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#591261 03/10/16 11:20 PM
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Numotiv Offline OP
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Hey everyone, thought I would start my own thread about my thoughts and bug encounters.

Quick note I was an early access player from the original and have purchased number 2 simply to support a great dev. I do not intend on playing a great chunk of the game until its released. I will test now and again though.

Early Thoughts:

Pros -
Character models/graphics in general are incredible. Much improved over the original. Especially the characters.

UI has a great redesign. Each iteration has been better. First the controller ui fro EE and now this.

The inclusion of back stories/other races

Single starting character. I tend to "relate" or become immersed with a single character. As such my secondary character on the original was nothing more than that.


Cons -
Dialogue system. I can understand the direction. I'm just not a fan. I prefer first person and VO.

Custom characters lacking back story. Instead of having specific stories for specific characters come up with a hand full and let us assign the one of our choice to our custom character.

Missing features from original such as inventory sort. (I assume this will come but still an early con)

Bugs -
General typos

Wish List -
More in depth character creation.

More direction. I understand the direction of not holding your hand and encouraging exploration but add some details to the log for less hardcore players. Even if it means classic gets these *hints* and the higher difficulties do not.


More to come. Very polished experience other wise for an alpha.

Last edited by Numotiv; 03/10/16 11:23 PM.
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Direction is something I feel they need to improve on. There's multiple ways out Fort Joy but none of them are made obvious because the game mechanics aren't fully explained and able to be explored. Plus alot of NPCs/enemies are powerful and some exits require fighting them so it's more frustrating than fun figuring it out.

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Originally Posted by Plumpbiscuit
Direction is something I feel they need to improve on. There's multiple ways out Fort Joy but none of them are made obvious because the game mechanics aren't fully explained and able to be explored. Plus alot of NPCs/enemies are powerful and some exits require fighting them so it's more frustrating than fun figuring it out.


I couldn't agree more.

The number of pubs that I've seen end because the player leading could not figure out where to go is downright frustrating, and probably deserves its own individual post to be discussed. My friend radicalKickflips literally just gave up and asked me, and Firion sat there and looked it up for 15 minutes, addling himself with the density of the guides. Others just left. A few did figure it out, but it was almost always by means of Gawin's quest, which means
losing the Aerotheurge salesman.

Griff should definitely give you the oranges quest if you ask him for quests, IMO. Making it so you have to talk to the elf in the cage instead is kind of counterintuitive, to me at least.

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Partwise DOS is far to old school regarding quest systems.

Sometimes you even don't have a clue what happened or what will happen.

Shriekers were also an issue, you could sneak at them to kill them, but if you got to close they could still kill you.

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I like the lack of direction actually. Means secrets and alternatives and so on are that much more rewarding/impactful when you do manage to find them or figure something out.

Tying the level of hints and direction with the difficulty could be a good alternative. Players like myself, who only want Tactician or higher, would get nothing and players who want more direction could go to classic or lower.

I'd like to add though that I think Honour mode should things special to it. Specially difficult quests and optional encounters. Special handcrafted items. A player willing to go through that torture and spend hours and hours and hours and days and weeks challenging himself till he manages to beat it should get something more than just tactician with a special mentions at the end on Steam. Ideally, each increase in difficulty should add something to the game...something to make it that much more

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The main issue with the lack of direction is, if a series of quest gets broken because you made some encounters to early/in the wrong order. That was a problem in DOS and I think is still one in DOS2.

And the problem with higher difficulties is probably the randomized loot, making it hardly worth.

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Just a follow up to the direction thing. Maybe in the gameplay section of options add a check box for it.

Things it can add are map markers at the specific location or npc.
More detailed information in the log or even a quest tracker.

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Originally Posted by SlamPow
Griff should definitely give you the oranges quest if you ask him for quests, IMO. Making it so you have to talk to the elf in the cage instead is kind of counterintuitive, to me at least.


I'll disagree on this: The reward for finding Griff's supplies is that the elf will go free.If you never talk to the elves in the cave or cage, what would be your agreed-upon reward for taking on that quest from Griff? If you don't know about that elf, you have no interest in freeing him.


Originally Posted by aj0413
Tying the level of hints and direction with the difficulty could be a good alternative. Players like myself, who only want Tactician or higher, would get nothing and players who want more direction could go to classic or lower.


I'll disagree on this too. Combat and quests are different things. Tying quest hints to chosen level of combat difficulty doesn't make any sense. Just make the quest log more useful and ensure that clues you discover through dialogue are recorded in the QUEST, not only in a conversation log.

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We did the quest, found the supplies, refused to be a rat and had a huge fight. At the end the elf in the cage was dead, but I'm not even sure how he died. frown


He was not talking about tying it to your level, he was talking about tying it to your difficulty: explorer, classic, tactician.

but I support, that the quest log should record better, discovered stuff.

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I'm mixed. I found the elf in the cage (or rather talked to him) very late in the game; I had visited teh cave first so when I found him i knew who he was. However, I found 3 or 4 ways out and none of them were terribly burdensome. In fact the most frustrating one was where I was suppose to meet a guy on the cliff; i went there and escape via that route (then went back to escape by boat because I was looking for some hidden thingy to free some stone thing) but that quest never closed because somehow I didn't find the guy i helped escape (the one who wants the teleport spell).
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Anyway I'm pretty dense but i didn't have to search external sources for a way out of fort joy. Having said that I have no clue how one would know to bless pigs but give blood to burning man (which are opposite solutions for two burning entities - but i'm sure there is a hidden logic somewhere).

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Originally Posted by Stabbey

Originally Posted by aj0413
Tying the level of hints and direction with the difficulty could be a good alternative. Players like myself, who only want Tactician or higher, would get nothing and players who want more direction could go to classic or lower.


I'll disagree on this too. Combat and quests are different things. Tying quest hints to chosen level of combat difficulty doesn't make any sense. Just make the quest log more useful and ensure that clues you discover through dialogue are recorded in the QUEST, not only in a conversation log.


Oh didn't even think of it that way. Mm, when I think of hints though I was more pointing to like pop ups that say try talking to this person, or arrows on the map, or other things like that. Not clues you discover yourself and the game keeps track of in a journal or something.

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Originally Posted by meme
I'm mixed. I found the elf in the cage (or rather talked to him) very late in the game; I had visited teh cave first so when I found him i knew who he was. However, I found 3 or 4 ways out and none of them were terribly burdensome. In fact the most frustrating one was where I was suppose to meet a guy on the cliff; i went there and escape via that route (then went back to escape by boat because I was looking for some hidden thingy to free some stone thing) but that quest never closed because somehow I didn't find the guy i helped escape (the one who wants the teleport spell).
-
Anyway I'm pretty dense but i didn't have to search external sources for a way out of fort joy. Having said that I have no clue how one would know to bless pigs but give blood to burning man (which are opposite solutions for two burning entities - but i'm sure there is a hidden logic somewhere).


You should find the corpse in the slaughtering grounds where they create the meat golems. At least if you weren't there before helping him escape, not sure if he would still appear there otherwise. But even finding the corpse does not seem to complete the quest.

Blessing the pigs seems to pretty easy, I tried blessing the burning man, but that didn't help. So that is less obvious in my opinions as well. Thought both fires need the same solution.


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