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Either add that Formula menu sheet, or tell you when you look at formulas if you have learned it or not, or both.

Remove Homing Arrows unless the skill says otherwise.

Creature control of some sort. I find myself not even wanting to use it because it doesn't last long anyway, and it's a waste of my MP. Also, give a notification when it dies and when you can use the Crystal Skull again (I've had it die then be unable to use the Crystal Skull for some time. By the time I can again, I've forgotten. Not really sure why that is though).

Work on when you can use the Dragon Transformation. I've had huge areas that don't let you use it, and then tiny areas that do. I've also died several times because of the delay from pressing the button, and by the time my character starts to actually transform, I've hit the death bottom of some area.

Warning about Anti-Dragon Areas where you approach, or at least make them a WHOLE LOT MORE noticeable as a Dragon. The first time I ran into these areas I didn't even know why I died. I just randomly died. Then, when I looked at the map, I saw the Anti-Dragon marker, and I tried to see it. It's pretty hard to see it, and there's no warning at all, you just hit it and BAM you're dead. At the very least, make them do Damage-Over-Time instead of instant kill, and while you're dying have your Dragon voice say that you're inside an AD zone.

Stop putting my weapon away during any type of activity in an enemy area. I could understand if I'm in town, and some guy just started attacking me, however when I'm in the middle of Stone's Flying Fortress, and Stone attacks me...well I could have guessed that would happen, there's no reason why my weapon would be away.

Aewyn: I thought Charms did Stack...I had a +15 Strength Sword with 3 +5 Strength Charms. Or did you mean Enchantments? That'd be pretty broken for some of them then.

More Models for characters. The one giant breasted woman isn't every woman in the world, and I especially like to have variety when I make my character moreso than the face, since you barely see the face when playing anyway.

I agree with being able to use your Runners for the Malachite Gems. I didn't know anything about them until recently, I didn't know there was a difference between the Ore and Gem until I met that guy in the Fjords. I used 2 on him to complete the quest, and something happened to the one I got from the Sleepers, so I'm at least 3/10ish down already before I knew they were useful at all (I assumed they were a quest item to be honest).


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Originally Posted by Polantaris
Aewyn: I thought Charms did Stack...

I meant stackable in your inventory. It was weird how potions and food could stack but charms couldn't.

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OH! Yeah, that's annoying I agree, wastes Inventory spots.

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Originally Posted by Aewyn
Originally Posted by Polantaris
Aewyn: I thought Charms did Stack...

I meant stackable in your inventory. It was weird how potions and food could stack but charms couldn't.


Yes I 2 agree with that I never understood why charms are the only thing that does'nt stack ?????

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Originally Posted by Aewyn
Changes I'd like to see in the next game:

- more armour/weapon visual types (felt like there were only 4-5 different "looks" in the whole game)
- more face/hair customization options
- ability to "dye" armor at the illusionist (or whatever equivalent NPC)
- don't give skill books as rewards (I liked randomly finding them in EG; in FoV it seemed like every other quest gave you a skill book)
- stackable charms
- falling damage (nothing extreme, but it was strange to fall off gigantic cliffs and not take even one point of damage)



Yeah, I would appreciate it if there was also more um... racial diversity in the game. Even in Divine Divinity there were a few black folks. Also, the Seven Races stuff seemed to be a big part in Divine Divinity, but now...

- Elves = Extinct.
- Orcs = enslaved by the Black Ring, who have occupied Yuthul Gor
- Imps = a handful of hostile tribes, only one friendly NPC.
- Dwarves = ??? Absent, possibly hiding underground, possibly dead.
- Lizards = ??? What Lizards?


Falling damage is okay in most games, but a bad idea in this game because to turn into a dragon requires you to jump off a cliff. AND the stupid physics bug means that you can jump very far away from the damn cliff because your forward momentum suddenly goes to zero for no reason, and you start falling straight down, which often leaves you too close to the cliff to transform.


Originally Posted by Polantaris
Creature control of some sort. I find myself not even wanting to use it because it doesn't last long anyway, and it's a waste of my MP. Also, give a notification when it dies and when you can use the Crystal Skull again (I've had it die then be unable to use the Crystal Skull for some time. By the time I can again, I've forgotten. Not really sure why that is though).


I assign the Crystal Skull to one of the 8 hotkeys to summon it, that that shows the cooldown timer.

@@@@

I like the enchanting and alchemy in the game, it's sufficiently complicated to be interesting... but the problem is that the huge amounts of different types of potions and ingredients fill up your inventory really quickly, yet when you actually want a specific ingredient, it can be really hard to find before the Battle Tower. If there were special chests by the enchanter and alchemist in Broken Valley to put in only herbs or ores and gems, it would be much easier to find the stuff you need.

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1st person view and a zoom function when using the bow. A quiver of arrows displayed on your back when the bow is equipped.

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@ Stabby

yes it would be nice if in one of the follow up games to D2/DKS that are dragon knight could maybe help to free the orcs.

It would be nice to see a few more races in Riverlon besides humans, The next Damian skirmish is going to be a bigone. He knows the Divine is back & now he has his demi god foster father & a Dragon Knight to contend with so the next war is going to be a big one. With the losses that the humans have suffered with this skirmish if thay stand alone next time may be the last coz as powerfull as the Divine & are Dragon Knight are thay are'nt invincible.

Freeing the orcs would be good the return of the Dwarfs would be welcome as well so yeah I agree with stabby.

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Being able to get back the unused/unnecessary parts of the creature from the necromancer.

The necromancer keeps all parts, and I did not find any way to get them back.
When you find a +80% life part, there is no need for the +40% one.
You could get it back and sell it for few money.
Additionally they stack up there in the you may have to scroll through all of them sometimes.

Imarion

Last edited by Imarion; 21/11/10 10:25 AM.
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Not to spam cut-scenes, such as the one with the dragon, Damian and the funny wizard. The whole thing felt messy and would have been a lot better if these events were separated to different times or places on the map.

Have a few cut-scenes of other things happening else where that have to do with the main plot. This would help you gain more involvement.

Oh! and not to have so many darn pots, you do get fed up with breaking these, after you have gotten around to breaking your millionth. grin

Last edited by Paris; 21/11/10 10:58 AM.

D2ED + More D2ED + A happy ending = A winner
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- The ending would've been better if I felt more attached to the characters. Damien was a lame villain who could have killed me several times (he really thought I was going to ruin his plans, had no idea about Ygerna's scheme). Really, one of the tips that shows up during the loading screens is "If you see a man named Damien, run.", but apparently all he ever does is show up to chastise people.

- Let us have conversations with Talana, rather than just her dictating what we should do, so that we get more attached to her character as the game progresses and thus the ending has a greater emotional impact.

- Better combat. The music and scenery is exceptionally deep and well thought out, but the combat boils down to spamming, regardless of build.

- A lot of skills were useless, or weren't worth putting more than one point in due to terrible scaling. Quality > Quantity.

- The player XP scaling system punishes players for being thorough and doing everything there is in the game. I did everything possible and beat the game at level 36 with very good stats/resistances etc., and my friend who skipped a lot of side quests beat the game at level 31 with very good stats/resistances etc. This is partially because of the XP scaling system, and also because...

- Too much of the good loot is available through main-story vendors/drops. I did all the side quests to get epic items, only to find out that I could replace two of them with far better items from Daedalus' inventory, and that his inventory also held items that rivalled my sidequest equipment.

- Battle Tower upgrades almost seem meaningless. Aside from the Skill Trainer, the other three do very little. Why do I need Alchemy to cost less ingredients? It's very easy to get ingredients. Maybe I could've had him brew up a one-time potion that gives me 10 additional stats. Maybe the enchanter's first upgrade reduces enchantment costs, and the second one let's me choose one ultimate item. Ie. an unrivalled sword.

- Party members. I'm not saying a replication of Mass Effect with dialogue trees and characters quests, but having two other story-developed characters that go with us so we have something else to draw us into the game world when we're playing, instead of just going whack-whack-loot-loot.

- Better boss fights. Raze was the only boss I recall having a gimmick. Aside from that, bosses just hit harder and have more HP, and with the button-spam combat, just means I am spamming more ferociously when one is encountered.

- Flying Fortresses were a really cool concept, and the first time I went into one I had fun fighting a HORDE of levels 28s when I was level 27. But then I gained three levels within one Flying Fortress, and after that I was getting less than 200xp per kill on almost every Flying Fortress enemy. This made hacking through the HORDES and HORDES of enemies an absolute bore, which became an absolute grind. I think it would've been cooler if each fortress was designed like a Maxos Temple type area - not saying to copy-paste, but to have it be an epic assault on the fortress while in Dragon Form, then landing and entering on-foot to do this two - three hour assault from inside with puzzles/dialogue/mazes/great loot and a well designed boss encounter to finish it off. But, as it is, each fortress (save for one having a minor puzzle) is a straight forward hack and slash grind.

Last edited by james5272; 21/11/10 04:11 PM.
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Originally Posted by james5272
(he really thought I was going to ruin his plans, had no idea about Ygerna's scheme).


He did need you until after you have the location of the Hall of Echoes, but he should have tried to kill you then.

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A torch or a light spell would be nice.

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- Multiple quicksave slots and a faster quicksave.

- Multiple autosave slots and the ability to set an autosave timer (ie. autosave every 15 minutes).

- The ability to target an enemy and simply hold down the attack button to have your character constantly auto-attack, or simply hit the attack button once (like in Divine Divinity 1).

- Smoother scrolling combat text

- Less on-foot enemies in the outdoor Flying Fortress/Final Broken Valley areas (like 1/4 of current)

Last edited by james5272; 22/11/10 05:22 AM.
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I've just started doing stuff in the Orobas, but few things from top of my mind:

- ability to give a custom name to a savegame

- battle tower trunk inventory not autosorting

- enchanting interface is tedious - it serves it purpose when one has 3 pieces of equipment, not 30; simply using not autosorted normal inventory screen would work much better

- ability to see learnt recipes and both their nominal and skill-adjusted requirements. Tooltip "you have learnt this recipe" would do wonders as well, as vendors don't sell only unknown recipes.

-
the quest in which you choose 4 people to serve you in battle tower could be adjusted a bit: e.g. duels having random resolutions (trainers, enchanters) - not mentioning that the current setting is always unfair to one side - for example Wesson is better armorer, but the competition is about crafting swords; Kenneth is better magician, but the duel is predominantly melee


- item quality is extremely uneven

Quote
- A lot of skills were useless, or weren't worth putting more than one point in due to terrible scaling. Quality > Quantity.


But it feels so Divine Divinity smile (if you played that title). Jokes aside, I agree of course.


Otherwise the game (on hard) seems pretty fine so far (though uneven in difficulty). I'm right after overtaking battle tower - the only thing I noticed is that XP gain and leveling pace kinda skyrocketed...

Last edited by msoltyspl; 22/11/10 03:06 PM. Reason: syntax
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Change how the hard cap on attributes works (or better yet, make the hard cap 200 or 255 or something).

Now: You have 100 Strength: 90 is from natural points. 20 is from items, but the last 10 don't count because they're over 100.

What it could be is this: You can only manually place 100 points into any attribute. But any bonuses from items count above and beyond that cap!

Possible: You have 110 Strength: 90 is from natural points, 20 is from items, so you get +10 bonus for being over 100.

Right now using a set requires you to stop putting attribute points in really early, because the set bonuses will go to waste if you put lots into your stats. I even deliberately stopped at 70 in my current game and even that was too much!

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I was going to mention the enchant/disenchant interface but I see msoltyspl did it above.

I agree.

Maybe some tabs like for the inventory to divide armors, weapons, jewels.

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Originally Posted by Stabbey
Right now using a set requires you to stop putting attribute points in really early, because the set bonuses will go to waste if you put lots into your stats. I even deliberately stopped at 70 in my current game and even that was too much!

If you do that with Vitality and/or Spirit, you'll gimp your dragon form's HP and Mana because those are based on the character's natural stats as a human. I know you mentioned strength, which has no impact on dragon form, but thought I'd throw that out there.

- In line with that thought, please allow our Int to affect dragon form offense and our Str/Dex to affect dragon form defense. Dragon form already uses our natural spirit and vitality so why not our other stats? Oh and why don't we regenerate HP as a dragon? I thought dragons were superior?

- Also possibly allow us to enchant dragon armor - apparently dragons aren't wise when it comes to armor, which could be why the Slayers found it so easy to vanquish the DKs. Heck, a certain NPC's dragon form was completely unarmored - no wonder the NPC lost the fight.

Those two thoughts come to mind after noticing my dragon form is quite a bit less survivable than my human form, thanks to my human form being in magical gear with charms and additional enchantments. Heck in one demon fight, in that cramped room in the Well Cave, I routinely flew up to the alcove to change into human form because my human healing was more effective. Had it not been for that I would have had trouble with clearing the room. (I have this thing with doing full clears - leave no enemy standing.)

Additional dragon thoughts...

- Adjust Orobas Fjord and Broken Valley maps so as to get rid of the constantly changing ceiling height for dragon flight. It's annoying to be gliding along and suddenly find myself being forced downward by an invisible ceiling, especially when I'm already well below the mountain tops.

- Remove or make it possible to shut down the apparently contrived anti-dragon zones around Champion Harbor. Dragons are a distant memory to most people and the Slayers all know there's only one DK remaining, so why all the excessive shielding for an area controlled by Aleroth's Champions? It feels unnecessary every time I have to fly around it.

- Make the dragon form's collision radius a bit smaller so it doesn't get hung up on walls (as in the aforementioned cramped boss room), is easier to 'dismount' on ledges, and is *a lot* less picky about where I can change into a dragon for the purpose of flying away. (Tired of hearing "I can't do that here." in a space that seems plenty big to me.)

I love being in dragon form, and I feel the above suggestions would make it more fun.

Other stuff:

- Agree with the idea of editing our parts list for the Creature. Why in the world would I want inferior parts in the rotation after I get better parts? This should be based on type of course; for example, if I had a Perfect Goblin Torso, an Infested Goblin Torso, and a Clean-Cut Dragon Elf Torso, the game would only let me remove (or do it automatically) the Infested Goblin Torso. Some sort of tracking here would be nice as well, or maybe a way to inspect which items we have on our creature via a non-changeable creature viewer, like the one Naberius lets us look at before we've done his quest.

- Split the cross-hair option into two: one for human mode and one for dragon mode. I prefer no cross-hair as a human, but as a dragon the cross-hair makes it much easier to target enemy fortifications.

- Increase stack sizes to 99. I'm tired of seeing arbitrarily low limits on stack sizes in games, especially in a game that uses stack counts rather than weight to measure encumbrance. If you use two digits to indicate a stack size, let it go to 99.

- Have recipe vendors carry only one type of each recipe they choose to stock. I'm the only customer so it makes no sense to see three potion recipes of Moderate Strength in their stock.

- Have vendors reset their stock after x amount of game time in addition to whenever our character levels up. It's no fun not being able to buy anything new because my character has stopped leveling (or leveling has slowed way down).

- If our character dies (I try very hard not to), allow us to resume from the nearest discovered way-point shrine, or area entrance (such as for the fortresses). That way there's no chance of losing progress because we forgot to save, less reliance on auto-save (which is getting on my nerves), and is more fun!

- Make disabling Depth of Field work for dragon form too; not sure why everything goes into Dragon Age Spirit Realm fuzzy mode whenever I'm flying in dragon form. Maybe my dragon is losing it's eyesight? Again, I thought dragons were superior...

That's it for now; off to cleanse another fortress. smile

- Oh, and while I think DKS is graphically better looking than the original (I have both), it's a bit too shiny sometimes. For example, dungeons are almost always shiny as if their inhabitants do nothing but polish the stones until we arrive. Ever been in a crypt or abandoned house? Very few shiny surfaces in those places. It's part of what makes them creepy.

Last edited by Endurium; 04/12/10 04:48 AM. Reason: Added thoughts after finishing game
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The ability to enter/edit personnal notes in the journal.

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Put this post in sticky wink

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