First I wanted to say I was looking forward to this game for almost 20 years. I can't think of a better studio that was tasked to work on this project so I am looking forward to the completed game.

One thing I don't entirely understand is that I did play through the Divinity games and the engine there was absolutely flawless. I don't understand why there is such a discrepancy between BG3 and DoS2. What I mean is, why am I seeing the bugs that I'm seeing that were not a thing in DoS2? If the entire engine was rewritten that would explain the bugs but if BG3 was built on top of what was already done in DoS2, a bunch of bugs should not be a thing at this point; especially in the combat. Anyway I'll just assume that BG3 will launch with the same polish we've seen with Divinity so there is no sense in pointing out the obvious combat and cut-scene glitches. Something simple like splitting up party members should not be glitchy or even just clicking on a portrait should be instant instead of taking like 3 times to focus/work.

Feedback in no particular order:
- Almost no gear upgrade options for spell casters early on from traders. In the wild I found some cool stuff but traders don't have much except scrolls. I got excited when I saw Blurg - being dressed like a mage and all - but he didn't really have anything either and I got to him fairly late in the early access campaign.
- I should only need to click once to sort through inventory not 3 times via a dialogue/popup box. It's ok if I just cycle through the available options quickly or there is a better way in the UI to give me the 4 options 1-click away.
- The camera control needs serious help with respect to the level design; specifically the height of the levels. I had a really hard time targeting enemies that perched themselves on top of rafters in areas like the goblin village/stronghold. I also was not a fan of seeing the flat edge of a level as it looked like you basically just gave me free reign over the level design editor and I could just fly around.
- It's unclear what mushrooms I can jump onto in the underdark which made combat more difficult from a tactical standpoint
- Same problem I had with all the other games, the collection of god damn keys that pile up is annoying to manager and you don't know what key goes with what or if you can leave it or not. I could declutter the inventory by sending everything to camp but then I don't want to clutter up the camp stash!
- If I want to cast a spell/perform any action really, I should be able to click on a portrait in my party instead of me having to precisely focus or find the member/corpse in combat
- I had to switch to Turn-based mode to navigate around Bibberbang. I don't want to spoilt anything here but let's just say I was able to accomplish some of the puzzles by having to switch to that mode. I'm not sure if that's intentional but that was the only situation in the entire playthrough where I had to switch to Turn-based mode out of combat.
- Halsin kept saying he wants to join me in the underdark - he has like 2 lines that imply and sound like he wants to join my party but really I think he just wants to hang out in camp? I was confused and not sure if he should have been able to party up or not based on his dialogue which would have been cool and all saying he was a level 5 heh.


Not so obvious bugs:
- Find the missing boots: the duergar does not save the dialogue/quest state after he tells you to get the thief so when you talk to him after a quick-load/any load again, you have to convince him again and he offers you the same quest again
- when you pick up Sussur Bloom it disables spells (as it should?) but if you drop it and pick it up again, your spells are enabled and party is not affected by it but you still have it in inventory.
- the last battle I lost 2 party members mid-battle but ended up winning in the end. The cut-scene brings them back and has them there so I'm not sure if it was a bug or just staged for early access to have them there anyway.

I played through as a wizard (with Shadowheart, Lae'zel, and Gale) I'm going to run through this again but this time as either a fighter or a rogue! The fact that I had like no gear for myself or Gale was a bummer so I'll try something else. Also I managed to beat early access by basically saying entirely in one area (avoiding spoilers) so I think I actually skipped like 1/2 the available world map which I guess is fine because Halsin does tell you that you have 2 different options to get to where you need to get to but it felt like I bypassed a bunch of stuff.

Last but not least I was plaything this on Windows/Steam.

Thanks!

Edit: oh yeah I forgot! This was literally the most aggravating thing and that is if I lock my action bar/hotkey area, I expect it to be locked! When you load up a game or some other conditions, it unlocks the bar for every party member so when you swap gear that has spells or pick things up, it screws up the order of things and how you have to redo almost everything in there.I totally forgot that was like the most frustrating thing so I eventually gave up and stopped trying to lock in precisely how I wanted things.

Another Edit: when a party is grouped up and I have to jump across from one ledge to another, they should all follow just like the brain does in the beginning of the game, or give me a group jump option or something because I realize you need to differentiate the jumps/situations. I found self having to jump 1, jump 2, jump 3, and the 4th member never had room so I had to reposition the other party members. It was like a 5 minute process to get everyone across something every time.






Last edited by cgexile; 12/10/20 04:50 PM.