Originally Posted by Hassat Hunter

1. I prefer 'to-the-point' to needless verbose, yes. If something needs to be verbose it are the conversations themselves, NOT the journal. I've yet to see a quest where I need more information from the questlog.

Well, with older dialogues disappearing there isn't much you can do to store information other than writing it down for yourself. That might have some appeal but it's imo the wrong way. There is a reason why it's a computer RPG and not an offline PnP RPG. A CRPG should use the strengths of its system/platform and not deny it. There is simply no need to write down stuff if the PC could easily store EVERY dialogue (and not only the past 10 conversations or only the conversations you had until the last loading) for you to re-read and re-consider. My suggestions with a "diary journal" is just one way to give people immersive information without beating a certain solution in their face. You would possibly understand that if you'd played Inquisitor. Let's put it that way: even with the diary it was in many cases much more difficult to find quest solutions (because quests were often much "deeper" with a lot more writing involved than in D:OS) but it was kind of immersive to always have access to some journal that could give you the right hints to find your way. But you don't necessarily have to go down that route. I would already be happy if dialogues AND notes would be stored in a journal-kind-of-menu without the tedious need to go through inventory management every here and then and to write down on stuff...

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3. Well, while the use of repair got nerfed into oblivion (bit too much if you ask me, even if I'm never been a fan of durability). Identifying was awesome in Baldur's Gate and such, heavily toned down in modern games... sadly, including Original Sin. Still, leveling it up to get access to better items is nice rather than having them just being given, and identifying them piece by piece gives the old-school feel and that your character actually *does* something rather than the inpersonal 'click button, proceed' MMO-mentality of a repair-all button has. As such, yes, it reduces clicks. But in doing so does far far more than that in actual consistency damage. That enough of an explenation?

Well, if you want identifying in just out of nostalgia, I can understand that. There is nothing wrong if you are reminded at BG2 every time you press the identifying system. But others are not, and that's not because I'm less old-school than you. BG2 is my favorite game of all times (so far) and I love that game to its teeth. But as you mentioned correctly, the identifying system is already different than in these old games. Some of the flavour of the system in Infinity Engine games was that you couldn't always use the ability limitless. You were forced to make decisions and letting stuff identified by a merchant could be incredibly costly. In D:OS there is nothing like that. You can identify most things

1) without limits in numbers
2) without putting much or any points in the skill (because of gear)
3) extremely cheap at merchants

This is nothing like BG2 and also quite different to Diablo with its consumable scrolls. The system was already "toned down" that much that it's imo rendered almost pointless with every trade-off taken away. So either Larian should imho change the system completely, making it more meaningful like in the old games of our youth OR they should make it at least less tedious

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4. Yes, but sneaking is still a skill depending who's better at it. Also, cones of light. How are you doing that with a whole party. Sneaking is by it's very definition a solo task... it's mindboggling why anyone would even *want* the entire team to do so to me. What purpose does it suit? I see none. If it's because you want to easily sneak 4 people past some guard and don't want to spend 4x the time, well... that's sneaking for you. It's by its very definition not used to get from A to B fast. And having 4 people sneak at once is just asking for havoc with detection and all, gameplay and code-wise.
And AFAIK if you press C even if linked the person goes solo (since, you know, sneaking). Do you really want people to unlink and re-link everytime they just want someone to sneak about to say, steal stuff. It would have driven me crazy in Cyseal alone, and I didn't even go loco stealing everything smirk
Result; Rejection.

Well, in my game the person who goes into sneaking mode doesn't delink automatically from the party. I have indeed delink them manually every time I want to sneak. But I agree, that this automation delink would make sense (much more than it does right now). So either that or every linked character should go into sneaking (which might sound unreasonable to some but since this game embraces freedom it should be up to the player to decide whether this makes sense or not).

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5. Aaaaand... you can exchange characters in Co-op. Tell me, what does your linked gold system do if person A and B switch around who controls Madora and Jahan. Thought about that?

Well, imo there is no need for Madore or Jahan to own any gold imo. You control a party and not single characters. It's not like Madora or Jahan need a few coins to buy themselves some bread to survive from time to time. If you exchange companions in co-op there wouldn't be any gold transfer involved at all.
The whole money system like it works now is just bad imo. It adds nothing to the game, neither more immersion nor more usability. On the opposite, it just makes barterting tedious. There is imo no reason why not to change the system to a shared gold stash for the whole party not based on the inventory.

The only thing which makes sense is that you can grab money bags on the battlefield and from containers (for co-op).

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6. Teleporting is pressing that cute button at the right side of the screen, allowing you easy access to pretty much everywhere you want to go. I suggest using it, saves a lot of travel time!

That has nothing to do with what I've said. Of course I've talked about distances which are shorter than a teleport travel. Again I suggest: play the game for some 50 or 100 hours more and you'll likely begin to understand. wink

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7. That's just the issue of knife's not appearing in the ingredients tab as well as weapons. They fix that, all problems go away, and there's no need to adjust the all tab to suit a bug of another tab.
Me; I prefer solving problems at it's root, rather than leaving that intact and work out different sollutions around it. Makes for messy stuff. Fix, don't patch. Anyway, next subject...

That's just not solving the problem at it's root. Weapons are no ingredients. Armours are no ingredients.
I honestly don't know what your problem would be with a "item type" sorting. Is that some weir kind "objection out of principle"?

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9. So basically what I stated/suggested? Then we are in agreement then? Except of course you want the cake and eat it too (character switch wont get stats of that char, so perhaps higher prices due to no bartering/less reputation etc.) while I definitely want character switch in trading be just that... a character switch.[/Qoute]
If you can just switch characters in the bartering screen there is no reason to level up a character in bartering at all. It's really beyond me why you defend the identifying system and object an repair/identify all system but at the same you propose to break with the same principle in bartering, rendering the bartering skills useless. Also it's the complete opposite of what you've said to the last point "solve the problem at its root". Changing characters completely in bartering is not the problem of the root because there is in fact just one character bartering at a time. You could do something else with the other characters at the same time anyway...

[Quote]10. No, you're definitely talking about Oblivion style "This is questitem... we'll keep it safe for you!"
Information is properly given... all items are for subquests (so even if you screw up you can still finish the mainquest, just not that subquest... here it comes; PAY ATTENTION. Instead of making the game pay attention for you. As Hiver said the game actually does a lot of handholding in this department already, there's no need to take it to the next level to mock people's intelligence, or apparently, lack thereof...

Simply not true. The reveal scroll for Evelyn's cave for example is part of the main quest and not part of some side quest. Also you should reconsider what intelligence actually means. I will remember you about your ultra hardcore attitude the next time you will ever search for help in the forum. But that would also be totally against the "Players are not stupid. They must find everything out for their own. If they made a mistake early on which kind of breaks their game some hours later they deserve no better, these stupid peasants. Only intelligent people, people who don't make any mistakes should be entitled to play this game." Sorry, but that is just elitism at its best and has nothing to do with what Larian actually wants to reach. They want to give players the opportunity to solve puzzles on their own, to explore on their own, to find out stuff by doing. They surely don't want to punish players for little mistakes they made hours ago. There is a big difference between making a mistake in tacitcs and losing a fight for example and losing a quest item that you might need 10 hours later. The first one is a good old-school mechanic because it forces you to adapt your strategy without punishing you over the board while the second one is just a mechanic that could easily lead to frustration without having any benefit whatsoever (maybe apart from the elitist feeling of some hardcore fans that they play a hardcore game which can lead ot frustration to other players.) Bad or clunky design is never old-school or hardcore, it's just bad design. wink

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12. "I want the loottables altered to give me better loot!"
Well, why don't you say so. Here's a modded +100 to all. Enjoy your improved system. Ugh, the whole giving a finger and taking the whole hand, never good enough. Making loot 'better' will just launch an upwards beat, ruining any difficulty at all since people will get overpowered. But since you just want better loot, you probably don't care.

And again pure misunderstanding. I begin to think you just want to be against everything I say instead of being a bit open-minded and think about it first. If I really wanted more OP items how would that fit to my point 20 in which I criticise too easy endgame content? Yeah, doesn't make any sense. What I want instead is a system that makes "normal" loot less valuable/good as it is now and "boss drop/treasure chest" loot as valuable/good at it is now. The point of my suggestion is that there should be a difference between normal stuff you can find and epic loot that rewards you for finding a treasure or killing a difficult boss. It doesn't mean that you should get loot that kills the balance of the game.

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13. I've never been fan of respeccing in the first place. If it actually has a tangible downside (unlike all other games it gets in due to people not wanting to stick by the consequences of their choices), I'm all FOR it, rather than removing it. So yeah, nothing wrong there.

Ah, I see, the hardcore attitude again. Why giving player options if you are happy already? Also the "tangible downside" is neither transparent nor adequat in any form. Even a "hard" game should be honest about the consequences of its systems. And then the problem with random loot/merchant offers isn't solved at all. If a system motivates a lot of players to exploit it or if a system kind of forces players to exploit it (the random item system) that's an indication of a failure by design...

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15. Cause in Cyseal it's not explained yet, nor have the counters, yet over there you've been well informed about it AND have actual cures. Not to mention a boatload more HP?
But strawmen more please.

It's also not necessarily explained in Hiberheim. That's the whole point of my suggestion, you know. You can easily go to Hiberheim without ever hearing of rot or Tenebrium before. At least that's my experience since I visited Silverglen not before I cleared all Hiberheim. Also the enemy levels clearly indicate that you should visit Hiberheim first before you for example clear the Luculla mines. You even meet an NPC at the first entering of Luculla Forest who directly leads you to the White Witch's cabin. And since that is also the main quest there is from a story perspective no reason or at least no need to visit Silverglen before Hiberheim.

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16. I don't think you know what I mean with "bugfix, not suggestion"... I agree, there's nothing to say about it otherwise since it's a bug, not something subjectable.
Short temper much?

How do you know it's a bug? But even if it's just a bug I thought it's worth to point it out. I don't see any reason why you instead have to criticise me for that in my own topic. Being hostile all the way?

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17. There's the tutorial dungeon? Let me know when you arrive in Athkatla in Baldur's Gate II that it pointed you exactly where to go rather than leave you in the dark with just the inn mention (like here the legion mention). Oh wait, there wasn't?
And no-one cried out loud on forums demanding so.

You have a point there. But in my experience the journal in BG2 gave a lot more information throughout your quest than D:OS. I also don't see your big issue with adding a dialogue line for people who want a bit more information about the region. How would that make your game inferior in any way? I really don't get it...

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19. Well, I did read the title and the few replies after it mentioning "yeah, 19&20, I want to do stuff after boss"... so yeah, maybe I interpretated it wrong due to those posts. I don't object to more hidden content or side-content, doesn't need to be bosses though. But seriously, who WOULDN'T say yes to more content. The downside of that is of course developers need to make it (without getting paid for it if it's patched in instead of expansion/DLC), and whoever works on that can't on resolving issues in the existing content. So gamer wise; "Doh, yeah, of course I want that" but from a dev it's a more weighed decision wheter it's a good idea or not.

Well, that's up to Larian to decide whether it's wort or not to include it. If they think so, more power to them. I'm only giving feedback here. And my point was that these high level enemies were some of the core experiences I even remember today from playing e.g. BG2. They had some fascniation because you always wanted to beat them. That was another "meta-level", you didn't only got stronger to continue in the storyline but also to finally get the means to kill them. Part of the fun was that you could find them quite early on. In D:OS you can't really find really "high level" enemies until you enter their linear story area. That is kind of disappointing and even takes away from the immersive feel because every region is stricly structured in enemy levels. There is also this sense of danger missing when entering a dungeon because you always know that the enemies are never more than two or three levels above you and that you would have to kill them anyway sooner of later. I miss these totally optional dungeons with high level bosses which don't interfere with the main story or important side quests in any way. In D:OS instead you will meet almost every enemy sooner or later in the game which imo has a bit too linear feel... wink

Last edited by LordCrash; 10/07/14 05:32 PM.

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