Larian Banner: Baldur's Gate Patch 9
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Joined: Dec 2020
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Tav22 Offline OP
stranger
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stranger
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I want to attack a target so I mouse over it. There is a handy ghost image of my character suggesting "you can only go this far". Cool. I click to "go that far towards my target" and nothing happens.

From what I understand I have to mouse over a target to be told I'm too far and then make a "best guess" and cursor over somewhere on the ground.

Why can't I just click on an enemy and have that ghost image be the space my character walks to? It's there. The game says this is where I'll end up if I want this way. Great. Why can't I just do it?

Joined: Oct 2020
old hand
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old hand
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Yes. Good point. It would be better flow.


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veteran
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Seriously

My favorite is in the prologue where you have to "attack" the membrane wall to advance to the room where Shadowheart is being held in her pod. Like how many times do I have to click that damned wall, for nothing to happen while I inch forward click by click? Just run over to where the movement preview ghost is saying you'll end up and hit the damn thing already! Hehe

The ghost animation is a good idea, but poorly used. We should be able to go ghost to explore our range of options and then either commit or backout of the action depending on what happens to the ghost. If the ghost is going to catch on fire, face an attack of opportunity, be revealed etc.

This game also suffers in its pathing because it doesn't have anything like waypoints. I can't tell the pc exactly where to go in sequence without click click clicking into place inch by inch by actually making the movements and commiting simply to see where I'd be able to reach afterwards. That should be handled by the movement preview ghost.

Also why is the space circle like 4 times the size of the PC's avatar? Like I'm not trying to lay on the ground and make snow angels here.

If anything shouldn't the circle be smaller than the avatar? Like the minimum amount of space that would need to be occupied to plant two feet, or maybe just one foot (if I'm dextrous)?

The environment has all this detail, but what we can actually interact with in terms of movement commands is super clunky and hazardous. Its like trying to build your movement plan with a toddler's Duplo blocks, while the AI is spazzing out and trying to kick them across the room lol

I also wish they would go area by area with the patches to make sure that the stuff that's still busted on the nautiloid and on the beach would be fully addressed. They should focus on the first areas first. There are still issues with the elevator and jumps hangs, pathing, lip sync, the crash cinematics loading in pieces, the dual animation at the door with shadowheart, and stuff of that sort in the earliest areas that just jump out as still pretty rough looking. Also weirdness like receiving no experience for killing a cambion or a mind flayer. Its funny that you can get more XP just killing a single imp than if you drop both the Devil and the flayer. Prologue and early areas need more content love so the player has more time to learn the movement mechanics in TB. It would be a good place to work out how to use the ghost preview if that was suped up to be a more useful part of the UI.

Last edited by Black_Elk; 31/12/20 08:56 AM.

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