Finished my first playthrough of the alpha.

So far, I enjoyed it a lot. Poked around most corners I could find, doubled back, etc. All up it took me about 40 hours.

Now, on to some feedback.

#1. The camera is too close. I would be great if we had some more control here and could zoom it out to our liking, and perhaps control the angle a bit more too.

#2. The UI is clunky, and too large. Combined with #1 this gives the game on the PC a very consoly unresponsive feel. It would be great if at the least we can resize it.

#3. In general the game controls feel a bit off. Combat is always resetting where the camera sits rather than letting you look at what you want to look at.

#4. NPC interactions are very procedural. They don't make you feel like you're in a world, for the most part. You often go through the same dialogue trees over and over if you talk to someone a second or third time around. (or the reverse, they say things once and then never say anything again). It would be nicer if you could assess past conversation trees under a "I forgot, what did you say" ish menu in the way most other RPGs handle this.

#4a. The dialogue is not always chained sensibly. I followed those pig wizards around to help free them and at each new step they would talk to me like they had no idea who I was.

#5. I'm wary that the game will escalate in to full blown too many skills, god powers, crazy silly lore too quickly. I know the talk was this would be a more grounded installment in the series, but so far it looks like it will jump straight in the deep end still. Maybe I'm just hesitant. ToB is the worst in the BG series, IMO - it's not to spend a bit more time being normal before becoming a god. Pace it out. I know this feedback isn't much of anything because the game is done to be what it is at this point, this is just a hope.

#6. I love the combat systems in this game, and I think most of the changes from D:OS are for the better. I think the physical and magic armor are neat additions to the game. I worry that there is a bit too much going out in the skill and stat and etc systems though. Lots of modifiers that can be boosted in similarish ways, a bit of a muddle of skills rather than a tighter bunch of really cools ones. That's ok though, systems are still excellent.

#7. The NPC companions don't really feel like companions much yet. No interactions between each other, just what feels like pretty linear prompts. BG2 like party banters would probably help a lot here, and a ramping up of the stuff like when your god tells you you should just kill Lohse. These minor points of what feels like 'natural' interactions make up for page loads of the linear and repetitive "you can't truther each other" and "mind if I speak to this NPC first" stuff.

#8. Not sure how the vendor loot tables are populated, but it felt weird to have some guys in refuge areas changing their inventory to pimped out level 7 stuff just because that's what level you were when you arrived. Makes sense that some will restock and upgrade, but not so much for others.

#9. Killing vendors has some odd interactions. Sell them a bunch of stuff and kill them then take the stuff back. Ok. But straight out kill them and their gold and inventory goes missing.

#10. Pickpocket caught penalties seem a bit harsh. More happy mediums between everyone going aggro? Everyone going aggro just makes pickpocket reload fodder.

#11. Don't change the party leader just because I equiped someone else in the inventory screen, or adjusted someone else's skill bars. Make those screens revert to the leader you opened them up with when you close them if possible.

#12. I love the many different ways you can get out of Fort Joy.

#13. 'The One' fight under forst joy was pretty naff-ly presented. I understand this is part of the Divinity charm, but sometimes it's just a biiiiit too thick.

#14. I like the sneaking animations, but I do have one bit issue - they are too large. You can't see the NPC boundaries very well with them on, especially when the camera is so tight in and you have little control over angle. Maybe an option to make the sneak animations a bit smaller?

#15. The skill trees seem to incentivize going deep in some more than others. I think diminishing returns makes sense for certain skills, but for others, like perhaps summoning or huntsman, etc, it seems that diminishing returns means there no reason to put more than one point in them. A level 10 summoner should probably get more than just a 81% bonus on their summons over a level 1 one, given the opportunity cost. Likewise, why would a huntsman ever put points in Huntsman over say Ranged? The Skill Tree bonuses bonuses seem a bit generic for the most part in most of them, and they could stand to be more unique, powerful and scale better.

#16. I've not really explored the skills of the trees much, but in general I love how there is much more of a mixture between physical/strength intelligence/magic, etc. The idea that warfare is about physical destruction is cool, especially when you can go a physical/strength route, a physical/intelligence route, yadda yadda. I hope that all the trees mix it up a bit like this. Combined with more specific bonuses for going deep I think this will help difference characters much less samey in how they distribute stats and play the game.

#17. I reallly have enjoyed the game so far, and can't with for the full release.

I'm now going back for more with some more experimental playing of the skill system. I will add any further feeback I have to this thread.

Last edited by lamaros; 21/06/17 01:20 PM.