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#702834 17/10/20 12:05 PM
Joined: Oct 2020
Location: Denmark
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Azenya Offline OP
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Location: Denmark
I just reached the end of the early access content. I love the game, and the Divinity meet DnD (although the DnD stuff for me is back in the 80's).

I know that we are still early in the public version, but there are things I think are missing in the game, and these are:

Dices: Looking back to the 80s and playing DnD 1'st edition. The thing I remember the most is the glasslike red transparent dices I've got to my birthday. Ohh my the game felt personal, because of those dices. I loved them, and even more, when they rolled a Critical hit on that big Ghoul in front of my beloved character. I would absolutely love more dices in BG3. 1d4, 1d6, 1d6, 1d12, 1d20. In stead of a percentage I would love a hit die, and me rolling for that hit. The percentage to hit, is not transparent enough, and the miss just feels like your computer hates you tbh. But a roll on the dice... I think you get the picture. More dices in game please. Also for the checks.

Gear: Not much to choose from, and I hope the amount of gear will be alot bigger, as the ability to tweak a character is not possible right now.

Movement: The pathing is not working very well. Often you can't really determine if you can move into melee, of you should make a ranged attack. The jumping is way too big a thing in BG3 right now. How the team is positioned when the fight starts, should be divided in two. If the party is moving in to attack on purpose, or if the party is surprised. If you move in on a planned attack, you should get a some form of control over where your party is when the attack starts. Parhaps something initiative based?

Spells: If your spell is potential harmful to your teammates, you should at least see a graphic on the AoE. Like you do with the "burning hands" spell. The player should be able to see how many time a spell can be used i the fight. I often wondered why I could use a spell three times in one fight, but in other fights not at all. A rested bar, or mana pool, or some other indicator idk. Too many classes are using the same spells, that is not how I remember DnD classes from back then? Is that how it is in modern DnD?

More classes: I would love a priest (caster healer) a necromancer and more tank classes with different take on gear and weapons.

Better inventory management: When you send gear to camp it disappears, and there are no way to get it is you manage to find a trader.

Better dialog management: Who in the party is needed in the quest line. That person should do the dialog. One line NPC should not get zoomed in on.

Best person for the job: I remember the dungeonmaster back in the days would say: "You look down this rotting stairwell. Fumes of rotting flesh, and wet tree fills your nostrils. The darkness is like a wall". "Who will that the first step?" (party discussion) The person with the best skills in wisdom (or whatever it was needed for these things) was to move first. "or roll a 1d20 to see if you pass the check. If you did the party detected the deadly steps, and if you didn't something bad would happen. By this meaning, that you should be more in control of who have what skills, and when to use them. Now i BG3 its just the one you selected who moves first.

Crafting: There should be crafting in the game, and a cleaver way to see recipes and reagents. World of warcraft does that in a nice way.

Better quest tracking: The big yellow markers are somewhat difficult to use or bugged.

And the last one - because erotic is an undertone in this game (you choose a person to be in these dreams when you create your character). When a woman lies on her back (this dream girl), her breasts are not shooting into the air like a torpedo - just saying!

That was my feedback - not sure anyone in the devs team is reading it. But I did my part, by buying and playing the early access, and submitted the feedback.

Keep up the good work, and I look forward to more content.

/Azenya



- If its not eaten - then eat it! -
Azenya #703635 17/10/20 07:29 PM
Joined: Oct 2020
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when you send gear to camp there is a chest there and the gear goes into the chest.

i agree that the pathing is not very good. if i go around the acid, my companions walk right through it, for example.

i am finding the combat incredibly frustrating. for example I had astarion standing behind an enemy with hit % of 90%+ and still missed. how can you miss when you are behind someone? do they have eyes in the back of their head? I miss SO MUCH even when high percentage is shown, while the enemies are hitting me over and over and raining fire/acid bombs down, it just seems highly unlikely and unfair. I am spreading out my party and using height if i can, etc., but i find the limited amount of things i can do in one turn makes it difficult also. i have seen that this difficulty is basically the equivalent of hard (i can't remember where i read that) so I am hoping that when there are easier difficulty levels some of this will no longer be a problem. My ego isn't so fragile that I won't play on normal or easy - i would rather enjoy the game and not be frustrated by getting my backside handed to me over the course of a 30-minute battle.

i agree, good gear is hard to find and/or more expensive than i can afford but we will see if that is tweaked.

I would like to be able to add a marker of my own in order to help me go in the right direction toward quest markers, etc.

i think more classes are coming as the early access continues, according to the community updates.

i am enjoying the dialogue scenes with companions and the companions are interesting, though mostly hate me lol. i am hoping for more to choose from as we go.


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