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Originally Posted by Tanist
You know, in beta they had a radial icon system for sending items to another player. I wonder how hard it would be for them to implement such a system that could be used for casting spells and abilities, kind of like Temple of Elemental Evil.


The multiple bars beats that away even. Radials are ok, cycling bars are ok. Having 90% of your move to move options displayed in a few bars you can click once to activate your choice is better. It's the evolutionary step for TB combat, since the pace is slower, you want all your choices available to you in the least amount of clicks as possible.

Minimum improvement is a hotkey to cycle the bars, perhaps kick the 3 given up to 5.

Last edited by Horrorscope; 06/07/14 02:03 PM.
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Originally Posted by Hassat Hunter
Originally Posted by Tanist
You know, in beta they had a radial icon system for sending items to another player.

That's still in the game.

Personally I have yet to fill a single hotbar (for any character, including my mages) so I don't see the need. Will see if I do once I progress *much* further through the game.


I can approach 30 by end of first town.

Mage with schools of magic, potions and scrolls.

Ranger with specialized arrows, potions and scrolls.

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Originally Posted by Garod
Hmm has anyone considered that this was done by design?
Simply to force you to make choices on skills you can use during combat?


I agree with others, you can still use everything it just depends if you have to open the skill book or the inventory to execute. If you couldn't do that turn to turn, I would agree with you.

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Originally Posted by Hassat Hunter
Personally I have yet to fill a single hotbar (for any character, including my mages) so I don't see the need. Will see if I do once I progress *much* further through the game.


I've done a caster/tank Lone Wolf pairing, so my caster uses all 5 schools of magic. At level 7 she has 22 spells. Definitely a hotbar wrangler.

Meanwhile the tank has just 7 things on the hotbar.

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Originally Posted by Garod
Hmm has anyone considered that this was done by design?
Simply to force you to make choices on skills you can use during combat?
Many other games do the same, offer you lots of skills but then make you chose which ones you want to be able to use.
Now if that is the case then still it's not an optimal implementation since you can use scroll's potions etc from your backpack. So either it's a broken feature or a broken UI smile


I don't think it is a feature. I mean, why bother when you could limit the skills within the system itself rather than a gimmick through the interface that does nothing other than make it inconvenient to select skills? This is just an area that needed some more iterations in the development cycle is all.

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Originally Posted by Horrorscope
Originally Posted by Tanist
You know, in beta they had a radial icon system for sending items to another player. I wonder how hard it would be for them to implement such a system that could be used for casting spells and abilities, kind of like Temple of Elemental Evil.


The multiple bars beats that away even. Radials are ok, cycling bars are ok. Having 90% of your move to move options displayed in a few bars you can click once to activate your choice is better. It's the evolutionary step for TB combat, since the pace is slower, you want all your choices available to you in the least amount of clicks as possible.

Minimum improvement is a hotkey to cycle the bars, perhaps kick the 3 given up to 5.


I had no preference really, I just want a means to organize my spells and skills for easy access and consideration during battle. Having extra hot bars visible would be fine as well.

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Originally Posted by Garod
Hmm has anyone considered that this was done by design?
Simply to force you to make choices on skills you can use during combat?

No.

You've got all the time in the world to select skills in combat. You've got 30 skill slots on the skill bars, which should be enough for just about everybody.

The one thing you don't have is hotkeys to navigate the bars without using the mouse.

No UI designer would be so bloody stupid as to say, "I give the player the option of using three action bars in combat that he can freely navigate between while the game is paused in the turn-based combat, and all these action bars do is allow a shortcut to skills and items, all of which are available to use at that time, rather than a mechanic that limits a player's options.... but I will definitely not add hotkeys to cycle through the skill bars, because that would make it too easy for him to make use of my interface."

The lack of SHIFT+UP/DOWN ARROW to navigate action bars has got to be an oversight.

Last edited by Peter Ebbesen; 06/07/14 03:46 PM.

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wouldn't say it's "horrible", but could definetly use some improvement

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Originally Posted by DragonCommander
wouldn't say it's "horrible", but could definetly use some improvement


Yep, it is what I would describe many of my objections to the game. That is, not "horrible", not even bad really, just things I think they could tweak a bit to make better. That says a lot about the game they produced.

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Originally Posted by Hassat Hunter
Originally Posted by Tanist
You know, in beta they had a radial icon system for sending items to another player.

That's still in the game.

Personally I have yet to fill a single hotbar (for any character, including my mages) so I don't see the need. Will see if I do once I progress *much* further through the game.


Thank you, I was starting to think I was doing things wrong as the only character I had nearly filling her quick slots was my ranger with her array of arrows. Began to think I was missing something there...

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My main mage currently knows 31 spells at level 13, with most of them finding uses frequently. I'd planned to have her master fire, earth and air and I definitely don't think I'll have enough slots for all this.

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Agreed completely. Even with mastery of two elements I reckon I need around 40-50 spaces on the skill bar.

Let me lengthen the skill bars, let me have multiple displayed at once. Typical staple RPG stuff really.

With the option for, say, 60 icons on screen at once I'd be very happy.

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Originally Posted by DarkFenix
Agreed completely. Even with mastery of two elements I reckon I need around 40-50 spaces on the skill bar.

Let me lengthen the skill bars, let me have multiple displayed at once. Typical staple RPG stuff really.

With the option for, say, 60 icons on screen at once I'd be very happy.


Yea i support this, i want to be able to somehow see every spell, potion, item, scroll in combat during my turn. Currently the 3 skill bar is insufficent. I always end up opening my skill list and inventory to browse through and plan my tactics. Its inconvenient definitely. I'm playing Archer and Mage which makes it worse with the Archer's multiple arrow types and Mage's many spells.

Last edited by ImariKurumi; 07/07/14 03:08 AM.
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It's really hard for me to believe anyone needing all *50* skills visible at all times concurrently. Let's say I average 1 skill per turn... I can't remember the last time a battle has lasted longer than 10 turns.

And sifting through 50 skills... it's no longer a hotkey skillbar, it's like creating macros for World of Warcraft. Not a fan.

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I found myself very rapidly filling going from one skillbar to the second with most all of my characters, but filling the second takes a while. I honestly have trouble imagining filling all three; you'd have to be using slots on various types of food and multiple strengths of potion to make something like that happen. I feel three bars is the right amount of buttons to make available.

I think it's important for the bar cycling buttons (up/down) to be made larger so they are easier to click on. I use them frequently and it's annoying to have to aim for such a small target.

I think taking inventory off your skillbar should be easier. Whenever I drag and drop a skill off of the skillbar, the skill is removed; whenever I drag and drop an item, the item drops to the ground, when I usually don't want that (usually moving the same inventory item to a different skillbar). There should be some way of erasing those which doesn't cause this behavior.

Last edited by ScrotieMcB; 07/07/14 08:42 AM.
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My co-op game's lone wolf mage has 84 spells at level 18. I don't need them all for every fight, but many magic skills are situational, and many enemies resist one or more elements.

It's completely playable with casting my situational spells from the spellbook, but I would still appreciate a customizable number of hotbars if nothing else.

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Not only the toobar is terrible, the whole UI is awfull :

- Inventory is a mess despite the filters (that keep reseting... ridiculous)
- Inventory and toolbar are not linked, I'm so bored to have to F1/F2/f3/f4 or click on tiny arrows to make everthing correspond
- No "common" chest for storing loot and access it when crafting
- No "big lage" toolbar withotu levels and tiny arrows...
etc..


Last edited by Industrial; 07/07/14 02:03 PM.

I want a better UI !!!
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Originally Posted by Industrial
Not only the toobar is terrible, the whole UI is awfull :

- Inventory is a mess despite the filters (that keep reseting... ridiculous)
- Inventory and toolbar are not linked, I'm so bored to have to F1/F2/f3/f4 or click on tiny arrows to make everthing correspond
- No "common" chest for storing loot and access it when crafting
- No "big lage" toolbar withotu levels and tiny arrows...
etc..




I wouldn't say terrible, but I do agree they need some work. If you want terrible, there are 1000's of games out there far worse than this.

A little work, some tweaks and it would greatly improve it. I would like to see some improvement with hotbars (ideally, to be able to have more than 1 up at a time), and I would like to see some more detailed sorting options with inventory (sort by type, quality, etc...)

Several small changes would greatly improve the UI.


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Ideally the skill bar should be scaleable. IE drag the edge to fit whatever space you want. 2x15 slots vertical? No problem. 30x1 on the bottom. Go ahead.

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Originally Posted by Fellgnome

Yes, there are 3 bars I can cycle through, but with a tiny little button I have to click to cycle through them. It's getting to me at this point. It's archaic and in a bad way.


Larian is pretty bad at doing hotkeys. This was also the problem during Dragon Commander beta, but thankfully, DCs hotkey issues got remediated before release. If I were larian, I would put a hotkey at everything and it can be changed in the menu options so everything is convenient in the UI at least.


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