Larian Banner: Baldur's Gate Patch 9
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#572784 29/10/15 04:08 PM
Joined: Oct 2015
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journeyman
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I really likes D:OS, but I never finished it because the news of the release of the EE was announced and so I decided I would rather play it in the EE with hopefully a deeper and better story line. And now that it's out I have to say I love it, I'm dyslectic, so.. When there's a lot of text to read I often end just skipping it and turn to the journal for what it was about. The voice dialog REALLY helped me there. Thank you!

But.. there's a few things that I do not like, some have to do with the voice dialog's. Many of the NPC automated conversations are a bit bad, some just sound horrible, what they say sound like their words have been put together by mismatched words in terms of how the are spoken, giving what the NPC say a total lack of dept and natural flow. Like the sailor on the dock that is telling the other one stories about their captain, or the guard that was bit in the face by Bairdotr, she doesn't sound like she's really angry at Bairdotr, nor does her friend sound very much like he's trying to calm her down.

Another problem with NPC's like theses is that they the delay between each time they repeat the same line is WAY too short, if you stay in the same area for even a little while you start to get annoyed by how often they speak the same lines over and over.

Also it's that all three voice sets on the two genders are made by the same two persons and they both have their mistakes, like the weight of some words in the different characters voice set comment, some words just make the comment line sound bad because the pressure on words and weird pauses that make everything sound strange and unfitting. I think you could give the character voice sets a better feel for the players if you instead of having the "Wizard, Warrior and Rogue" for voice sets you use the AI Personalities, or just add those to the voice set choices, giving the players more choices and also more difference to what the different characters sound and what they would say.

I noticed a thing about how the different weapons are held that doesn't look good at all. The characters grip on the axes are too far forward on the heft. On the knives the characters are not holding them by the hilt, but rather by the blade, especially if the blade is pointing backward. The staffs.. They hold them as it they were swords and when they cast spells they put the staff on their back and then cast, would look a LOT better if they held the staff by one hand and the magic is cast using the free hand, then channeled through the staff, or both free hand and staff, or just the hand, either way.. The way the staff is used now look pretty much awful.
You can see here that the grips do not look good...
http://i1266.photobucket.com/albums/jj525/kimhj1/Axe_zps1jka5scc.png
http://i1266.photobucket.com/albums/jj525/kimhj1/knife_zpsnjsymjfa.png
http://i1266.photobucket.com/albums/jj525/kimhj1/two%20handed%20sword_zpseld84lq7.png http://i1266.photobucket.com/albums/jj525/kimhj1/Two%20handed%20axe_zps8jpmdthe.png
Now.. What if the staff was held like this... https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/143825/fxJtKsO.jpg
Instead of like this...
http://i1266.photobucket.com/albums/jj525/kimhj1/Staff_zpstk00akyb.png

There are however some things that aren't in the game that I would like very much to see, like the ability to rename bags, single click on a bag in the crafter window to open it, or just having special crafting bags that show their content in the crafter window without having to open them.
A two handed fighting staff, like a monks staff.
Shield Specialist blocking skill applying to dual wielding too, but at a little lower value, like 2% instead of 5% and the Parry Master Talent will instead of giving 10% blocking give the full 5% value per level on Shield Specialist.

Last edited by Skeptical_Bunny; 29/10/15 04:17 PM.
Joined: Aug 2014
old hand
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Well, if you're just holding an axe, you generally hold it more in the middle of the handle so its more balanced. When swinging you obviously want to move your hands farther back so you can generate more momentum with a greater lever distance, but as an idle pose, the axe hand positions make sense to me. Though they probably stay in that position even swinging, right? Holding the dagger by the blade is the only really big offender of all the photos. The staff position could go either way. I think it's kind of funny how they shoot the magus projectile out like a cannon. While it would be cool if they used their staff as part of spell animations, it'd be a lot of work to make a bunch of animations just for spells cast when you have a staff equipped.

Joined: Oct 2015
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journeyman
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No one would hold an axe like that even when holding it idle simply because it take too much strength to hold it like that, the weight of the head will make you use your muscles in your arm and wrist constantly to balance the axe. The best way to hold an axe, either it's idle or in a combat stance is to hold it where I marked. When you hold it idle you hold it with a lose grip and the axe is more hanging along your side, but you can also hold it very close to the head when carrying it. But in a combat ready stance it's natural to hold it where I marked in a tightened grip and in about the same angle as her right thigh. The stance you see in the picture is combat ready stance, not idle, the game doesn't have an idle stance where the character holds a weapon, but the grip on the axe and angle of it is completely wrong.

As for the staff.. I agree.. It's to late to change it, but I hope it can be changed from the "pole jumper" stance to a more natural mage stance in D:OS 2.

Joined: Mar 2015
stranger
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My problem is when North Americans speak using 15th century English colloquialisms..I wish Devs would keep American accents out of 15th century RPGs!.. ouch

If you're forced to use North Americans, at least force them to use a New England accent instead of a Brooklyn one.. (Or better yet, re-use one of your actors that has, or can do English accents..)

And yes, I'm aware that they unfortunately used North Americans to do some of the English accents, but please, the least they can do is make sure they know how to pronounce Palette... rolleyes

Otherwise, I'm madly in love with this game, and am proud to include in in my collection..

Joined: Oct 2015
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journeyman
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Okay.. Been playing the EE for a bit now and I've noticed quite a bit of changes to the game, some are quite nice while others are just annoying.

Some of the annoying changes has happened in the Inventory and the bags, on the old one we could have two bags open at the same time, on the new one we couldn't. The keys were always hidden in the main inventory window, now their not.(Seems like it's a bug.) You could split stacked materials up and keep one stack in the main inventory and one in a bag and when you sorted out your inventory they would not get stacked up in one stack in the bag, now they do and, if you split a stack up and place part of it in the main inventory and then talk to a merchant to sell one of them, then you wont find it in your inventory because it's been moved into your bag again. (I would suggest you make it possible to open bags in the shop window.) There are also items that didn't use to stack that now stack, some, like gems I don't mind, but things like Magnifying Lenses.. That doesn't even make sense that they should stack with each other. There are also a lot of stuff that doesn't stack that should, like this... http://i1266.photobucket.com/albums/jj525/kimhj1/Inventory_zps4ylnsqli.png The fireball and rain scrolls have the same name and descriptions the same goes for the two arrow shafts, but one is different from the ones that do stack.

When it comes to how the inventory work I'd like to suggest that you replace the "All" tab with a "Quest" tab, all quest related items would go into that tab. Move the "Miscellaneous" tab to the top. This makes the inventory cleaner and it's easier to find things fast in it, there's not really any use for the "All" tab, least not in my eyes.
Yes I know I'm a bit of a control freak when it comes to my inventory, I like to keep it organized and neat.

Other things that's annoying.. Having to tap Enter twice to use the chat, chat remaining active after sending a message, when in combat the last often result in character moving to the spot that's directly behind the skill/spell icon one tries to click on, if one forget to deactivate the chat window. Often waste a lot of AP on this, because I use the in game chat a LOT.
Numbers 1, 2, 3 and so on are used for selecting dialog lines when in a conversation with a character, or a NPC. But.. Enter has a function there too and you sometime end saying something that you did not want to say, if you accidentally press enter, or when you are typing something in the chat and someone open a dialog with your character. Then the dialog window overlap the chat window and when you press enter you will select one of the lines, most often it's one that you didn't want to use.
For me this become an issue because I try to play my characters true to their personality. I'm currently playing through this game with a friend and we do it through role play. We have both played on RP PW's for many years and we prefer to play games like this that way, makes it more fun, least for us. When RPing the chat get used a LOT. Every emote and word the characters say to each other got through the chat.

The aiming on enemies, especially small ones that move often, like the legless zombies is often very hard, turning the camera helps most of the time, but not always, the game could use a little better aim. I often end wasting AP that I could have used to kill the foe because the foe lean to the side when I click on it, the smaller they are, or the more they move, the worse it get.

Last edited by Skeptical_Bunny; 01/11/15 09:52 AM.

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