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HH - actually, you might be right. So far, it looks like nothing's changed since the previous update (or since the alpha, for that matter): all items within the player's sight range are highlighted with "ALT," with the exception of mostly junk (1-gold) items, specifically:

-bottles (not "empty bottles")
-broken bottles
-globes
-lab junk
-pillows
-plates
-potted flowers/plants
-tubes(?)
-vials

But I'm still testing as I play, so I'll post the final info in the UI Wishlist thread later.

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Yeah, but since pillows are actually useful (and have unique icons) I mentioned them before as something alt should highlight wink
The rest indeed are generic icon 1-gold items. Which is odd since 'empty bottle' is a crafting item.

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Right, that's why I'm thinking these (or at least some of these) are actually "intended" to be highlighted.

I've also noticed a problem I don't remember seeing in previous updates - there are a few places with small shelves attached to the wall, and it seems items on those shelves that would otherwise be highlighted by "ALT" aren't. Yeah, I'm nitpicking, but it's what I do. grin

EDIT: "Empty bottles" are highlighted, but the 1-gold junk "bottle" item isn't. So again, you might be right that Larian intended for "ALT" not to highlight 1-gold junk items (so not highlighting pillows and maybe one or two other non-junk items is still a "bug").

Last edited by Mikus; 25/04/14 10:47 PM.
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Yeah, it's strange the empty bottles have a use, but the bottle does not.

Also I was expecting vials to be useful for potions instead of thrash items. And the rack of vials would then be a container holding a few vials.

Shouldn't be too hard to add with the editor if Larian doesn't change that, bar the need for custom icons for the both of them.

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Well, my suggestion actually was on the line of logic that ALT should not highlight some items that are very "valuable" in terms of their use, rather then any economic value - specifically the various keys that open important closed doors or traps or locked important loot chests.

Those are usually right in the vicinity of those doors and loot containers, so it feels like a bit of a cheat to so easily find them with ALT key.

If it was tied to perception then the players who invested in it would have that small additional reward available, while others would have to pixel hunt a bit more.

Other, normal loot items would not be affected by this and alt key would highlight them all as it does now.

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Hiver - right, I understand where you're coming from; some players think it's too easy to just hit "ALT" and see important quest items (like keys) lying around at all times, and others (like me) who don't like pixel-hunting actually really appreciate the way it works now. That's why I'm suggesting to Larian in the "UI Wishlist" thread that maybe they give players more options on what gets highlighted - though that might be too much to expect this late in the dev cycle.

Also, I'm now thinking the issue with items not being highlighted that would be otherwise - a new "problem" with the latest update - has to do with the fact that now items are only highlighted if they're within the player's line of sight. That makes perfect sense, but it seems the actual "sight" calculations are off - items sitting even on some low tables (like in the front yard of Esmerelda's shop) and on certain shelving now aren't being highlighted, even though the player can see other environmental objects within the same range. I'm just not sure how complicated "fixing" this would be, considering all the different height variables I assume are involved.

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Hiver Offline OP
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Originally Posted by Mikus
Hiver - right, I understand where you're coming from; some players think it's too easy to just hit "ALT" and see important quest items (like keys) lying around at all times, and others (like me) who don't like pixel-hunting actually really appreciate the way it works now.

Thats why i suggested what i did. Its the best possible compromise between the two sides.


Originally Posted by Mikus

That's why I'm suggesting to Larian in the "UI Wishlist" thread that maybe they give players more options on what gets highlighted - though that might be too much to expect this late in the dev cycle.

I would be against that on principle that its an option outside of the game. A meta option influencing in-game, gameplay critical content... if you understand what i mean (since a lot of options influence things inside the game ... but, not like that).

If my suggestion is taken then it is your character skills that influence this, which would be fitting - internally. Especially for a true RPG like this. (True RPG is one where character skill takes precedence over player skill, relatively speaking, although of course you use both to play, per my own definition)

Then those who dont want to pixel hunt would only need to invest into their character - Perception.

Those who wouldnt, playing some different kind of a build would then be left to their own, players - Perception.

smile

It just seems really nicely symmetrical... and fitting.



I guess, if they would want to satisfy both camps they could add an game menu option that would disable skill reliance and make all items visible to Alt key... - but i would prefer if that was clearly an additional option, not how the game actually plays or is meant to behave.

- personal peeves and all...




- im sure those issues with sight calculations will be fixed very soon, btw. Thats just a ordinary bug. Not a feature that needs to be changed. I guess.

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