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Hi, I was a hardcore Divinity OS 1 player and noticed a few things that could be greatly improved in the 2nd.

  • When moving in combat, utilize the UI Ground-Dot-Trail to indicate the required AP to move that distance. aka PUT A BIG DOT ON THE GROUND to indicate AP cost.

  • I really want a SELL Bag to easily sell stuff to vendors. In Div OS 1, you have to either empty the bag or sell the bag itself.

  • Please put a hotkey bind for Bartering with NPCs.

  • Making sure you have an odd number of Speed in Div OS 1 was very annoying. I really hope Larian finds a way to mitigate this problem with Memory.

  • Need a UI separator for certain amounts of AP. In Div OS 1, there was a vertical line/art every 4 AP. This easily helps clarify how many AP you have.

  • I dislike that characters turn around if you miss a backstab. It doesn't make much sense.

  • Missing Backstabs in general doesn't make much sense.


That said, I LOVE the fact that each character has their own story.
LOVE the splitting of combat and non-combat stats.

Last edited by vometia; 17/09/16 07:10 PM. Reason: formatting
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I agree on all those points, they were things I hadn't really made much effort to notice 'til now. Though I'm sure there already is a trail on the ground showing where the character is going to move during combat?

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Originally Posted by Plumpbiscuit
Though I'm sure there already is a trail on the ground showing where the character is going to move during combat?


The small dotted trail is there but, right now, it's difficult to judge how far 1 AP in movement takes you. I was suggesting adding a BIG dot in that trail to signify that you need to spend another AP to move beyond that point.

Would look something like this.
* * * * O * * * * O * * *

Last edited by vometia; 17/09/16 07:11 PM. Reason: formatting
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A couple other suggestions that have bugged me since D:OS 1.

Not being able to double click the map screen to zoom in on that area.

Not being able to easily switch weapons. Especially annoying for rogues who should be able to switch from crossbow to daggers mid fight without having to spend an entire turn's worth of AP or opening the inventory screen. Have Dragon Age style alternate weapon sets with a 1 or 2 ap activation.

Being able to accidently click the ground underneath an enemy when their animation causes them to jerk about and subsequentally wasting an entire turn. Perhaps have ctrl be a "sticky" attack button so it will lock you on to the nearest enemy to the cursor.

Not being able to read the enemy status descriptions on their turn bar avatar.

Having to manually attack doors every hit. If I tell my lizard to kick a door down he should assume I want him to keep hitting it until it comes down and not need me to repeat the order after every hit.

Last edited by Bhazor; 17/09/16 11:08 PM.
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Missclicks are definitely a major annoyance of mine. I think a good idea would be if they made it so you could cycle targets with the arrow keys, since currently wasd and arrow keys both move the camera.

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Don't really think you need an AP separator when the AP in this game only goes up to 6. It's a small enough amount that you can easily see how much you have without a separator. It was needed in the first game because you could easily have 16, 18 or 20. I've never had any trouble telling how much AP I have here at a glance.

The other stuff I mostly agree with. Some other suggestions:
- Would be nice to have a weapon switch toggle. Switching between ranged/melee weapons on a rogue or 2H/1H+shield on a warrior would be pretty handy. On mages it would help if you run into something immune to one (or both) of your wands.

- The crafting books should unlock the recipes they describe when you read the book. I thought this is what they were going to do when I read them, and it was a bit strange when they didn't.

- I feel like Phoenix Dive should give 2 turns of fire immunity - or, alternatively, the fire surface should only last 1 turn. It's a bit odd that your immunity to your own fire disappears before the fire itself disappears. So Phoenix Dive > end turn means you damage yourself.

- The curse/bless interactions seem a bit wonky at times. At one point I was in a fight which had a cursed oil puddle and cursed fire terrain in contact with each other. So I cast Bless on the oil (to get rid of that horrible "explode on move" effect) - it removed the curse, turning the oil into regular oil, which immediately caught fire, damaged everyone standing on it, then immediately merged with the cursed fire surface and became a giant cursed fire zone. The end result was that blessing a cursed area essentially had no positive effect and in the end didn't even remove the curse: that doesn't seem like it's working as intended. Seems like it should have been a bit better than that? Would have been nice if it at least prevented the area from being immediately re-cursed for 1 turn or something.

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Originally Posted by KaelanBG

- The crafting books should unlock the recipes they describe when you read the book. I thought this is what they were going to do when I read them, and it was a bit strange when they didn't.


I don't know, I like having to read the recipe and work out how to follow it. I can understand others getting annoyed but to me its kind of satisfying to work out the more cryptic recipes that only hint at the ingredients or outcome. Perhaps move them to the crafting panel but include the flavour text instead of just listing the ingredients, then add the ingredients to the top of the recipe once you've made the potion/item for the first time.


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