players, why that's important and how this might be fixed. If I'm missing some important points, I'd love to know smile



Detect thoughts dialogue option tooltip shows wisdom modifiers while intelligence modifiers are actually used

Should be the easiest one, but it affects so many players early on, as iirc you get Detect Thoughts scroll on one of your companions. You hover the option and see you have "+3" bonus for the option only to see you actually have lonely "-1" when you clicked the option and can't go back.


There's no way to see how many camp supplies you have in your chest, and game saying you don't have enough even if there are tons in the chest, just not on you.

Most players figure out that carrying camp supplies on themselves is not the best choice, but there's no way to figure out how much (how many long rests worth of) camp supplies are in your camp chest, and game would even give a warning that you don't have any. This one you usually get used to pretty quick, but nevertheless it affects almost every player early on. The game should really count the supplies in camp chest for a total.


There is no way to prevent game from going to real time after combat and it can affect player heavily.

There are several ways how it negatively affects players. First of all, once battle ends, the characters try to gather around active one even if there are lasting AoE effects still active. This can be partially negated by splitting your group, but not all characters can be ungrouped (Glut and early Jaheira iirc can't be detached from character they are listed under). Characters will try to cross spike growth field, wall of fire and other things you would normally stop concentrating on. Another, much more niche problem (affecting mostly hardcore players) is Durge invisibility cloak in solo play. Should enemies fail to find you, the battle suddenly ends, game goes to real time, enemies scatter, heal to full hp, and in 6 seconds your invisibility wears off, and you can't return to turn-based mode manually in that time, and then you are back to battle with enemies fully healed. And this gets even worse if you had a potion of haste active. It's absolutely not an expected behavior the first time it happens and some choose to just not use the cloak because of it. I really think there should be an option to keep game in turn based mode if there's a character with lasting effect (like potion of speed, or invisibility) or concentrating on a spell in a party. On a side note, this could also allow druid players to dispel wildshape for npc to talk to them and not random party member after battle.

I think I should add that the game going to real time after battle overrides even turn-based mode for shadow curse, which is another annoying thing. If you lost your light during battle, you might just die to it before you draw a torch.


Concentration can be easily overridden without a prompt

This one seems huge. The player can have a dozen characters under their control, and some spells/effects have both concentration and non-concentration versions, so the little confirmation "this will break concentration on X" might go a long way to making it more manageable. I can see how this one might be considered "making the game easier" though, but I do think it's an option that would improve game experience for a lot of players.



There's no way to control camera vertically, in terms of "currently displayed slice of world".

While we can move camera closer and further, we can't choose which slice of the world we see, which becomes more and more annoying as the game progresses. Early game is relatively flat, but late Act 2 and whole act 3 is full of multi-story buildings. Being unable to aim your misty step or flight one floor above even when character can clearly see that place is annoying. What's more anoying is that NPC players can actually do that. Player character controlled by Nere in Grymforge can misty step to the hanging platforms there's no way for player to aim at from that point. Jumping from those rooms in Tollhouse back where you fell from is a pain. Literally every "3d" action is a pain. Buttons to move current world slice up or down at least within reasonable range instead of locking at player's vertical position should really help.



These little things are what turned me from playing with a gamepad, and I don't think they are _that_ unique to me.

There's no option for inverted camera controls.

Yes, I know, it's not exactly the most common thing, but people do use that, that's just a different camera control mentality for third person view. It's just a toggle with a multiplier. Or even better, two toggles, vertical and horizontal.


The "skip" and "choose" button in dialogue is the same.

If a player does not want to see the dialogue they read already but want to choose an option that's not the first one, it becomes a problem. On keyboard/mouse you skip with space/right-click which wont do anything once choice is presented, which is the right thing. Gamepad does not seem to have such luxury.



These affect players using mouse and keyboard:

Different actions with different game resources cost having same shortcuts.

Namely, all flavors of Jump and Flight as one example and different flavors of Hide is another huge offender. The actual action assigned to the button can't be set explicitly, and it changes seemingly randomly whenever you visit another area. Pressing C in combat only to learn your character used action instead of bonus action is devastating. The jump/flight thing is more of annoyance, but it's a huge annoyance affecting every shortcut-using player with the first free partial ceremorphosis ability (which is a common thing to have for the whole act 3). Just let us choose and fix specific action for the button for given character.

There's somewhat related issue of characters in party rearranging randomly, making "F3 selects my rogue, so I F3 and then click 'disarm'" mental shortcuts unusable, but I can see how fixing the character ordeer system might be problematic, so I'm not going into detail here.


[b]Camera centering on a player after every action should be either a togglable option or retimed.


I've done this many times and I saw people do that on stream many times. You aim the distant enemy, shoot them, wait for animation to finish, leaving your cursor in "aimed" position. Animation ends, cursor changes to arrow, you click to attack but instead you see that in that moment between cursor changing and you clicking the camera started moving, and click hit the ground, and your character started moving. The other example is when you jump towards enemy, wait for animation to end, cursor to change, then click the attack only to see that camera centered and your character is running away from enemy they jumped towards, receiving opportunity attack before you can react. Delaying cursor change or (preferably) making camera center on the character after action animation ends into a toggle would solve this. There are a lot of different toggles about camera following, but neither affects this behavior.



Occasional click on a character that suddenly blocked cursor forces a dialogue, which is awful if either character was wildshaped

If you randomly click a party member as a Wildshaped druid, or click a wildshaped druid companion (and 2 of playable characters are druids by default), the wildshaped party gets untransformed and looses wildshape change for most likely an unwanted dialogue that would be left instantly. I can understande forced unmorphing for some story cutscenes, and there's no rally meaningful way around it, but there should really be an option to disable automatic dispelling of wild shape for a companion dialogue.





I don't usually go to leave feedback about things that were definitely addressed by many players already, but even after hundreds of hours into the game I still really, really want to see these fixed, and neither sounds like a huge thing you have to actually track and heavily refactor existing code for unless UI is super-hardcoded. I really hope this reaches the relevant people. I really hope at least some of these nuances are addressed in a future patch, making it much smoother experience for everyone.

There are a lot of suggestions and bug reports I have otherwise, but for each of them I can see how complex it can be to track the issue / implement the feature. I only bring up these because I feel like they should not be that complicated. Sorry for the typos and other mishaps, I'm sure there were few in the post.

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Totally agree, most of these I use workarounds for but we shouldn't have to remember to use a workaround to avoid dying.
The camera problems are constant source of frustration.


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I'll add another one here.

When creating a character or when respeccing it would be helpful to not only list the weapon, armor and skill proficiencies of a class, but also the saving throw proficiencies.


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The persistent elemental damage effects after the end of combat when you switch to RT has been an issue since D:OS games - I died a number of times in DOS1/2 after just making it through a tough battle, only to burn to death etc where remaining in TB mode I could have doused flames, used healing etc. There is no excuse for this to still be an issue - unless their engine has some limitation (possibly related to drop in/out multiplayer) that means they cant easily do this....


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