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#558761 17/11/14 03:28 PM
Joined: Nov 2014
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Hi Larian folks,
You've made a fantastic game, but an incredibly frustrating one at times. The frustration is not because of failure due to making mistakes, the frustration is because it is so very easy to misclick in combat, and ruin your entire strategy. There are two major sources of misclicks:

1) The hitboxes of monsters move unpredictably. In the split second between deciding to click the mouse button and actually clicking it, the monsters can move so that the hitbox is not under the mouse. This will cause your archer character to walk up to the monster instead of shooting them. I've had this happen countless times. It's not fun. The only solution is to sit and stare at the monster for 5 seconds until you're sure you'll be on target, and even then it doesn't always work. This is not enjoyable, and it's not skillful, it just ruins fights. Please fix it by giving monsters a static hitbox.

2) When I have selected a special ability, and I mouse over an interface button, such as a different item in my quickbar, or the Delay Turn button, what should happen? Should the button click happen, or should the special ability be used on the terrain that underlies the button? It's definitely the former, but the latter happens and it's incredibly annoying.
Please change the overlay precedence so that if I click on a skill while having another skill selected, it switches to that skill instead of firing the original skill at the spot under the button.

With these two tweaks you would make the game a far less frustrating experience.

Thanks,
Vandervecken

Joined: May 2013
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Playing the game, I've noticed the potential of those mistakes happening, but I soon learned to be patient and find good spots on my target that don't twitch a lot or use free shoot and shoot behind my target, making sure that said target remains an obstacle for my shot.

Also, for the 2nd point, always make sure you deactivate an ability if you decide not to use it and you should be fine.


Now, these are my own ways of getting around mentioned issues, which turns them into minor inconveniences for me that I just glance over, but I understand that it would be a decent idea to fix these issues with better hitboxes and layer priority.
I just don't think these are too high on the priority list for Larian at the moment.


Unless otherwise specified, just an opinion or simple curiosity.
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It's true that you can reduce the chance of this happening by paying very close attention, but you can deal with almost any UI issue in that way, it doesn't make it good UI.
You can tell me that with careful stepping i can avoid the pit trap in the hallway of my house, and it's true, but that doesn't mean that it's not a terrible thing to have a pit trap in your house.

I've seen reams of threads on the net begging, *begging* Larian for static hitboxes. The second issue is just plain terrible. When you mouse over an interface button, it shouldn't matter what state you are in, clicking a button should click the button.

I'm an RPG veteran and have been playing them since Eye of the Beholder. I cannot remember ever being so frustrated by a simple interface problem as I am with Original Sin. It's such a spoiler on a terrific game.

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Here's another issue that we've discovered:

You can get into situations where you want to fire a ranged attack at an enemy. Mousing over that enemy shows it to be a valid target, but terrain is in the way, and the terrain stops the shot. This is inconsistent with other cases. For example, when a monster is behind another monster, targeting the rear monster is impossible because the monster in front is in the way. If you mouse over the rear monster it will tell you the target is invalid and forbid the shot. This gives you an expectation that when the target is valid you have the given chance to hit, but terrain that's in the way blocks the shot without forbidding it.

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I didn't disagree with you, you know smile


About the latest issue you brought up: the game should let you know when a shot is blocked if the dotted line crosses (and stops on) an object blocking your intended trajectory. If you found some places where that is not the case, it might be a bug.


Unless otherwise specified, just an opinion or simple curiosity.

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