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Also, why there is no number of gold coins shown on the gold icon? I have to hover over it to see how much I have and how much I take as loot.

Hate to make another 'It works for me' post, but, well, it does do that for me.

In the HUD under gear you can see the amount next to the gold icon, and over my actual inventory item gold there's a value with the same amount. Similarly, when opening chests or such and finding gold, there's always a number on it to show how much gold it is.

Odd not for you? Have you disabled some HUD elements in the options?

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Some staffs looks oversized when carried.
When you come into contact with your first stone (either murder scene or healer house) and get teleported to observatory, there is no way back. Imp says "take this rune and pyramid" but only gives pyramid. From there no way back ot Cyseal, the only clickable teleported doest work.

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@Belial: You get a new icon on the right side of the screen(close inventory) clicking on that allows you to port to any waypoint you have discovered till now.

@topic: I don't know if i do it wrong but when i try to identify any unidentified item (requirement loremaster 1 & identifying glass) it just says e.g. "Scarleet is attempting to identify "unknown trousers"" but after the progressbar has expired there is no feedback what happened and the item still remains unidentified! Identifying through npc works though but hate to spend so much gold when i have the required skill and item smirk

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Originally Posted by Hassat Hunter

Odd not for you? Have you disabled some HUD elements in the options?

No, everything is set to default.

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Has anyone played a Knight for a while? How well does "Cure Wounds" scale up with points into Strength and Way of the Warrior? Because at level 1, it cures 6 HP (once) for an AP cost of 5. That's not very impressive.

EDIT:

The Talent Far Out Man increases your spell range by 2m. That’s basically nothing, and therefore worthless. It should be a 5m increase.


Originally Posted by Aramintai

Exactly, maybe Way of the Ranger should be a requirement only for leveling Bow and Crossbow? That way it would make sense at least. I wanna be a pure mage loremaster, but if I have to spend points in useless Way of the Ranger to level Loremaster then I won't have enough points for mage abilities. Same goes for other non-ranged abilities.


You're confused about how the system works. Loremaster is an Ability on its own. You don't need to spend any points at all on Ability A before you can level Ability B.

Points in Abilities are used for minimum requirements to use active Skills, as in the things on your skillbar at the bottom of the screen. If you take some of those skills and remove the Way of the Ranger requirement, you have to replace that with something else. If you do that, then what about a Ranger who wants to use those skills?

It's all knotted up and I don't have any good solutions in mind right now.

Last edited by Stabbey; 04/04/14 12:36 PM. Reason: Far Out Man
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Blindness spell desc doesnt match effect (says "apply bleeding status")
EDIT: Spell is broken ATM forcing enemy to skip turns. You can kill some very powerful enemies with ATM.
Enemy spellcasters tend to skip turns or cast spells that have no effect.
Flamethrower skeleton (in the well) tend to atack from max distance, often resulting in no damage.
Unlock magic spell doesnt seem to work (says "lockpicking too low" when used vs doors)

more:
Sound effects sometime disappear randomly
When trying to turn Esmeralda in to Aurelius, he asks for "evidence" and doesnt seem to proceed with the dialogue even though I have letter on me. In trade window the letter from duke isnt available too.

Last edited by BelialRus; 04/04/14 02:18 PM.
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Something that really annoy me for the moment :

You are exploring with your "tank" as main character and the others linked.

A fight starts, you fight and win.

At the end of the fight, it's mostly a battlefield, with fire, poison, water, electricity and so, but The 3 members will instantly go toward the character you're controlling, not paying attention AT ALL at the state of the place, they'll happily cross the poison or get burn to the bones.

Most of the time, when you finish a fight you're not really in the best shape, and having people dying because they are completly dumb when you managed to lose nobody during the fight is really frustrating.

Why not auto unlink character at the start of a fight ? So at the end of it, your members will stay still untill you quietly move them one by one to a safe spot ?

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Originally Posted by Lynma
Why not auto unlink character at the start of a fight ? So at the end of it, your members will stay still untill you quietly move them one by one to a safe spot ?


Or much better yet - improve the pathfinding so party members will always avoid damage environments (maybe forcing you to manually control a party member if you want them to walk over/through a damage environment). Of course, tweaking pathfinding is a tricky job, but I totally agree with you on the need for improvement here.

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Traps:

Entertaining and sometimes with the lack of communication between my sister and I, resource draining.

I was thinking maybe there should be a small (50-150) XP bonus for disarming traps - scaling according to complexity and damage. Basically trigger the reward when someone "pulls the lever" or "pushes the button" that disarms the trap.

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Originally Posted by Mikus
Originally Posted by Lynma
Why not auto unlink character at the start of a fight ? So at the end of it, your members will stay still untill you quietly move them one by one to a safe spot ?


Or much better yet - improve the pathfinding so party members will always avoid damage environments (maybe forcing you to manually control a party member if you want them to walk over/through a damage environment). Of course, tweaking pathfinding is a tricky job, but I totally agree with you on the need for improvement here.


We were told in the past that how well a job the AI does at avoiding damaging surfaces when controlling your characters/followers is based on that character's intelligence score. I'm not sure if that's still the case.

If accurate, I think that's pretty cool. It just makes sense to me that a less intelligent character might recklessly run up after a battle saying "Did you see that blow! I was amazi.. oh gods this floor is still hot!! (hops around)", where as a smarter character would carefully make his way across the battlefield to avoid any lingering dangers.

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Originally Posted by Gyson
We were told in the past that how well a job the AI does at avoiding damaging surfaces when controlling your characters/followers is based on that character's intelligence score. I'm not sure if that's still the case.

If accurate, I think that's pretty cool. It just makes sense to me that a less intelligent character might recklessly run up after a battle saying "Did you see that blow! I was amazi.. oh gods this floor is still hot!! (hops around)", where as a smarter character would carefully make his way across the battlefield to avoid any lingering dangers.


Well, it's true it would be great, but last time, it was my mage who died, the one who just learned resurect spellbook, so the one with the highest intelligence of the party. I'm afraid for the warriors. ^^

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Originally Posted by Lynma
Most of the time, when you finish a fight you're not really in the best shape, and having people dying because they are completly dumb when you managed to lose nobody during the fight is really frustrating.?


I completely agree, that really has to be fixed. I don't care what the characters "intelligence score" is, it's very annoying to have characters die from mindlessly running across damage surfaces to link up with the party.

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Some first impressions:

1. Slow movement speed
2. Unable to manualy type gold amount in the trade window.
3. Unable to auot-sort inventory. Or I miss the button?
4. Problem of looting item nameplates with Alt-mode on. Clicking nameplates often not working. Especially when there are many items lying in one place.

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Originally Posted by Stabbey
I don't care what the characters "intelligence score" is, it's very annoying to have characters die from mindlessly running across damage surfaces to link up with the party.


Agreed. Incredibly stupid monsters may think it's a good idea to walk into a huge green cloud of poisonous gas, but any human party member, even with an Intelligence score of "5," should never be that stupid. This needs to be fixed.

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The Performance is terrible. Between absolute minimum and high settings is no difference. I get no increased frame rate. (Q6600 8GB-RAM GTX570)

Also the game is very slow. I am playing Divine Divinity right now. And this game runs smooth. Every click is immediately recognized. It feels fluid. But not here in Original Sin.

Its not a matter of frame rate, its the speed how fast the game react to my commands.
And the chars are very very slow. Movement, animations and so.

You have to speed up the pace of the game. Especially the combat.


The Combat,

In combat, i have to click far to often before the spells are selected. And sometimes i dont even know if it actually happened. So i click on the enemy, and s/he does a melee attack or leave's the position. Not funny.

There should be an good visible indicator around the character who's turn it is.

And PLS turn of the "Mouse Lock on". While it is not possible to turn the camera at 360°, i am unable to use skills behind an enemy, or between enemies.
Example, Oil on the ground and Firestrike.
Cant ignite the Oil without hitting the man, because the mouse locks on at a character. Not good.
Same Problem in Dragon Age O.

It should be possible to trigger the Combat Tactic Mode at will. Or build in a "Pause" function. So i can trigger moving targets. Or before Targets reach my position when i spot them first.



The Camera sometimes, and sometimes not. Jumps back to the chars, after moving the camera to a other location.

The Lone Wolf Perk dosent Work. Still got char 2 in the group, even after the Text "s/he's gone/left the group". And this textwindow overlaps into the whole intro. Not nice.

When the chars comment stuff on the fly. Without entering the conversation screen.
You should place this speeches in slight transparent boxes. And REDUCE the Textspeed!
I cannot run, watch out for Stuff, and read white Text on very bright backrounds.

In the Controlls Option, you should be able to bind every key as you like.
I want Char 1 on Q, and Char 2 on E. Or on my extra mouse buttons. But i cant change it. Why?

The inventory screens, should save their last position. For each character separately!
Try to move many stuff from char 1 to char 2's inventory. You have to move every time the UI screens. Not funny!
Why even give them separate inventory's in the first place? A big one, should be enough.
I prefer easier interface over logic. Especially in a Fantasy Game.


And keep up the good work.

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So, my bit of feedback in hopes of making a great game even better.

Trading -- There's a couple of things about the trading interface that really bug me, first is that you can't put items into the trade window from multiple characters, I literally stand around for 5 minutes moving junk from one character to another so I can trade for that expensive skill book. There are arrows to switch characters in the UI they just don't work... ? Second thing that bugs me is trading gold, as well as the slider that you currently use to select the amount of gold you want to trade, there really needs to be a way to directly input it, it can be really annoying to get even close to the right amount of gold when you're trading from a large stack of it, the slider isn't accurate.

Skills -- I'm sure there's still a lot of skill balancing going on but I wanted to add my 2 cents here. Barrage, I'm pretty sure I do more damage using my AP for normal attacks than i do using it for barrage. What's worse, it's a tier 3 skill, the tier 1 skill rangers get that's also an AOE does quite a bit better damage even for single targets and for less action points. Barrage has been a pretty bad skill for the AP cost ever since i first tried it back in the alpha release.

Raistlin -- This talent is awesome, especially since it's a Dragonlance reference. I think it's calculating HP wrong though, at least in combination with lone wolf (also awesome). At level 8 my rogue without it, with 5 con and lone wolf, 411 HP. My wizard, with 6 con and lone wolf, 323 HP, not exactly half...

Elemental Barrels -- To me the elemental barrels that are everywhere are immersion breaking. I can see a barrel having water in it, but ice or poison? Even if it's conceivable, who packed them out to all the places you can find them? An example that really made me notice this is the quest where you release 4 elemental demons from their statues with the 4 different elements, originally there wasn't any barrels there. Sure they make it a bit easier if you aren't playing an elementalist, but they're still immersion breaking. The game already has scrolls and such that are very cheap and solve the quest just as easily, considering there is a teleporter right next to the statues.

Robes -- I don't really know how it is towards the end of the game but I don't like my characters wearing robes, even my spell casters, I hope there will be some alternatives besides robes for intelligence characters later in the game.

Keys -- There are a ton of keys through this game, a keychain or other way to unclutter the inventory while keeping the keys would be great.

That's it for the feedback.

Couple bugs.

CTD -- Crashing to desktop all the time since beta started, sometimes I have to load an older save to even continue playing.

Sound -- Stops working sometimes, saving and reloading fixes it.

Identify -- Probably a bug, doesn't seem to do anything most of the time, it did successfully identify an item for me, once. That's with appropriate or higher loremaster levels.

Surfaces -- A lot of them are permanent unless removed with the appropriate spell, poison clouds from zombies for example, is this intended or a bug?

Reflexes -- You can put points in this during character creation but the the ability disappears entirely once you begin playing the game, the point defaults into pickpocketing. Sucks for my rogue...

Last edited by rickbuzz; 05/04/14 04:59 AM.
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* For trading, I agree with the annoyance of not being able to switch. But gold is never an issue, just press the 'add gold to balance this out' button that's right on top. Giving less gold never worked anyway, and only seems to ruin someone's attitude towards you, NOT a good thing.

* Barrels - Yeah, ice seems 'what?'... but poison barrels have been in RPG's for eternity, and make sense.

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Never noticed that button, that'll help!

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Knight’s Cure Wounds
6 healing for 5 AP is terribly, terribly weak. Its main advantage is that it is a Warrior-based skill and so doesn’t require a point into Water Specialist, but that doesn’t seem worth it. Maybe the HP it heals scales up really well, but that doesn't seem worthwhile.

I’d have to play around more and see, though - I only played a Knight for about two minutes, which was only to see what Skill category Cure Wounds fell under.

Because I haven't played a Knight long, this suggestion is only preliminary and I may change my mind, but what if Cure Wounds cured 30-45 HP instantly, but that's all, and had a long cooldown of six to nine turns? It's a different mechanic than the water-based spells which heal a little bit over several turns - instead you get a good dose of emergency healing, but after that you can't use it for some time.


First Fight is over too fast to be a good combat tutorial
Is the first fight is basically a “Training dummy” fight where you learn the very basics of combat - moving and attacking? Because some classes can take out some or all enemies immediately. That's fine, but maybe right afterwards, there should be a “second wave” of enemies so the fight lasts longer and can teach you a bit more.


Staff of the Magus
Two points I want to discuss here:

1. Battlemage gets Staff of the Magus, even though a Battlemage tends to use melee weapons, and yet Shadowblade and Wayfarer do not. It should be consistent. Either they all get Staff of the Magus, or it should be removed from Battlemage.

Personally, I'd vote for adding rather than removing. I'd also like that skillbook teaching that sold by some merchants, in case you want to cross-class from a non-mage character.

2. Staff of the Magus’ AP cost is too high, and unlike other spells, it is not reduced by points in Intelligence. The stated goal of that spell was to give mages something do to on turns so they didn’t have to skip them to save AP.

The problem is that it costs 4 AP to use, which is more than half of your 6 Recovery AP until you get 9 Speed (at which point it becomes exactly half. You need 11 Speed before 4 AP is less than half your Recovery AP).

With an AP cost that high, and damage that unimpressive, I’m better off skipping those turns to save AP anyway. Suggestion: If points in INT won’t reduce the AP cost, then simply reducing the AP cost to 3 will make that spell worthwhile.


No bonus damage talents for other weapons?
Anaconda increases damage of crushing weapons by 10%. Do Crushing damage weapons typically have noticeably lower damage than different-damage weapons of the same type? If so, a special Talent granting bonus damage is fine, but if not, then where are the Talents for different weapon types?


Witchcraft Seller
Madora had no comment when we spared the Witchcraft seller who admitted to inclinations towards Sourcery. Being overzealous about magic which even has a whiff of sourcery is kinda her big thing, so I think she might have something to say about that.






Take a load off in the tutorial dungeon
Maybe there should be a bench to sit on in the tutorial dungeon between the fire trap and the fire surface on the floor, to let players rest to heal. You can do that easily AFTER the tutorial, so why not?


Party Members stop moving when you switch main characters
If I split my party and click to send Rod somewhere, and then switch to Scarlett, Rod stops moving. That’s very annoying and must be fixed. Rod should continue on to his destination. It makes splitting your party in single player take up to twice as long, because you have to sit there doing nothing but watch Rod walk to his destination until he reaches it before you can do anything with Scarlett. If I want to split them up to loot the opposite halves of the docks separately, I can’t really.


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Figthing is Frustration now! suspicion
I Need about 45 minutes to kill Evelyn and her gang! I need 15 rescurect scrolls!!!! And about 20 healing potions. My Party has Level 7!

Its not fair, that the Archers of Evelyn can use the bow 2 Times and my ranger only on time every second round.
Evalyn produces one zomby in about every round. Jack seems wan't to help me, but he is killed, so I cant ask him, whats happend.

My firemage (Level 4) can't cast fireelemental because not enouth AP. I can't collect AP's because he need to use rescurect scrolls. Jahan need to use his 2 healing spells. I hardly miss his Ice Elemental spell. Only Madora and the ranger make some damange if they are alive!

I don't know where to go now... I'll try the orks this evening... The enemies east o the City are to strong. I Need to buy more rescurect scrolls and healing potions.

I don't know If I manage to go on... if I like to go on!
I don't like it, if my partymembers are killed so offen.

Is the a way to repair on Level 5? I found I nice bow, damange 90, but no one can rapair this bow.

Repairing is frustrating also! Why Duration is only 50% after repair. If i repair myself ok, but if I go to repair in the shop, Duration should be the same as before... The price is high, so the Quality has to be high also. suspicion

Last edited by Alix; 05/04/14 02:28 PM.

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Der einzige Mensch, der Dir im Weg steht, bist Du.
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