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#697339 14/10/20 06:58 PM
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Have a few suggestions of my own, probably have been mentioned in other threads:

1. Selling to vendors: do not associate sold items only with the vendor to which they were sold. This really annoyed me all the way from DoS1; I see other games follow this pattern and don't like it -- you end up having to trek all over the world if you need to buy-back an item to find the particular vendor you sold it to. Either don't allow buy-backs, make a limited number of buy-backs available globally, or make all buybacks globally. I don't like this additionally because the items you've sold to the vendor crowd out other items, perhaps unique, that the vendor sells so that you can't distinguish anything special to that vendor anymore.

2. Map markers would be very nice.

3. Combat "threading": I don't think you quite have the flow for the battle systems yet, especially in large battles. It would be great if the developers were able to find a way to do action calculation while the player is deciding for their turn (to the extent that reaction to player decisions doesn't interfere with the enemy's optimal move choice). Especially in large battles there is nothing that breaks the flow of a game like having to wait for each enemy individually to move. I thought that you were going to a battle system where enemy and player would each have one turn, rather than (what it seems like now) individual turns for each of the PC's and NPC's.

4. Option to turn off cut-scenes: I wouldn't mind reading dialog from the 3D perspective. I don't think the cut-scenes look good enough right now -- and in general, seeing the models up close is a bit immersion breaking.

5. Tactical view: I'm curious what your analytics are for players who use the tactical view. I've never liked it in games and the way the tactical view interacts with the zoom camera makes it even less useful.

6. Attacking by portrait as well as by model selection: it's easiest to see who you want to attack from the combat portraits -- it would be nice if C's available to be acted upon had a different color and you could queue the action directly by selecting the portrait rather than finding it on the map.

7. Weapon comparison: the modal is too large and doesn't let you quickly see how what you want to equip affects all your stats.

This is just what occurs to me off the top of my head. I know some of these changes might be bigger lifts than others given the engine, and of course it's just one person's perspective :P

Last edited by firezdog; 14/10/20 07:04 PM.
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1) -1

2) +1, they have to do something about the (mini)maps.

3) Not sure to understand what you suggest.


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Basically it would be better to have a combat system where you queue all your actions and then your characters all act at once or in whatever order makes sense given the queued actions. Same for the enemy -- all enemy characters will act in concert rather than you have to wait while each enemy AI calculates its move and then acts. The engine should also be able to optimize computations so that enemies are calculating their next move while I deliberate on my next move instead of waiting to do that calculation until I finish my turn. This will speed up battles and especially make large battles more playable. I had a game where I decided to kill the druids, and the 20+ character battle that resulted was unplayable because the wait times for the individual enemy AI's are too long.

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Originally Posted by firezdog



6. Attacking by portrait as well as by model selection: it's easiest to see who you want to attack from the combat portraits -- it would be nice if C's available to be acted upon had a different color and you could queue the action directly by selecting the portrait rather than finding it on the map.

P


Yes! This is particularly helpful when casting buffs or heals on your own party.

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Originally Posted by firezdog

1. Selling to vendors: do not associate sold items only with the vendor to which they were sold. This really annoyed me all the way from DoS1; I see other games follow this pattern and don't like it -- you end up having to trek all over the world if you need to buy-back an item to find the particular vendor you sold it to. Either don't allow buy-backs, make a limited number of buy-backs available globally, or make all buybacks globally. I don't like this additionally because the items you've sold to the vendor crowd out other items, perhaps unique, that the vendor sells so that you can't distinguish anything special to that vendor anymore.


Nah, I prefer that I sell that particular item to that particular merchant. Gotta' protect my immersion to Pixelworld.
HOWEVER, I would absolutely love it if sold items go into its own tab and doesn't crowd out the inventory of said merchant! That would be a major improvement.

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My personal suggestions (from an old Strategy and Tactics, Diplomacy table top gamer + Bioware's ME, DA games plus Skyrim and Elder Scrolls, XCOM, Warframe, MOO....etc)

First kudos to Larian. Converting a popular table top game to a computer medium is a challenge. I understand the necessity to make allowances / compromises. No, compromises are a must (imo).

COMBAT
A sticky point for many. My view? .... too slow, I'm micromanaging, it's XCOM with a different name. It becomes a slog with a "large" enemy group. An increase in party size makes it no better. Before the "purists" skewer me, I play solo and don't have the time or energy to waste 4 of 5 hours in combat. It's ludicrous.... it's me and the computer... not me, five other guys, a DM, and a table with counters and dice. Removal of the enemy cut scenes when they move may speed up the fire fight... BUT, I need to know where the enemy is hiding. The camera, tactical or otherwise is of little help...frustrating at times.. gets stuck in the void or a rock and cannot look up to scan for the enemy. Basically, I'm a sitting duck. Not, what I want. A combat minimap may help...

This needs to be reviewed.

CAMERA
I need more control. Currently the camera just floats up and down and sideways. View is obstructed by the environment (trees, leaves, rock,. walls....etc). When I'm peppered with arrows, I want to look UP. I've tried the tactical camera and found no help there. Most of the time I don't use it.

TRADERS
Guys, these people are worse than the PAYDAY Loan outlets. C'omon, can we get a little real here? Barter my sweet azz. Anyway, "friendlier" traders is my suggestion.

Bugs
When changing a character tduring trading, the equipment comparison is still with the original NPC.

SPELLS
You know, highlighting spells that are affective against an enemy is a good idea. At the moment I'm clueless ( btw, I never played D&D). I also don't have the time to read a tome full of rules and what spells are more effective against which enemy. My bad perhaps but there it is. A game option such as Easy, Normal and Hard setting may be an answer.

Basically, I want the game to be fun.... and sticking to the rule book may make the game unfun... Especially so, for new players unfamiliar with D&D. This may go against the grain for older/purist player but the game is designed (hopefully) for the general gamer while still adhering to what made D&D such a classic.




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