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#796480 26/10/21 05:30 AM
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1. Day/Night Cycle is at the top of the list. Man! How I'd love to have a true Day/Night cycle. Doesn't have to be complex. I like Maximuus' suggestion. First Day on Beach. Morning as soon as you start on the beach. Short Rest = shift to Afternoon. Short Rest again = shift to Night. You can then travel around at night and explore. The ambiance. The game mechanic benefits. Drow in their natural setting. Nocturnal creatures come out to play.

2. Item Management Overhaul. Current Item Management system stinks. We need Multi-Select first and foremost. Then, I'd like to see an Auto-Search button that allows players to have their characters make Perception rolls to find items within a 30 foot radius of them. The more valuable the item, the higher the roll to find it. I'd also like a Slider on each Inventory Tab to set a value. Anything below the set value for that category of items, I don't even detect. Any containers or crates that are empty or only contain items of that value or less in that category, I can't even open. So, in conjunction with Auto-Search, I hit a button and see the results of my rolls and all the items I found. If my rolls were really bad, I can then manually search all the boxes and containers that I can based on the value I set for each category. Don't want to pick up endless amounts of forks and knives and spoons? Set that category to 10, and anything less than 10 GP won't even be able to be picked up and the containers that have them won't even show up as being able to be opened. That would save me a ton of time sorting and selling useless junk and trying to play the weight balancing act between my characters.

3. Group Stealth. If I'm in group mode, meaning everyone's chained together, I click stealth and everyone stealths unless it is in combat. If in combat, of course only the person stealths. If I ungroup everyone or someone in particular, and I hit stealth, then only that person stealths.

4. Consolidate the UI. We don't need all the gosh darn buttons on the UI. We don't need a hotbar full of 2 Menacing Attacks, 2 Pushing Attacks, 6 different weapon abilities, scrolls, potions, etc. Instead, why not allow a right click on either the Melee Attack button or the Ranged Attack Button and it pulls up a window (like spells do when you can cast them at higher levels) and have all the different Melee or Ranged special abilities listed there including Sneak Attack and Off Hand Attack. Sneak Attack should also have a toggle that allows a person to pick whether they want to use Sneak Attack with main or off hand. Also, we don't need the toggle for single or dual attacks. If a person wants to use their off hand attack, the default should be the cursor is on your enemy, the sword icon appears, you click, Main Hand defaults first. If you want to do Off Hand first, that's what the special button is in the special abilities window. Otherwise, Main Hand first, then click again for Off Hand. We don't need a toggle that makes you do both attacks and possibly waste your off hand attack. Besides a Melee Attack button and a Ranged Attack button, I'd like a Spells button with the same type of popup window. All spells that are prepared are listed in the popup window for that character in Level order. We can still have the hotbar for those who like it, but we need a more organized UI for those of us who want everything much more neat and organized.

5. 6 Character Party. Need this. Desperately. Especially for a 4 player game. If I want to play with 4 other people, we cannot experience the full story because we can't take any of the origin characters with us. 6 allows at least 2 origin characters. Besides, 6 provides more flexibility with party building. It is a must have for this kind of game.

6. Rest System Overhaul. Skip food. Honestly, any time I've given suggestions on it, it's because I'm trying to make it work. Bottom line is, when I play D&D, I never make anyone keep track of mundane things like food. Food is good for immersion, but it is a poor system for trying to limit spamming rests. Give us a Toggle to turn food off so it doesn't even appear for those of us who don't want it, and just allow players to Long Rest without food costs. However, there does need to be a Rest Limit. In D&D 5e, Short Rests are limited by Hit Dice. Why the flip aren't we using this system? It works? It's not hard to understand. You get a number of Hit Dice based on your character's Level. You can short rest as much as you want, but you only get a certain number of Hit Dice each Long Rest. So, if you spend them all during the first Short Rest, then that's it. You can't heal on Short Rests from that point on. Certain special abilities and so forth can be reset whenever you short rest, so you can short rest away to recover those, but you can only recover so many HP using Hit Dice before you run out. As for Long Rest, it's not that hard. Don't allow players to Long Rest unless they need to. How do you know if they need to? They're not doing well with their HP and Spell Slots. Yes, players in a video game could throw themselves off cliffs to reduce their HP so they need a Long Rest. Fine. Let them. They want to cheat the game like that, fine. Let it happen. Most players, I don't think, are going to go throwing their characters off cliffs to try to reduce their HP so they can long rest. So, I think the idea of earning some sort of Rest Points is a good one. As you are adventuring, you lose HP, you gain Rest Points. You spend spell slots, you earn Rest Points. You pick a log, you earn Rest Points. You defeat some enemies, you earn Rest Points. It is an indicator that your characters are doing stuff and thus expending energy. Call it Stamina, if you want, and the more Fatigue you gain, the sooner you might need to Long Rest. Whatever. The point is, it is an indication that the players aren't abusing the Long Rest system and just resting after every fight or right before every main fight. As a DM, to keep the game fun and challenging, I limit Long Rests so that players are forced to try to keep going even if they might want to gain all their spells and hp back, because that's what makes the game fun.

7. Rebalance encounters around proper enemy stats. Imps don't have resistance, phase spiders are teleporting maniacs, intellect devourers don't suck your brains dry and are way too weak. I want some real stats on these things with some rebalancing of encounters so they don't kill me. Throw some different creatures out there or severely weaken the ones we face, but give them their proper stats and abilities.

8. Get rid of the flying jumping superheroes. Lae'zel can freaking jump 30 feet. I checked. That's insanely ridiculous. Most characters can jump way more than they should, and enemies fly across the board with the greatest of ease.

9. Shove needs to be only 5 feet away, it should be an Action, not Bonus, and it should knock prone. Thus, it is worth it, and enemies don't send my characters 300 feet through the air into pits to die.

10. Minthara needs proper stats and equipment for a Cleric of the Absolute, Trickery Domain. I recreated her myself stat-wise, putting her at Level 6. This is what she should look like: 45 HP, AC 19, Initiative +3, Speed 30, Passive Perception 16, Proficiency Bonus +3, Hit Dice 6, STR 10, Dex 16, Con 12, Int 10, Wisdom 16, Cha 14. Skills: History +3, Insight +6, Perception +6, Persuasion +5, Religion +3. Drow Leather = AC 13 + Dex. Shield + 1 = +3 AC. XYANYDE'S FIRE is a Rapier + 1 with a 25% chance to inflict Faerie Fire if she hits. Standard Trickery domain spells up to Level 3 spells. Oh, and Minthara as a playable character.

11. Halsin needs proper stats for a First Druid who has lived for 130+ years and who was apart of the Dark Justiciars conflict back then. The man should be at least Level 10. Yes, he might join your party, so if that's the case, then they should provide a reason for a permanent level drain. He's suffered from a magical weapon that drained him. Halsin as a playable character.

12. Parental Discretion Option in Settings to turn off naughty scenes and bleep out foul language for us "sensitives" as some would call us.

13. Romance that is not forced. You know, where people get to know each other and spend quality time together without just the slam-bam-thank you ma'am? I get it. Some characters make sense for that approach, like Lae'zel and Astarion, but I don't buy that everyone would be that way. I also don't like that it's all in one night, and everyone pretty much brings it up. It's almost like, "Hey guys! Guess what night it is. It's Sex Night! Yeah! Who do you want to bunk with? Take your pick."

14. Outfit Color Customization.

15. Character save files so I don't have to keep recreating my favorites from scratch.

16. Fix the Secret Tunnels traps and most traps. They don't work well and are just annoying reloads.

And more, but I'm tired, so more later, maybe. Either way, this is what I think would make the game SO much better. Like it or not. Whatever.

Last edited by GM4Him; 26/10/21 05:34 AM.
GM4Him #796482 26/10/21 05:54 AM
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I like everyone of these except 6. And even 6 is Okay, I would just make a few refinements. Overall great suggestions here!

GM4Him #796641 26/10/21 03:59 PM
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I honestly don't know how else they are going to handle Long rest spamming unless they just remove restrictions altogether and say forget it. If players want to spam then let them. Just know we're building encounters around the concept that you won't actually spam long rest, so of the game is too easy, you are probably spamming after every fight.

GM4Him #796645 26/10/21 04:14 PM
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Originally Posted by GM4Him
I honestly don't know how else they are going to handle Long rest spamming unless they just remove restrictions altogether and say forget it. If players want to spam then let them. Just know we're building encounters around the concept that you won't actually spam long rest, so of the game is too easy, you are probably spamming after every fight.

I hardly ever rest. I have to remind myself to do it sometimes, just to kick in story elements. The reason I mention this is to say that I don't think the game is particularly hard at the moment. In the sense that I don't think you actually need much resting to get through the game as it is right now.

Sure, there are some fights that are harder than others, but those tend to be fights I win by relying more on consumables, potions and such. I should note: I don't use barrels, ever. I'm fine with barrels being in the game, I just never get around to feeling like I need to use them.

GM4Him #796666 26/10/21 05:25 PM
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I also like the whole list, except for part of 6. I'm okay with people spamming resting and don't see the need for or want that restrcited. Poeple should be able to play how they want. For me, healing up my party after a battle is a silly and painful chore, so anything that helps in this is very welcome.

I would add fixing the party movement mechanic as a priority.

More choice of Gods, including especially Lathander.

And better writing. Across the board. Including stronger and stricter adherence to long-established FR lore.

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Originally Posted by kanisatha
I also like the whole list, except for part of 6. I'm okay with people spamming resting and don't see the need for or want that restrcited. Poeple should be able to play how they want. For me, healing up my party after a battle is a silly and painful chore, so anything that helps in this is very welcome.

I would add fixing the party movement mechanic as a priority.

More choice of Gods, including especially Lathander.

And better writing. Across the board. Including stronger and stricter adherence to long-established FR lore.

Ah yes. Move mechanic is definitely a must, and I could seriously live without a lot of the cringe lines like, "Kagha is a snake. Did I mention she's a snake? By the way, she has a venomous snake pet."

Oh, and another add to the list: Enough with the repeat conversations like "I care about our lives; our FUTURES!". Ugh. Have them just shut up at least after your first time through the Grove.

GM4Him #796710 26/10/21 09:59 PM
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Oh! Here's another one:

More group companion dialogues where they are actually having conversations as a team. You know, they're sitting around a campfire or something and discussing things together. "So, you're a Sharran, eh Shadowheart?" says Gale. "I'm not sure how I feel about that."

"I don't care how you feel about it," says Shadowheart.

These things are happening as you travel, but if you aren't careful, you'll miss them because the characters are trailing behind you. We need a dialogue log for these conversations on the road, AND we need the voices to be louder so the player can hear them. They also need to not be triggered if the group is separated, so the player doesn't come back to the party to catch the tail end of one of their convos.

And for the love of God, we need the dialogues untied from camp so that we have important story-element/character development dialogues elsewhere.

In other words, as we're roaming, suddenly Gale gets that exclamation point over his head. He wants to chat with you. You click on him. Cutscene begins. He is looking at a mirror image of himself and the mirror image cutscene commences.

Another example. You take a short rest. Cutscene dialogue occurs. You have a small campfire set up in the place you short rested. Gale is standing before the fire as your lunch is cooking. He tells you to "Go to Hell." The Go to Hell dialogue commences.

Sure, the Astarion biting your neck dialogue would not work anywhere but at night at camp while you are sleeping or meditating (elves should be meditating, by the way not sleeping during that scene), but most scenes can happen outside of camp.

Shoot. Even the Astarion trying to bite you scene could happen outside of camp, and probably should, so you don't get him talking about Cazador before you even know what he is. This could be done easy enough. You enter the grove. You're shopping at the merchants. Cutscene triggers after you leave the merchant. It shows your party members roam off to look at other items or to talk to other tieflings or druids. They're taking a break now that they feel safer. Maybe they want to do some shopping themselves or just be off alone to think or to talk together. Whatever.

You are alone. You start on your way through a more secluded area of the grove. You suddenly detect Astarion sneaking up on you from the shadows from behind. You spin around. His fangs are bared. He's going to bite you.

Or the Secret Tunnels. As the other party members are examining the goblin bodies after the fight, your character sits down to rest a sec. That's when Astarion pounces on you from behind. He doesn't even need to be in the party at the time. In fact, if he wasn't, that would make even more sense. He was following you and the others and just waiting for the right moment to pounce.

Or the owlbear cave. As the party is looking at the statue, or examining the owlbear nest, Astarion pounces.

Or during a short rest anywhere, you are off doing your business. On your way back, Astarion drops from a ledge above or from a tree and tries to bite you. Whatever. The point is, it can be done besides at camp.

Raphael scene especially should not wait for you to visit Nettie and then sleep. During my evil playthrough,
I didn't even visit Nettie at the grove. I killed the goblins at the gate and immediately went to Sazza and then the goblin camp. Then I came back and killed everyone in the grove.
Never met Nettie and never triggered the Raphael scene especially because I didn't Long Rest the entire time. It just never happened.

So, dialogues should not be tied to camp at all except the ones that really make sense. Example of one that makes sense besides Astarion biting you scene would be Shadowheart saying, "What are you doing? We shouldn't rest. We have a tadpole in our heads. We should get going. Let's move at first light."

GM4Him #796715 26/10/21 10:13 PM
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Originally Posted by GM4Him
I honestly don't know how else they are going to handle Long rest spamming unless they just remove restrictions altogether and say forget it. If players want to spam then let them. Just know we're building encounters around the concept that you won't actually spam long rest, so of the game is too easy, you are probably spamming after every fight.

This doesn't work for me. People are always going to abuse it as long as they can ( Like Shoving ). It only works in Single Player Self-Cripple Runs. It should at the very least have a Time Based Cooldown. The Minimum Party Limit recommendation i would give for a D&D Game is 5. It is already Problematic if i don't want to get the Thief in the Party because i want other Characters too and I'm not gonna be a Thieving Ranger every Run. For Util Purposes in a D&D Party you always need minimum an Offensive Spellcaster, a Priest and a Rogue. You know that the other 2 are usually gonna be Frontliners or even a Bard for Support but i don't see how a Bard is gonna fit in a Game this Broken. I mean the Priest Healing Capabilities are already redundant with how many Healing Consumables and Sources you can get in the Game and then there's always Scrolls. Unless it's really Hard to do Fights without Bard Support in the Highest Difficulty. But i don't believe this Game is ever gonna be anywhere near Pathfinder Levels of Difficulty but more like D:OS2 with Dice Rolls.

Last edited by JDCrenton; 26/10/21 10:30 PM.
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1. I like the Short Rest passes time idea.
Depending on how it's implemented, it could make you have to think more before using a Short Rest.
Having different encounters would be interesting as well.
I think that a day/night cycle without that would work too, however, and I'd rather have Short Rests be less limited than they are right now.

2. Multi-select and auto-search with filters are very needed.
I don't like the idea of not being able to use auto-search more than once though, since it's a convenience feature like highlights.
In addition to these, I'd like a feature to automatically add certain items to wares, and wares to be in a different menu.

4. Yeah, the HUD seems very cluttered at the moment.
I'd like to see a way to collapse menus (like the message log) and customize their existence and placement.

6. I think that food should be able to be converted into Supply Packs (anything left over is stored for the next conversion), maybe automatically.
Short Rests shouldn't have a limit, but food could be used to give bonuses to Short Rests.

14. This and transmogrification.

GM4Him #796755 27/10/21 12:42 AM
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+1 to all, except 6.

Plus:

RTS controls

Writing overhaul.

GM4Him #796760 27/10/21 01:01 AM
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Originally Posted by GM4Him
These things are happening as you travel, but if you aren't careful, you'll miss them because the characters are trailing behind you. We need a dialogue log for these conversations on the road, AND we need the voices to be louder so the player can hear them. They also need to not be triggered if the group is separated, so the player doesn't come back to the party to catch the tail end of one of their convos.

Maybe I'm a weirdo, but I always have subtitles on, because I read a thousand times faster than I can listen to talking. I'll watch it once for the acting, but after that, I just want to skip through dialog and play the game.

For the footin' it dialog, I want subtitles for that that aren't bound to the moving characters. They should be present, always, regardless of camera. It's another way to solve that particular problem.

GM4Him #797603 30/10/21 05:42 AM
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Couldn't find my other thread that was more specific to this one, so I'm just repeating it here:

I'd like to see an Auto-Search button that allows players to have their characters make Perception rolls to find items within a 30 foot radius of them. The more valuable the item, the higher the roll to find it. I'd also like a Slider on each Inventory Tab to set a value. Anything below the set value for that category of items, I don't even detect. Any containers or crates that are empty or only contain items of that value or less in that category, I can't even open. So, in conjunction with Auto-Search, I hit a button and see the results of my rolls and all the items I found. If my rolls were really bad, I can then manually search all the boxes and containers that I can based on the value I set for each category. Don't want to pick up endless amounts of forks and knives and spoons? Set that category to 10, and anything less than 10 GP won't even be able to be picked up and the containers that have them won't even show up as being able to be opened. That would save me a ton of time sorting and selling useless junk and trying to play the weight balancing act between my characters.

Someone on the other thread said something about how only the important containers light up when you hit the Alt key. I've tested it numerous times now, and that simply isn't true. I've found spell scrolls, potions of many kinds, and other important items in various containers all over the Underdark that don't highlight when you hit the Alt key. So, in order to find things, you have to search every container and bookshelf and pot and crate.

I really really want an Auto-Search button, and I think others have expressed how they also do not like having to open all the containers. Let me click a button/hotkey, and my characters roll a Perception check. If a DM would do this in a tabletop game, why not allow the players to do this in BG3 video game? Searching every container slows the game down tremendously and it is SO tedious. Yes, I get it, there may be easter eggs hidden in some of those places, but a Perception roll of 20 or more could find it, OR, if you really want to make it tough, a 25 or higher.

What's to stop players from spamming Auto-Search to find everything in a room? No idea. I say, let 'em. Why not? If players want to sit there spamming a key instead of manually going around searching, let 'em. The point of the button is to allow players like me who don't like clicking on every single container the ability to just click get a window showing the loot you found, and move on.

I'm surprised other people aren't complaining more about this and wanting an Auto-Search button. So many complain combat is so slow, but the slowest part of the game for me is searching every dang room in every dang container and finding buttloads of garbage all because I don't want to miss the possibility of some key or special necklace or weapon or something. I'd rather have a ton more big fight scenes with as many goblins and such as the goblin camp fight than have to search so many useless, empty containers.

If you think about it, it just really makes sense. One of the main uses for Perception in D&D is searching rooms and bodies for loot so the players don't have to say, "Okay. I search that chest now. What's inside? Okay. I search that bookshelf. What's inside?"

GM4Him #797604 30/10/21 05:45 AM
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I also want to add fix the camera and give players more control to this list. Especially in the Underdark, I really would love to have the ability to tilt the camera up so I can see where I'm going.

And please please please let us move with WASD keys as opposed to this point and click or hold mouse button thing. I cannot tell you how many times I've accidentally triggered some dialogue scene because the cursor accidentally clicked on one of my own party members or an NPC. WASD would give us the ability to maneuver without accidentally clicking on things we don't mean to only to get blown up (it's happened I can't tell you how many times).

GM4Him #797652 30/10/21 12:24 PM
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+1 Like most, I don't have a problem with 6. The reason I don't mind is simple, does anyone else remember the second game of Neverwinter Nights 2, the counter you had to be mindful of lest you became the monster? They are very clearly doing something similar here with the tadpoles. The proof, the rest encounters. Ever notice after Rafael that strange occurrences start becoming more common. Then they stop, as if the game isn't finished, so you keep resting every chance you get without any more repercussions, YET. When the game fully launches, those that have gotten into the habit of full resting anytime they want are gonna find themselves turning into Ilithid, game over.

As has already been said, I can go through the whole game with a properly built character: using all spells, abilities, and short rests judiciously, and only use a long rest 4 times. Most times, my first long rest is in the whispering depths before I take on the Matriarch, and since that is beyond the Grove, it is also the Rafeal encounter.

On a tangical note: How what's the longest someones gonna without a full rest cycle?

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Originally Posted by Barverak
When the game fully launches, those that have gotten into the habit of full resting anytime they want are gonna find themselves turning into Ilithid, game over.

I don't think so:
The other True Souls don't show any inclination of their metamorphosis completing either, so the Tadpoles are probably modified in a way as to not do that, like they conclude in-game (or at least modified to have the morph be postponed indefinitely). I do think however that using the Tadpole powers too much is going to leave you more susceptible to the will of the Big Bads in the act 1 finale and perhaps lead to alternative content there.

Also those strange events are dependant on you using the Tadpole powers (and full resting). If you never use the Tadpole you can full rest however much you want without any such ill effects.

Last edited by Dexai; 30/10/21 01:05 PM.

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GM4Him #797747 30/10/21 11:53 PM
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I like a lot of the options mentioned but would add I want combat ranges fixed. Such as visual infra-vision accurately portrayed to the full range, and ranged weapons and spells also reaching full range. This is for both players and our opponents. If we get sniped in the under-dark from something we cant see, that should be just as realistic as us playing a drow thief using sneak attack on something that cannot see us. And spells being limited to 18 meters (59.055 feet) is well under what many of them are rated for. I just want my ranges back.

Aazo #797765 31/10/21 02:34 AM
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Originally Posted by Aazo
I like a lot of the options mentioned but would add I want combat ranges fixed. Such as visual infra-vision accurately portrayed to the full range, and ranged weapons and spells also reaching full range. This is for both players and our opponents. If we get sniped in the under-dark from something we cant see, that should be just as realistic as us playing a drow thief using sneak attack on something that cannot see us. And spells being limited to 18 meters (59.055 feet) is well under what many of them are rated for. I just want my ranges back.

Agreed.


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