Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#479585 22/01/14 11:45 PM
Joined: Feb 2010
Weston Offline OP
journeyman
OP Offline
journeyman
Joined: Feb 2010
1. Allow us to close containers with a right click anywhere on screen. This is a convenience issue.

2. Allow the mouse cursor to be closer to the character when causing them to run. As it is now they walk until the mouse cursor is fairly far away from them, would be more convenient to have it activate the run when the mouse cursor isn't so far away.

3. If 2 isn't possible or inconvenient for other players than simply have an option or hotkey that forces the characters to run all the time and can be selected by the player.

4. Allow an option that allows the ALT key function to be togglegable or not. Personally I'd leave it on all the time and only turn it off when there is a HUGE amount of stuff on the ground that then distracts me as a player of D:OS
By making it toggle on or off, it would allow me to see all the stuff on the ground all the time and I'd not forget to actually use it instead of trying to scan the screen for stuff on the ground that gets lost in the ground colors.

5. Cant take items on the ground if the character is too close to them, this should be fixed, as it's annoying to have to move the character away from an item to actually you know... pick it up. This specifically happened to me with the legioneers handbook, couldn't pick it up as Scarlet was like 2 feet away and apparently that was too close.

6. Make an option so that the screen scrolls even when you are over the menu at the top of the screen or the menu at the bottom of the screen when your mouse goes to the edge there. I've seen other games that have "fixed" this so that it works regardless that there is something at the edge of the screen that would stop the edge scrolling. Quite annoying as it is for those of us that use edge scrolling instead of cursor keys and can't scroll using a good 40 or 50% of the top or bottom edge of the screen.

7. When in the trade screen...
7A. Make gold universal between player controlled characters (it's a matter of convenience as well as necessity in some situations such as first meeting the wizard)
7B. Allow me to switch between my linked characters when trading to see if the NPC has something that one of my characters can use. (impossible to remember what each of them has for me)
7C. Mark on each item that the NPC is selling whether or not my character has any of that item or in the case of things such as spells or scrolls whether or not my character knows that spell or scroll.

8. Fix dialog window, often times it's not scrollable but yet you can't see the "I'll take my leave" option so no way of getting out of the dialog window unless I choose some other dialog that I'm really not interested in to refresh it.

9. Shouldn't it be stealing when I'm at a fishrack and the guy is standing right next to it? Or are all fish racks considered owned by nobody?

10. Inventory, just make it universal. I really don't want to have to keep moving items between the characters when one character is carrying flour and the other one a cup of water. The way it is is just unnecessary micro management.
Yes, I believe in the whole weight management thing but it doesn't outweigh the convenience of a shared inventory when you're dealing with a crafting intensive game. Just my opinion on this one coming from an annoyed person that hates, absolutely hates excessive micro management of inventory in my RPG's.

11. Cooldowns...
11A. Reduce cooldowns of spells when not in combat or of non combat skills. Game is a bit slow when trying to use things like teleportation where I teleport Scarlett for her to get something like a chest contents and then have to stand around waiting for the cooldown to expire to teleport her back to where my wizard is. Unnecessary and should be reduced or removed all together when out of combat.

12. Minimap
12A. Put the same markers on the minimap that are on the main map. For example I find Evelyns door, if I open up the main map I'll see "Door" (which I hope you'll be changing eventually to "Evelyn's Door" since I've already discovered it), now when I mouse over the mini map door icon I'd like it to tell me the same tooltip. This avoids unnecessary need of opening up the main map and quickens the pace of moving around places like towns when you are close to something but don't care to open the main map when the mini map should be telling you the exact same information.

13. Map
13A. Make the map consistent. I am at Theyelons clinic and I look at the map and it tells me the front enterance is a "door" but then it tells me that there is another door that is "Theyelon's back room door". At least make this consistant and tell me what every single door is when I've discovered them.

14. Sneaking
14A. I entered the cooks house, and accidentally clicked the trap door and was zoned into the room beneath the cooks house where I was greeted by the typical message of "keep your hands off my stuff" to which I ended the conversation and then went about looting the entire room, taking absolutely everything. I expected that the behaviour would have been that when I exited the room beneath the cooks house that everything that I stole would be taken away from me since I was caught entering the room beneath the cooks house in the first place but instead I was able to keep all that yummy roast duck and the hundreds of gold that he had laying around in crates / baskets.

That's it for now, I'm tired. Maybe more later.

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
1. I forget if a right-click on the screen does anything right now. In any case, I think they're probably going to have the Escape key first close any open windows.

2. I agree. I'd like a run-speed increase as well.

3. An "always run" would be neat. Maybe it could work for gameplay as well, where if auto-run is off and you're moving slowly, you have a lowered chance to slip on ice than if you're running.

6. Yeah, I find being unable to scroll the screen down with the mouse annoying as well.

7A would be problematic to implement for co-op.

7B. That would certainly be more convenient, yes. The way I've "solved" that issue is to have one character pick up everything so they have the entire inventory. It won't work in co-op, though.

10. That would be completely impossible for co-op. They can improve how the inventory is managed, but I think a universal inventory for all characters would be impossible or a huge mess to do. I have 4 characters in my party. I right-click on a weapon. How does the game know which character I want to equip it on? Even if you want it for single-player only, Larian wants the co-op to be as seamless as possible for the drop-in/drop-out stuff, and changing the mechanics of the inventory might not work.

11. I imagine that could be exploited easily. Cooldowns are in for a reason, and people would certainly complain about the inconsistency.

13. That kind of thing will be properly labelled later.

Joined: Feb 2010
Weston Offline OP
journeyman
OP Offline
journeyman
Joined: Feb 2010
11. Many games that I've played have the cooldown removed when out of combat. But if you use a combat skill let's say in DOS, to attack an NPC (if that's even possible, I've not tried forcing it) then that would automatically put your into combat and your spell that you used would be on the cooldown timer again.

I don't know, to me it's just a matter of convenience since I tend to use things like teleportation to move one of my characters someplace so they can get an otherwise unobtainable loot container. At worst it simply means that I can't do anything in the game for xx seconds until the cooldown wears off which leaves me twiddling my thumbs which a good game should try to avoid if at all possible.

Joined: Jan 2014
veteran
Offline
veteran
Joined: Jan 2014
Originally Posted by Weston
2. Allow the mouse cursor to be closer to the character when causing them to run. As it is now they walk until the mouse cursor is fairly far away from them, would be more convenient to have it activate the run when the mouse cursor isn't so far away.


I would prefer this didn't change. I actually use the walk function quite a bit and am glad it's easy to slip into with the current controls. I don't want to have to keep struggling to find the "sweet spot" in order to stay at a walking speed. The smaller that range gets the more annoying it's going to be for players like myself. Perhaps they could allow the click range to be configurable, though.

As for universal gold and inventories, that's something that can cause problems in multiplayer sessions.

Joined: Jan 2014
D
apprentice
Offline
apprentice
D
Joined: Jan 2014
Great feedback, I agree with all of it except for the shared inventory.
I like being able to manage items between characters and as you pointed out would break the weight system (Not that it currently works anyway). I don't have a big problem with moving items around as I typically use the same character to pickup stuff.

Sneaking is strange when it comes to doors. It seems you only need to be sneaking to open the door and then can freely disable sneak and stroll in without anybody caring. One exception though is the harbor legion stock room.

Joined: Feb 2010
Weston Offline OP
journeyman
OP Offline
journeyman
Joined: Feb 2010
I'll have to try using just one character to pick up everything. It would probably be easier if the game didn't auto switch my characters, one moment i'm using the woman, and the next be it because of combat or whatever reason the game decides on, I'm now in charge of the male and so I gave up in frustration switching back to the one that I almost always want to be my primary and just go with it.

I guess I'll try to go back to switching back to my primary anytime the game does that so that it carries 99.9% of everything.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5