Larian Banner: Baldur's Gate Patch 9
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1. Instead of putting every single spell, potion, and scroll into the hotbar, have "Potion", "Scroll", and "Spell" icons that open menus with the appropriate type. That is, you mouse over the "Potion" icon and a vertical menu of just potions appears. For spells, I'd want a menu of spell levels, and then sub-menus with spells of that level. And not just the icon but icon and name. I haven't memorized all those icons yet, and it's a PITA hunting for the one I want.

2. Find a reasonable way to prevent vendors from being looted of their magic items when you kill them. That's just cheesy.

3. Speaking of cheesy, it's too easy to take long rests, which undermines resource management. Need some way to gate that.

4. Make it possible to keep weapons unsheathed. I cast Light on my weapon to aid in exploration, except then the weapon gets stowed and I lose most of the benefit.

5. Create alternate rewards (read: magic items) if you overcome obstacles in some way other than killing. There's very little incentive to not simply slaughter everything. It would increase replay value if there were a good reason (besides "I want to read the dialog") to try things different ways.

6. Guidance cantrip: make it more obvious how it's working.

7. Sometimes I see that some of my characters have passed a Perception test, but then I can't figure out what it was they perceived.

8. Compass pointer so I know what direction the camera is facing. I would have thought I had played enough games to have a good mental image of how the mini-map correlates to the camera view, but I find in this game I often am confused about what direction I'm facing. I repeatedly run in an arbitrary direction then see what happens on the minimap in order to get my bearings.

9. Warlocks should be able to exchange invocations when leveling up.

10. Instead of making rogue Sneak Attack a clickable ability, make it work like Repelling Blast or reactions: if the icon is activated, then the rogue will automatically use it whenever it's available. And then have some kind of alert (floating text?) so you know when it happens.

That's all for now.

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Originally Posted by Elfcrusher
1. Instead of putting every single spell, potion, and scroll into the hotbar, have "Potion", "Scroll", and "Spell" icons that open menus with the appropriate type. That is, you mouse over the "Potion" icon and a vertical menu of just potions appears. For spells, I'd want a menu of spell levels, and then sub-menus with spells of that level. And not just the icon but icon and name. I haven't memorized all those icons yet, and it's a PITA hunting for the one I want.
Oh god please no. :-/
Optional or leave it to moders, but dont make us play with countless menus for every single thing we want to use. -_-

Originally Posted by Elfcrusher
2. Find a reasonable way to prevent vendors from being looted of their magic items when you kill them.
If you are talking about scrolls, potions, and other stuff ...
It would be incredibly funny if attacked vendor would use them against you!

If you are talking about dissapearing weapons, that sounds pretty stupid. :-/
"Hey i have this +2 Greataxe ... but you have to buy it, otherwise it destory itself." laugh laugh laugh

Originally Posted by Elfcrusher
3. Speaking of cheesy, it's too easy to take long rests, which undermines resource management. Need some way to gate that.
This was mentioned countless times in countless topics ...
I would not expect tuning long rests until all classes and sub-classes are included.

Originally Posted by Elfcrusher
4. Make it possible to keep weapons unsheathed. I cast Light on my weapon to aid in exploration, except then the weapon gets stowed and I lose most of the benefit.
I believe Tab is default button for unsheating weapons, you are totally able to run with them around ... not sure if you dont need to unshead them manualy after climbing tho.

Originally Posted by Elfcrusher
5. Create alternate rewards (read: magic items) if you overcome obstacles in some way other than killing. There's very little incentive to not simply slaughter everything. It would increase replay value if there were a good reason (besides "I want to read the dialog") to try things different ways.
If you add magic items as rewards for other ways to deal with problems ... you would have as you say "little incentive to fight". laugh
This dont sound like solution at all ... the story itself should be your reward. :P

Originally Posted by Elfcrusher
6. Guidance cantrip: make it more obvious how it's working.
Agree...
There was one sugestion with alternated screenshot that i certainly liked ... it was 4sided dice next to our 20sided dice when we are rolling ... but im too lazy to search for it. :P

Originally Posted by Elfcrusher
7. Sometimes I see that some of my characters have passed a Perception test, but then I can't figure out what it was they perceived.
Again, countless times mentioned ...
So far best idea seems to be different collor when alt is pressed.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by Elfcrusher
1. Instead of putting every single spell, potion, and scroll into the hotbar, have "Potion", "Scroll", and "Spell" icons that open menus with the appropriate type. That is, you mouse over the "Potion" icon and a vertical menu of just potions appears. For spells, I'd want a menu of spell levels, and then sub-menus with spells of that level. And not just the icon but icon and name. I haven't memorized all those icons yet, and it's a PITA hunting for the one I want.

2. Find a reasonable way to prevent vendors from being looted of their magic items when you kill them. That's just cheesy.

3. Speaking of cheesy, it's too easy to take long rests, which undermines resource management. Need some way to gate that.
...
10. Instead of making rogue Sneak Attack a clickable ability, make it work like Repelling Blast or reactions: if the icon is activated, then the rogue will automatically use it whenever it's available. And then have some kind of alert (floating text?) so you know when it happens.
1. Agreed. The hotbar should be used for abilities we use often (that we manually put on the hotbar), but menus should be the default way of finding everything. The hotbar system will be a complete mess when spellcasters have ~20 prepared spells (15 prepared+5 cantrips) at level 10. Plus the many other abilities/items/etc that will go there.

2. Agreed. Vendors sould have guards corresponding to the value of loot they own, or be powerful themselves and use the items against you as @RagnarokCzD said. It's a bit dumb that you can easily kill a low-level vendor and get tons of valuable loot. I'll expand this to pickpocketing; each vendor should keep their most valuable wares in a chest with a much higher DC.

3. Yes.

10. Yes. If I miss my initial main-hand sneak attack, I should be able to attempt to sneak attack with my off-hand. Also sneak attack should activate on AoOs.

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1) I actually agree, or atleast make it an option for us. Making our hotbar less cluttered and more sorted with Consumable, Scroll, Spell, Ability, etc would make the menu much easier and less of a hassle.

2) Some vendors should have guards or people seeing them when it makes sense, it should be a challenge to steal from a merchant, which would also solve the problem of Pickpocketing being able to break the game's economy. That said, they should still have their magic items (unless they consume em like a potion or scroll or arrow) when you kill them because the consequence would be the town or the town guard is hostile and now the game is harder and you messed up a ton of quests.

3) Pretty much a consensus of the majority on this forum with a few however arguing it isn't an issue. Now how to fix the issue is one believes it to be an issue is the thing people disagree about.

4) Agreed, at least from an aesthetic angle. I'd like to keep things sheathed when talking and unsheathed when exploring.

5) There is already differing rewards for doing it in different ways, but it is more early so eventually that may be expanded in different quests. A notable one is the whole shadow druid thing and how you handle that.

6) Agreed. Any ability that adds an extra dice should have the graphic showing that extra dice being rolled and then added to our result. Also I argue that instead of showing the minimum we need to roll, show us the DC and how our things add up, and automatically at the end combine it to one number comparing to that DC.

7) Things we perceive need to be highlighted better to the player.

8) I haven't had this issue but it couldn't hurt to add.

9) AGREED.

10) Yeah, sneak attack is meant to be more automatic once a turn so having it toggle-able or even a prompt once you hit would be good.

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Originally Posted by CJMPinger
1) I actually agree, or atleast make it an option for us. Making our hotbar less cluttered and more sorted with Consumable, Scroll, Spell, Ability, etc would make the menu much easier and less of a hassle.
Im affraid that Larian allready showed us with spellcasting popup, that the word "optional" is not part of their vocabulary. -_-


Originally Posted by CJMPinger
6) Agreed. Any ability that adds an extra dice should have the graphic showing that extra dice being rolled and then added to our result. Also I argue that instead of showing the minimum we need to roll, show us the DC and how our things add up, and automatically at the end combine it to one number comparing to that DC.
I would just like to use this opourtunity to repeat my wish ...
When we roll with advantage in conversations, i would really love to see 2d20 rolling, litteraly. Instead of free re-roll if thing goes wrong.
It would be faster, i believe it would look better, and most importantly it would make more sence, bcs that is litteraly what advantage should do. :-/


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by RagnarokCzD
When we roll with advantage in conversations, i would really love to see 2d20 rolling, litteraly. Instead of free re-roll if thing goes wrong.
It would be faster, i believe it would look better, and most importantly it would make more sence, bcs that is litteraly what advantage should do. :-/

I dont think I have ever had a free reroll option in any conversation.... have I been missing something?

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Dunno ... you were either lucky, od didnt use dices so often. laugh
Or you have veighted dices on.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown

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