Larian Banner: Baldur's Gate Patch 9
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Joined: Mar 2014
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Dr. A Offline OP
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Hello All,
It's my first post here and I'm from the RPGWatch. I'm having the flu so I thought I would sit in my room and alpha-test the game today and share my observations.

Right off the bat though, I'd like to tell you guys that I am very excited for Divinity: Original Sin (pledged twice!) and apologies for any perceived nitpickiness. I am full aware of the alpha status of the game and the many placeholder entities. Oh and lotsa love to Swen and the gang in Larian smile

First, some screens of things I've noticed.

01. Water particle effect in rock. Possibly wrong placement?
[Linked Image]

02. Strange blue outline on rocks. Occasionally shows up in some areas.
[Linked Image]

03. NPC dialogue (wrong location maybe) after Orc battle. This is possibly directed at the drunk guards but they are not in the vicinity so it looks like unusual.
[Linked Image]

04. Some of my warrior abilities were unable to be improved because I needed 2 skill points and I only had 1. This should be indicated somewhere.
[Linked Image]

05. In journals, the page corner (for flipping to next and previous pages) has a strange white border
[Linked Image]

06. Piles of fish are interactable but have no mouseover description.
[Linked Image]

07. Fishing poles are not attached to character models in Cyseal docks
[Linked Image]

08. Mouseover on character's buff shows a blank tooltip.
[Linked Image]

09. This object, which be found in several places, has no mouseover text but can be interacted with.
[Linked Image]

My other observations, consisting of suggestions and issues, in a simpler bullet form.

Character Screen
  • Texture pop-in on background in the beginning
  • Minor texture pop-in on body armor when changed
  • Lighting issue at the top of background window to the right. Selecting first character and moving mouse to top-right corner of screen worsens issue
  • Very slight issues with fire particles in fireplace (clips through stone)
  • More character potraits would be great
  • Have ability to select starting skills from a pool of available skills
  • Stack of books in background are bending strangely instead of rocking


Game Start
  • Character selection "room level" shows up briefly before Cyseal environment loads
  • Environment texture pop-in on in the beginning


Items
  • Picking up journals, books or other literary materials could show a temporary icon on screen and clicking on it would read it. This offers an alternative to actually opening up your inventory and hunting around to find the item.
  • Barrel behind Bibius and Junius (drunken guards) does not have the suffix "Empty" after emptying it.
  • Empty cups should stack like empty flasks (also iron ore and lockpicks)


Skills
  • Indicate max distances in description so its more convenient to fight tactically
  • Descriptions would be better if specifics were mentioned.
    For example. "Dust Devil - Spin around and hit all adjacent enemies doing a fraction of your damage."

    could be

    "Dust Devil - Spin around and hit all adjacent enemies doing 45% of regular damage."

    or

    "Dust Devil - Spin around and hit all adjacent enemies doing a 12-16 points of damage."

    The same can be said for Talents and Abilities
  • Adding points could indicate on tooltip what changes could occur (eg. "Damage +3", Action Points requirements -10%)
  • Enforce line break in skill description headers to improve display
    "Teleportation (Scholar
    Skill)"

    could be

    "Teleportation
    (Scholar Skill)"
  • Warrior's "Power Stance" has no sound effect associated with it.


Abilities
  • Wizard's Ability "Sourcery" has incomplete tooltip
  • Possibly introduce "Way of the Rogue" and "Way of the Knight" abilities to make the character classes more distinctive
  • Survivor Abilities seem to be a combination of Rogue and Ranger classes. Perhaps regroup to complement the character class types? For e.g.
    - Ranger group has the abilities Bow, Crossbow, Way of the Ranger, etc.
    - Rogue group has the abilities Lockpicking, Pickpocketing, Sneaking, etc.
    - Survivor group has the abilities Crafting, Loremaster, Reflexes


Talents
  • Group talents similarly to abilities (Magic, Damage, Social, etc) so it's easier to find what you want
  • Typo in "Killer Instinct" description - "by 5%" not "with 5%"
  • Typo in "Lightning Rod" description - "by 50%" not "with 50%"
  • Typo in "Silver-tongues" description - "by 50%" not "with 50%"
  • Typo in "Stand Your Ground" description - "by 50%" not "with 50%"


Characters
  • Allow character relationships to be affected negatively by friendly fire. However affecting positively by buffs and resurrects could be abused easily though.


Combat
  • Would be helpful to see the walking range of enemies (as a radius on mouseover possibly). Maybe include a talent which allows this to be seen?


User Interface
  • Indicate shortcut keys on button mouseovers (where applicable)
  • After using Dust Devil when flanked by crab underlings, log indicates "Roderick used Dust Devil on itself". What does "itself" imply?
  • It would be nice to indicate status effects persistently so they can be moused over for a detailed description
  • Bestiary would be sweet!
  • Allow mouse right-click outside of opened containers to close them (as an alternative to escape or X button)
  • Left clicking on level up arrow icon on portrait should open character stat screen
  • Have a compact option in inventory to re-arrange items easily
  • On trade window, left and right arrows on player panel does not swap characters. Intended?
  • Damaging abilities (attack, combat spells) could use a red outline to select targets while positive abilities could use light blue


NPC
  • During conversation with Bibius and Junius (drunken guards), selecting Trade with Junius shows trade window with Bibius instead. Intended?


And that is it for now. smile

P.S. I realize that maybe this should have been added to the existing thread. Could an admin help merge the thread if that is better? Sorry for any trouble caused.

Last edited by Dr. A; 09/03/14 06:45 AM.
Joined: Jan 2014
Location: Australia
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Yes really great suggestions I agree with the item suggestion as I have mentioned before to make the player more aware what they have picked up, especially a quest item for the player to read and use the inventory system more often.

Joined: Mar 2014
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stranger
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Joined: Mar 2014
A couple quick things:

Roderick is kicking and punching when wielding "Exalted of the Watch" Scimitar.

The damage on the weapon also is listed as crushing rather then slashing.

I also am crashing when I try to access to journal.

I love the radius circles and spell trajectory lines!

I hope to see dual wielding as well in final version. This is going to be a great RPG!


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