Hello, dear Larian
Here is my big list on what I think should be changed/imroved. More incoming, I'm trying to split it all by one theme in a post. Sorry for repeating some points that been told by someone already, but I'm really willing to add some actual suggestions, solutions, explanations in most cases and don't want them to get drown in comments of other topics. Consider this one my open letter.
Immersiveness and realism.
1. Combat, movement and theft logic.
1.1. Arrows should not create surface much bigger than space right under their original target.
The flasks on arrows can't be really big, so it's just some amount of acid/burning oil/freezing component that dripped of the target. Gaz/fog is another case, more likely it's some explosive reaction creating gaz, so it can be a little peace of something that makes a lot.
1.2. Dipping short melee weapon should cause dexterity check and damage from the surface in case of fail.
It's really possible to burn your hand if you're dipping a knife in burning oil. Ranged weapons are exceptions since it's bolts and arrows we should dipp. And I don't know how clumsy you must be to fail dipping something long.
1.3. Common food shouldn't be consumable during the fight. Or not all food at least.
Turns in this game are short and it's hard to imagine someone eating whole plate in the middle of a fight in a few seconds. Chewing an apple... maybe.
1.4. Healing effect on common food should be replaced with really slow regeneration effect.
It should address the logic "eat well, get well", but shouldn't turn food into another kind of magic, which makes healing potions lose their value.
1.5. Changing weapon should consume bonus action point.
It's not like we are making our weapon change it's shape at whim, so it's something to take time for.
1.6. Enemies could use a bit more caring for their hides, like not trying to run through fire to our characters, hiding and trying to escape if things are obviously not in their favor.
Basically they should use same arsenal of smart moves (use of invorement as well) that we have. It will make fights more interesting and beliveable. So far I made marauders in ruins burn in a turn or two, just because they were way too determined to kill Shadowheart standing behind the fire first.
1.7. Grenades and spells that do not cause damage themselves, shouldn't turn friendly NPC aggresive.
I just dropped a bottle of water, why so angry? Plus some spells are meant to help stealthy characters distract NPCs, not start a fight with them.
1.8. Please, replace stealth-break effect from all not damaging spells with stealth check.
As said in previous point: stealthers do use spells for distraction in D&D. And not being able to cast in stealth makes Arcane trickster way less appealing than in table-top.
1.9. Please, make NPCs aware of them being robbed again like in D:OS2 only partially. Excluding their inevitable assumption that it's our deed.
It was nice to have NPC not being clueless dummies and some additional chalenge for thiefs. The only bad part about it was that somehow NPC would always think that it's us who robbed them. So make them searching for a thief, but not just the player character. And maybe allow us to lie to them how we caught the thief for a bit of reward?
1.10. Please, fix throwing small creatures at enemies to not being inevitably lethal for creatures.
Creatures are not rocks, they have there own agility, some of them do jumping on big distances every day, so they are quite used to hard landings. But a creature that survived the throwing actually can add some depth to the combat by panicking and hampering our enemy moves. If you ever dealt with a panicking cat, you know what I'm talking about.
1.11. Please, allow us to climb on all tables and flat chests, like you did with crates.
It's strange and inconvenient that we need to search for particular type of furniture to climb on. There surely enough place for a grown up person on all tables and chests I saw so far, but alas the game tells me that there is not enough even when I try to jump on them.
1.12. Remove the ability to put big crates, barrels and chests in inventory. Strength shouldn't matter.
The inventory supposed to represent our backpacks, pockets and belts, it shouldn't be possible to put a ~50 liters barrel in a backpack, considering how they look in the game. And even if we are lucky enough to have the very special backpack that is big enough to contain such a big object, it would create considerable hindrance for climbing and fighting. Also It should address those "way too much cheese with barrels" concerns.
2. Conversation and cutscenes.
2.1. We should be able to use what we have in our inventory for a conversation.
For example making someone dying drink a health potion instead of casting healing on him (saving Findal).
2.2. If an NPC lies to us there should be insight check always and always with logical responce if we pass the check.
Nettie's "cure" was one piece of being artificially clueless for my drow rogue, while there should be insight check with 1-5 difficulty since Nettie nearly confess herself. Also that moment asks for knowledge check before we ask "What is it?". Some characters may be able to recognise the sting.
2.3. The cases when we are going to kill currently friendly NPC should be solvable throught dialog.
Like poisoning or luring into a trap with passing a deception ("Have a drink", "I need to show you something") and/or dexterity ("Oops, sorry for that (poisoned) niddle") check. Right now I feel really stupid coming to Kagha and telling her "I'm asked to kill you" to start a fight, while I have some deadly poison and wine with me.
2.4. Mitigate shoked and happy facial animations, please, or even better make it possible to choose our emotions somehow.
It seems inconsistent when my evil Lolth-sworn drow jokes around about how drow kill kids more often than enslave, chooses to entirely ignore little tiefling-girl problem and then stares super-shoked at her corpse.
2.5. Please, improve companions and coop-comrades involvement in cutscenes and conversations.
Make us being able to tell them to deal with some talking through dialog option and make their own dice-rolls. Also in some cutscenes companions seem missing, like when I already have Shadowheart, Gale, and then stumbling on Astarion with his knife and those two not even shown worried, not making a single move to help (Shadowheart maybe, but Gale doesn't strike me as the type).
2.6. Make companions more eager to talk.
If they want to talk about something right now, comment on current situation and we are free to talk, they should talk. If wouldn't click on Lae'zel and Gale I would never get their outbursts after Nettie's incident, but in reality that's something they would do without me asking.
2.7. Please, make companions more lively in the camp.
Calling me if they want to talk, talking to each other about our little adventures, walking around, keeping the fire, whatever, but not just playing same animation over and over.
2.8. Companions should approve/disapprove what we choose to do, not what we got on dice. If there are numbers somewhere behind approves, the failed attempt can be approved/disapproved less than succesful to adress that our little evil company loves succesful people more.
It's just how relationships work. We do not dislike someone, just because someone else didn't listen to his persuation attempt.
2.9. Either remove approvement/disapprovement for not very impactful deed of ours for companions that are not with us, either show us how they got to know.
It's cool that they know. It's strange that they know literally everything.
3. Overall immersion moments.
3.1. Please, improve camp connection to the rest of the world.
In your previous games I really loved how you did it with Dragon knight tower, End of Times, Lady Vengence. And while current camp is mostly the same thing, there are some points missing. In previous games we would be lead to find the place, make that place our own, expand it. And we would be able to rest somewhere else. Right now the camp is some kind of poket dimension we create somehow and then it changes on it's own, and we can rest and have a bedtime chat only there. Would be great to make the camp be found on the actual map after some kind of conversation that it's getting late and we need some safe place to sleep, that could also come with some explanation why we wouldn't rest in some other places. Moving to new region? New camp, with new apperance. In Baldur's Gates itself I would even imagine some appartments instead of camping in the forest.
3.2. In case you'll make body types for player characters NPCs should get their variety as well.
It'll really improve their individuality, allowing us to recognize them more easily without even looking on the names.
3.3. Please, add day/night change and schedule for NPCs.
The game really asks for it now with vampire spawns being a thing - feeding time! Also night is a good possibility for those killing friendly NPC attempts without getting whole camps against us. Also it can be one of instruments to address point 3.1. of this list. Maybe tie the cicle to some quest points instead of clock, it can make it easier to increment "Find your camp" quest.
3.4. Weather changes would be cool.
You know without me that weather is a great tool to add some mood to the scene. But random weather even better, when you want to add some uniqueness to each playthrough.
Last edited by vometia; 24/10/20 12:43 PM. Reason: edited at request of OP