Originally Posted by Frumpkis
Originally Posted by Firesnakearies
Yeah, I've definitely had times when I had a Perception check and then couldn't figure out what I'd allegedly spotted. Needs improvement.


I think Larian wants these brief perception check animations to be a hint for further investigation, not a full explanation of what happened.

Sometimes it's explicit, like a successful check showing a brief glow highlighting a gas vent on the floor. Other times, we're expected to hunt around the area with the mouse to see what shows up under the mouse pointer, like a classic 2D Adventure game. Sometimes that works, but other times what we're supposed to find might be hidden from view due to camera rotation.

I like that we need to do a little work scanning the area sometimes, not just hitting the Alt key for a pop-up. But it needs to be a little easier to mouse-hunt for the reason in some of these locations.


That doesn't quite work though. For example, the button in the trap room in the ruins. You spot it and it is a button. Apparently it turns off the gargoyle heads shooting flames, but you can click it multiple times and each click gives you no feedback what it does and turns the trap on and off, again. So it is fully possible for players to click it. Nothing happens, which is normal in BG3, then click it again. Nothing happens, so you just assume whatever you did was either working or not. There is no connection to be seen between the button and the gargoyle heads, especially since you will find the button before you find the heads in the room.
Additionally you can not really investigate further, because there is not textual audio or visual cue, that the button is connected to these and what it does. So, even if I acknowledge that these are supposed to be a low level riddle, it does not work, because the feedback is so poor that in order to realize what the button is for you have to reload the game.