Larian Banner: Baldur's Gate Patch 9
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So I've finally finished the game and it was awesome! Even better than I expected. Firmly gripped me for a whole week without letting go and that is my good sign that this game is a solid GOTY contender, at least in rpg department. Very good job, devs! With what resources you had, you've managed to create something really special here. You made me remember how much I miss those old Infinity Engine crpg games like Baldur's Gate, Planescape: Torment and Icewind Dale.
I hope this game, along with upcoming Pillars of Eternity and Torment: Tides of Numenera will spark a new renaissance of that type of games. All true rpg fans certainly need more of this. And I wish that your new project, whatever and whenever it will be, will totally rock as well!
And if you do another kickstarter campaign, do count me in, I'll support you as much as I can thankyou

Now to the harsh complaints and humble suggestions:
1. Skill bar is too limiting - as was suggested during the beta, it seriously needs to contain more slots. The best way to approach this is to dynamically elongate the bar to the screen resolution, the other way is to increase the number of bars. 3 is totally not enough, especially in the late game. And make the bar change buttons bigger - those tiny ones are no good.
2. Return the radial inventory menu - icons were much more readable than a plain tiny list. I don't get why you removed it, please return it if you can.
3. Inventory micromanagement, identifying, crafting is not only a chore, it's a total pain in the **s - it was mentioned many times before and bears repeating - this is a poorly implemented UI, no excuses. I understand your desire to make the game similar to Ultima VII, but some old game design choices are not neccesarilly the best - we live in a modern age, more convenient systems were invented and no real hardware\software restraints exist like in the old days.
It could have been so much easier to craft items from a list of found\succesfullly experimented recipes, like in Skyrim. Fiddling and rummaging within a small inventory window in search of compatible ingridients is very time consuming and boring. There's also no real point in having ingridients tab, because you can't craft everything from there. If you can't make crafting from list system then at least consider making the inventory window much bigger - people have big screen resolutions nowadays which can contain quite a lot.
As for the identifying - as was suggested before - make a button that identifies everything at once.
Also, to reduce the micromanagement chore, make identifying and crafting possible from any character inventory, with the Loremaster, Crafting ability level taken from the character with the highest score. Constantly dragging items from one inventory to the other is an annoying chore as well.
Also, make another sorting option - By Type of the item.
4. Slow running and combat speed - also a common complaint - it is just too slow. Make an option to have various speed levels, like it is done in many turn based games, so that people don't have to resort to Cheat Engine unofficial fix to speed things up. Slow speed and terrible inventory micromanagement for no good reason waste an obsecene amount of time in the game.
5. Loot is uninspiring - unique items with fixed drop positions are almost non-existant. And with the exception of the Weresheep set there are no unique sets in the game, which is a shame - I enjoyed looking for fabled set pieces around the world in Divine Divinity. The drop even with high lucky charm rarely gets you legendary items even from bosses and in some locations it is even unbalanced by level - some locations have too low a level loot for the level of the party when they get there. So mostly the loot is a total junk good only for selling. But I've gathered so much money with nothing to spend it on in the late game that I've stopped picking up anything except the occasional legendary loot.
6. Vendors' lack of gold and lack of things to spend it on - it is strange to me that a simple fish and vegetables vendor have thousands of gold pieces on them, while others have practically no gold at all. I found it quite difficult to sell all the junk that I was collecting in the game, because vendors were constantly out of money or had no money to begin with. The items they're selling are uninspiring as well - nothing you can't find or craft yourself. The only exception is the interdimensional trader, who sells legendary items.
7. Lack of "Alright, we'll do as you say" option for the second character - I don't like the stupid rock-paper-scissors game in general, but I can tolerate it during npc encounters as a persuasion system. However, constatly having to play it when arguing with a second character while playing a single player mode is no fun - there is an option to automatically agree for the controlled character, but no option to do that for the second one. Make it an option, if you can, because I'm not holding my breath for the coming of wide variety of AI personalities.
So these are my major complaints about the game. I hope your continued support of this game means not only fixing bugs but improving its gameplay as well.

Last edited by Aramintai; 07/07/14 10:48 AM.
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Having tons of fun with co-op, but there are some stuff the I personally do not agree with (but it's my opinion, not that what you're saying is wrong).

Skill Bar Limit - Can't tank much about this yet, but, I'm used to games that don't have many skill slots, still, I can agree with you on this one.
Racial Inventory - I dunno what you're talking about, sorry... never heard of that.
Inventory Micromanagement - I like this, I really do =x maybe I'm the only person on earth that like this, but, I get bored seeing all of the recent RPG's to have a list of recipes, and you only need to gather the stuff and click on a button. I like a game that makes you memorize stuff, or even, take notes. What I would agree on is to have a tab that show only items that can be used for crafting. Still, I do enjoy the crafting system here.
Slow Running and Combat - Slow running... yeah, after a while you start to notice. Slow combat speed? That's relative. I don't mind. I've been playing co-op and it has been faster than I expected honestly. No complains on the combat speed for now.
Loot drop - Can't say much about this, but, I'll take a long shot. I've been exploring the outside of the 1st city with my friend and, the loot seems enjoyable for now. They don't drop that many items, and some are useless, but it feels like each drop has a feel of accomplishment.
Vendor's lack of gold - Yeah, kinda true to some, but, dunno if it'll impact that much at endgame. Lack of stuff to buy? Well, I still want a bunch of stuff from them =x
Rock Paper and scissors game is ridiculous, specially at the early levels since everyone has the same level of persuasion... this was a bad choice true!


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Originally Posted by BioDio

Racial Inventory - I dunno what you're talking about, sorry... never heard of that.

Not racial - radial. It was an alternative inventory menu in the beta for doing stuff like sending items to other characers etc. It used icons instead of the small drop down list we have now.
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Loot drop - Can't say much about this, but, I'll take a long shot. I've been exploring the outside of the 1st city with my friend and, the loot seems enjoyable for now. They don't drop that many items, and some are useless, but it feels like each drop has a feel of accomplishment.
Vendor's lack of gold - Yeah, kinda true to some, but, dunno if it'll impact that much at endgame. Lack of stuff to buy? Well, I still want a bunch of stuff from them

It is not so bad in the early game, yea, but later you will start to notice the imbalance.

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Originally Posted by Aramintai
make identifying and crafting possible from any character inventory, with the Loremaster, Crafting ability level taken from the character with the highest score. Constantly dragging items from one inventory to the other is an annoying chore as well.

I'm not sure about crafting (never tried it), but what you want is already possible for ID and repair. Two ways:
(1) Open inventory of both characters at the same time (the guy with the item to be IDed/repaired, and the guy with ID/repair skill). Use the glass/hammer from the loremaster/blacksmith's inventory, and then use it on the item in the other guy's inventory. The loremaster/blacksmith will run over to the other guy and do the task.
(2) Put your ID glass or repair hammer in the hotbar of your loremaster/blacksmith. Select your loremaster/blacksmith. Open the inventory of your guy with the item to be IDed/repaired (by right-clicking on the guy's portrait), hit the hotbar button, then select the item.

My biggest beef with inventory management is actually something you didn't mention: the order that your items are displayed in the barter window needs to correspond with the order you see in your inventory window.

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Originally Posted by Fireblade

I'm not sure about crafting (never tried it), but what you want is already possible for ID and repair. Two ways:
(1) Open inventory of both characters at the same time (the guy with the item to be IDed/repaired, and the guy with ID/repair skill). Use the glass/hammer from the loremaster/blacksmith's inventory, and then use it on the item in the other guy's inventory. The loremaster/blacksmith will run over to the other guy and do the task.
(2) Put your ID glass or repair hammer in the hotbar of your loremaster/blacksmith. Select your loremaster/blacksmith. Open the inventory of your guy with the item to be IDed/repaired (by right-clicking on the guy's portrait), hit the hotbar button, then select the item.

That is rather obscure way of doing it, but at least it's something. Identify all option is still more convenient.


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