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#649950 25/09/18 02:22 AM
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Here's a list:

1. Sound cuts off for sound fx and restarting game is the only fix I could utilize.
2. Camera doesn't zoom out far enough. I can't see what is happening when enemies are sprawled all over the area. I also can't see how far certain spells coverage area is, so it's a limit to tactics at times.
3. Zooming in via camera should allow me to see to a vantage point in the area/map, not the ground around the selected character's feet. Even other tactical / turn-based RPGs have done this with the camera. The view could simply rotate vertically so I can see line of sight, horizontally.
4. What do I do with inert stones? Those could be of use.
5. A few ways to improve the interface of inventory: stop the resetting of cursor/highlight-box position to the top-left on certain actions, allow h-box position to go to first column when moving past the last column to the right, stop the resetting of h-box to the main inventory from backpack when selecting to "combine with" an item in backpack first, allow every item that is the exact same to be stackable, add a few more sort functions to inventory/backpacks (crafting level(s), spell level(s), item/weapon level(s), and sub-type).
6. Make more food recipes, and make spoons/forks/etc usable so certain recipes are only consumable with the proper utensil.
7. Change search function (the expanding yellow circle) to be functional while moving, not only standing in one spot. Add a spell or something (perhaps range increases with perception) so it's more valuable. This would work well with a zoom-out further with the camera capacity.

8. Make magic scrolls writable with a combine of "sheet of paper + magic ink pot and quill". If worried, make level of spell writable based on intelligence and current school point level (e.g., hydrosophist 3).
9. Allow up to 10 action bars to be filled.
10. Increase telekinesis ranges for each point by about 2x, except first 2 levels.
11. Make more objects and things destructible via spells and attacks. More interactive too (water arrow extinguishes a torch, static cloud stuns characters in contact with metal).
12. Make more crafting items available: earth resistance potion for quake arrows, water resistance potion for ice arrows and drench grenade or something...
13. Add another element or substantive resource/material: cosmic, kinetic, a specific type of magic substance, etc. (if you can think of one)
14. Make more spells
15. Reduce the cost of some spells by at least 1-2 AP

The game's kinda broken in terms of certain bugs and limits. An update could fix a number of issues. DLC could extend the playability and fun.


preston42382 #649952 25/09/18 05:41 AM
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Which version do you play? (Windows, Linux, console …)

I know the sound issue from the Linux version. Aside from restarting the game, loading a save game also fixes the sound for me (until it's gone again, mostly in prolonged fights). Did you try that? It isn't much of a fix, but a simple quick save and quick load is better than a whole restart.

Raban #649976 25/09/18 11:53 PM
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I was playing the PS4 version. I tried quick load and it didn't work for the sound issue. I think it is likely an issue with overlapping sounds. When I had all volume levels at 100 from the start, I didn't encounter the problem. Soon after I changed the FX, voice, and ambient volume levels to 50 each, it happened. Neverwinter Nights had a bit better camera function in terms of zooming in and out, but these types of games often have problems like that. It's probably not difficult to change in a patch or update, and it deters me to getting the sequel, among other things. Same goes for Battlefield games these days. They're so redundant, I can't understand why they don't make them more in-depth and expansive in terms of interactivity, more weapons and items beyond the guns than there usually are, don't get rid of the stupid bleed-out system, why load times are so long still, and lots of maps have such a dull backdrop and encroaching boundaries. Tactics are slim nowadays in games, and so is climactic action.

preston42382 #649979 26/09/18 05:52 AM
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Originally Posted by preston42382
I was playing the PS4 version. I tried quick load and it didn't work for the sound issue. I think it is likely an issue with overlapping sounds.

It's unfortunate that quick loading doesn't fix it (if only temporarily) like it does in the Linux version. I also think that it may have to do something with too much sounds or too much going on at the same time, thus its prevalence in combat, at least in my version of D:OS.

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Neverwinter Nights had a bit better camera function in terms of zooming in and out, but these types of games often have problems like that.

I can understand this to some extent, because a very low camera angle would also widen the visual range, requiring more (potential) processing power and thus, it would increase the system requirements of the game. This is also the case with a higher zoom out factor. Another matter is that if you could lower the camera so much that you could see the ceiling or sky, those had to be designed too in every area, although only for a certain group of all players (well, NWN simply ignores it to some extend or covers it with fog, but that is an imperfection some devs wouldn't want to accept in their work). In a nutshell, you don't need to fill a box that no one has a key to.

Of course I also often wish for more camera freedom, but I can understand its limits in games with a top down view.

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It's probably not difficult to change in a patch or update

Ah, don't fall into that popular trap. In almost every documentation of game development, it is stressed how much of the dev process consists auf cutting features the devs would have wanted in their product, but just didn't have the time or resources to include. Or vice versa, failed projects often suffered from "featuritis" and the inability to deal with it accordingly.

That said, the simplicity of a modification varies vastly with its implementation and the overall code. I don't think anyone who's isn't involved directly can judge its complexity.

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Same goes for Battlefield games these days. They're so redundant

But alas, most of them sell very well. So there's not much motivation for developers and publishers to change them, but a high risk of killing a winning horse. A sad truth with a wide number of media, e.g. movies, tv-shows, books, comics etc.

preston42382 #650076 30/09/18 05:25 PM
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Well, I think some of the art in DOS:EE is really cool. Have you ever played Lichdom Battlemage? I tried it again, and forgot how slow the fireball casting is, and how systematic and over-complicated the magic system is for its limitations. The graphics, art, much of the motion and pacing is really good though. I don't understand why certain games have a ton of great aspects, and then one or two that make them mostly unplayable. Battlemage is one of those. I think there's a bit too much mimicking of the so-called greats happening in current games. One of the latest examples looks like a direct knock-off of Twisted Metal, complete with an insane clown character driving an ice cream truck. And it's not called Twisted Metal. What the f gives?


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