General:
- More keybindings for everything: Melee Attack, Ranged Attack, Special Attack, All Bonus/Normal Actions like Jump.
- Unlink on stealth, have a keybinded unlink/link all and unlink current character.
- Get auto-jump working for companions who are following you.
- General Gameplay tips on loading screen.
- Unique dialogue when you can't reach an object to also say something like, "I wonder if there's something I can step on nearby" as a natural in game hint on how to get around height limitations. I carried around a box with me on my dwarf to reach the top shelf stuff.
- Sheaths for weapons.
- A much more visible xp bar
- Be able to search inventory, also the sort feature is not nearly obvious enough.
- Be able to select multiple items to send over to another party member.
- Keyring, automatically collects keys in your inventory, ideally even removing them after you use them because they no longer have a use and become clutter.
- Not really mandatory, but it would be nice to have some sort of potion/scroll pouch that acts similarly to keyring.
- From my experience playing RPG my entire life, generally people like 1h weapons to be on their waist, and two-handed on their backs. Currently many objects that should be on waist are on their backs, like shortswords.
- Way too many things are bound to spacebar. Remove selecting any dialogue option or accepting a level up, those should specifically be click only or numbers on your keyboard to prevent accidental skipping.
- Switch default keybind of switch to turn based and back to real time (space and shift + space). This way if i accidentally hit space for whatever reason while traveling i'm not thrown into turn based for no reason. This has happened to me dozens of times and is extremely annoying.
- Make lockpicking a dice roll, not a time bar.
- AI targeting needs to be way more than focus whoever has lowest AC
- Cantrips that can effect both targets AND create a surface effect should do one or the other. If i cast it on the target it does damage and either makes them prone or sets them on fire, but if i cast it at their feet, it creates a ground effect.
- Tone down fire surface effects (i'm not going to beat this dead horse further)
- Remove explosive barrels in areas that don't make sense plot wise (for instance the goblin camp, or the tutorial would be a good example of proper presence of explosive barrels) Having them in random fights simply because there are multiple enemies is both lazy and disappointing.
- Remove most of the box/barrel clutter, it's simply too much in most cases and actually takes away from the scenery and beauty of the game.
- Empty boxes and vases should by default show (empty) if they are. This isn't super immersive, but there's a lot of people who have a NEED to look into everything, and it drives them crazier than they already are when they have to look through 20 vases, 40 boxes, and 10 barrels to find 4 gold and a spoon.
- As it stands people automatically notice their items have been stolen even if I pass my rolls. Make it so the person you steal it from has to pass a perception check to even notice if they're missing something, not automatically after 5-10 seconds.
- Optional 3rd person camera
- An in-game setting that either adds a number conversion to dice roll, or replaces it in the settings. So one setting would be d8 (1-8) and another that would turn 2d6 into 2-12. This keeps the default true to DnD, but helps people who are very ignorant on the system/don't like doing elementary math. This makes it far more accessible to a larger audience, and can allow a smoother transition for people into the dice system.
- /dance
- As it stands it's very easy to accidentally click on the surroundings when you're trying to cast a single target spell on a creature. The main reason for this is the camera will move by itself in combat. Either have it so spells that can only effect creatures can't be cast on the ground (like guiding bolt) or make it so i have to double click if i want to attack something that's not a creature.
- Approval/Disapproval should not work if the member is not in your party, or within reasonable range of the dialogue.
- Portrait system where we can either have the 3d model or custom pictures.
- Some indication if a leap will cause you to go prone.
- Add a magical item somewhere earlier in act I that gives Speak with Animals, preferably paired with an animal related side-quest.
Dialogue
I realize most of this is incomplete, but I thought i'd mention it anyways to ensure it's a least addressed.
- As it stands many interactions don't make sense depending on your race/class. I'd focus mainly on Shadowheart and Lae'zel in the short term as these two tend to be the most blatant.
- Shadowheart: Really enjoy how Drow and Gith radically change the tone of your meeting, and I want more of it. The problem is Shadowheart largely ignores your race, especially Gith after you recruit her. It makes sense if she warms up to you as a person and seeing past your race, but that transition currently doesn't exist. It becomes incredibly immersive breaking when she's racist towards Lae when you yourself are a gith and she completely ignores it.
- Lae'zel: she needs more gith specific dialogue, there's so much untapped potential here.
- Half-Elves should have more full-blooded options as well. For instance a half-drow and drow playthrough are DRAMATICALLY different, even though it really shouldn't be. As a half-drow it makes sense that you might pull much harder towards drow than human, so it should but up to the player to choose those options or not. I still respect that a half-elf should not have all the dialogue options a full blooded drow does, but there should definitely be more crossover, especially since others might not even be able to tell you're only half.
- Half-elves seem to not have much variance between them, despite how different their heritage can be. I think would be addressed by the above however.
- Some races have way more dialogue options than others. Granted this is completely normal, but some races like dwarf and halfling often feel barren in this regard. You don't need a special option with everyone you talk to, but it should be common enough that you feel like your race feels like it has impact with the people around you, even if it's just how you're addressed. This is more important in regards to companions as that's where the bulk of people focus on dialogue. You can get away with a lot less on random people if for instance you give Lae'zel insults that vary depending on your race. It's the small things.
Evil Path isn't really Evil
The main issue I had with this playthrough is that there's zero motivations for doing so and it often feels super irrational. I feel you'd have to be some sort of chaotic evil for any of it to make sense.
In fact I felt it made more sense to betray the goblins as an evil character than to help them. There's just something fundamentally missing here. This is especially true with the presence of the shadow druid leading the grove, it feels like you're leading a bunch of goblins to kill another evil faction, whereas helping Kagha isn't really a plot path, nor does she give you any motivation to do so.
I don't have any elegant solution for this, i just think it needs a lot of love narratively speaking. I feel what happens if i choose to be evil is there, but there needs to be WHY am i choosing those options.
Last edited by SVNihilist; 16/10/20 10:39 PM.