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#499352 14/06/14 06:35 PM
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I'm using the Peragon Staff (?) which gives me +1 to the fire ability, which allows me to learn 2 more skills.

Problem is now I can't unequip it cause then I automatically unlearn everything! This hurts the most when trying to Dig at mounds, cause it instantly and automatically unlearns the last 2 skills.

I think:
  • It should warn "Are you sure you want unequip [ITEM]" and alert to the skills change
  • When digging it shouldn't count towards unequipping my weapon.

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So true.

The game just flat out tells you that this action unlearned a spell.
A "Would you like to proceed?" Yes/No prompt would be appreciated.

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Exactly, when I saw that dialog I thought "oh, right! ok, how do I not do this?....... oh. shit."

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It could also just disable the last 2 skills you learned. The skills would be still there, but cannot be used.

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I think that's the best solution, but it sounds (to me) like a lot more work - since that requires adding a mechanism of "disabled skills" to the game, which I don't think it has yet.

So in the long run that's indeed the best solution IMO, but for the immediate fix a confirmation dialog would be fine.

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The Skills menu could also show you the new slots in a different shade to tell you that they are temporary/Item-dependent slots.

I do think that it's the player's responsibility for policing their own skill slots and keeping track of +Ability items.

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It can't be the player's responsibility if by simple accidentally clicking on a mound you instantly unlearn two skills - that's crazy. A simple "Confirm / Cancel" prompt should be enough to avoid that.

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Originally Posted by Beyond
It can't be the player's responsibility if by simple accidentally clicking on a mound you instantly unlearn two skills - that's crazy. A simple "Confirm / Cancel" prompt should be enough to avoid that.


Yeah that happened a while back and I reported this one. IMO this is of high importance how this works. Learned spells in which you go out of compliance with (lack of a better word) should still be learned, not useable and when you get the pre-req again the spell can be activated. Not repurchased. To me this is a biggy.

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Originally Posted by Beyond
It can't be the player's responsibility if by simple accidentally clicking on a mound you instantly unlearn two skills - that's crazy. A simple "Confirm / Cancel" prompt should be enough to avoid that.


I'm not against a confirm/cancel thing, or making the extra skills unusable.

I meant that the player is responsible for learning skills beyond their base capability. Those extra skills didn't just appear in your list by accident, That was something you have to do deliberately. The Ability-Skills tooltips show you how many skills you can learn, and if you have any points boosting the base.

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But then the character won't be able to dig mounds at all because you usually don't want to loose an expensive skill. Better not do that with all four characters or you're in a bit of trouble if you have to dig somewhere.

Making a skill only unavailable unless you meet the requirements again is imho the better option.

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This seems a bit overzealous.
Originally Posted by Stabbey
.....
I meant that the player is responsible for learning skills beyond their base capability. Those extra skills didn't just appear in your list by accident, That was something you have to do deliberately. The Ability-Skills tooltips show you how many skills you can learn, and if you have any points boosting the base.
, seems fair to me. The modern age of gaming and hand-holding. But to be fair instantly loosing skills would be a shame..inaccessible skills (possibly darkened) is a fair way to go. Just note to self that the skills you actually WANT, you should build for..the rest are extras.

Last edited by daft73; 15/06/14 02:37 PM.

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They could just make digging not count as an equipping item action, which would solve the problem a long way. There is another issue with shield users not having their shield auto equipped after digging, which is really annoying.


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Not equipping the shovel would help a lot, but the problem will still be there.

If for example I found a new staff and I wanted to compare it to my own, I would usually just double-click it and see everything that changes. If you do that a lot it becomes automatic, and then after a equip a +skill item, remembering which of your items is +skill and not double-clicking other items of that type is very difficult IMO.

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One pretty easy solution is to remove +Skills from the pool of affixes. If I'm remembering a changelog right, I'm pretty sure that there's no such thing as +Man-At-Arms, +Expert Marksman, +Scoundrel affixes anymore.


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That's not a solution. What use is there for finding treasure if you remove all the affixes? The others need to be added back. The solution is to move the affixes off of weapons and add them to gloves/bracers/rings. You don't unequip a ring to dig. Does it make sense that wearing boots makes barter better? Of course not. So let's drop logic and use what is fun. Since higher stats make very, very little damage difference per each one level increase, you need items that grant multiple points of increase to keep loot acquisition interesting. Another solution would be to add a shovel/pickaxe slot to the paper doll. Then you could find enchanted pick axes and shovels that would add +1 Strength, etc.


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Another option is to simply not give estra skill slots when your levels in that skill come from items. Extra slots for skills only come from level chosen skills.

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Since that is the only thing extra points are good for, then you might as well remove them as Stabbey suggested. Since there aren't any charms or any way to modify items yourself, I think taking away anything from items is a bad idea. The loot tables in DOS are already very underwhelming. I haven't actually used any loot I've found since level 5 and I'm level 8. Nothing I have found has better stats than what I already have. If I've exhausted loot acquisiion at level 5, why keep playing the game? The story is very dull, so I need loot to keep my interest going.

Crafting is horrible in this respect. Level 6+ crafting should allow you to create +skill and +attribute items with rare ingredients. Things like faranghite, diamonds, rubies, pearl, etc should allow specific perks.

Last edited by crpgnut; 17/06/14 02:50 PM.

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