Larian Banner: Baldur's Gate Patch 9
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From an old fan of BG1&2

Basic setting point of the game is perfectly in the BG spirit.
- you are lost, confused and far from home
- a huge power intends to use you and you are tempted to use it
- the world is waiting for you, with indications where you should go, places you should not go (or to consider it a challenge a go nevertheless).

For the rest, the EA is for now just too small to feel the epicness of the BG1&2 (see the cities, new companions, side quest, etc.). But I don't see why it cound not be possible

And I see so many comments asking for bending game mechanics to their preferred style. Let the developers do their rules and play with them. Having huge problem to kill minotaurs and other horrors in the Underdark at level 4 is 100% normal. Exactly like it very difficult to kill Ankegs north of the Friendly Arm Inn in BG1 when you're level 3. You can try for the challenge, otherwise it just means you should not go in this direction for now. I don't see anything wrong with combats that you "must" have to advance the main story.

Now they have to correct what should not exist in any kind of game, BG or not :
- Reload abuse. This is not a choice of style, it should just not exist. Hide some rolls, or make the result fixed by comparing fixed stats. This is pure logic for a video game when you ask your players to replay with different types of characters ? Otherwise, why should i bother, for instance, to put points on CHA ? I'll put the minimum and reload all my dialogs.
- Party management and UI: there is far too much to say, but some basic lessons should indeed be taken from BG1&2, and from other games also.

So, is or isn't it a BG game ? For the story introduction, universe, concepts, yes for me it is a BG game.
But is it a good game or not ? It's OK, a lot of room for very practical improvements, several of them which can be taken from BG1&2.

The more it is played, the more these practical flaws will be cleared out, if Larian can listen.

Last edited by Gotrek in France; 01/11/20 04:24 PM.
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I agree with your opening comments. The opening setting is great. I don't agree with others that complain that level 1 characters have no place in a fight between mind flayers and dragons and devils... The whole point of the tutorial/opening is that you avoided all of that and it's a miracle you survived it. You don't actually fight any of the more powerful monsters in the beginning, you just run past while they fight.. or they're just part of the cinematic. I love it.

My problem with the Minotaurs and Hook Horrors, (maybe all the large size creatures do it) is the flying AOE knockback attack that they use constantly... their AI prioritizes an attack that they DON'T ACTUALLY HAVE IN D&D 5E. The jumping itself isn't the problem.. it's the distance, it's the AOE damage and knockback, it's the jumping down from heights that would kill my strongest character AND NOT TAKING DAMAGE.
I had one playthrough where one of the minotaurs jumped from farther than I could see on the screen with it zoomed out, landed in my party, knocked one character of the cliff, the damage from the jump downed another. the next turn it knocked the downed character off the cliff killing him, then jumped down after the one he knocked down before because she was downed by the fall, and killed her with the jump damage. That's not strategy, that's AI metagaming and it's not fun. No creature/monster that is basically bestial would consider a downed target over one that is still a threat. A more intelligent opponent, (especially one that can also revive downed allies during a fight I would buy, but not the large flying monsters in the underdark.

I don't care about reload abuse or "save scumming". I do it all the time.. constantly. What should really matter are the choices you make as the protagonist, don't worry so much about reloading the dice rolls.

Party management and UI need a lot of work.
Party management- everyone just 'follows' the lead character and runs where-ever they want. Take a page for pathfinder and allow movement formations and intentionally setting which party member goes where. This is normal in real world tactical situations.
The UI itself seems fine, not perfect but pretty good. I would like to see a character sheets that actually shows you ALL of your stats though. Including what parts make up your bonuses or penalties for each stat or attack roll, etc.

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I don't think that levels should be taken so literally as some in-universe thing.
It's more of a gameplay thing.

I don't mean that a high level creature isn't canonically stronger, just that it's not like high level creatures have some invisible force field that is all like '' no lvl 1's can harm me '' canonically.
People need to separate the actual gameplay itself from the story events and lore.

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Originally Posted by Medinvaire

-Even for early access the amount of crippling, game breaking bugs in the game is something between pathetic and shameful.


Most of your complaints are . . . fine. They're your opinion, and have validity, and you have the right to express them. But this one? This is some petty, childish, ignorant whining. The game is a year to a year and half away from complete. Larian has communicated VERY clearly, in a variety of ways, on a variety of platforms, that the game is far from finished and that there are currently lots of bugs. Have you ever created anything in your life? Are you aware of the fact that a thing can be unfinished, before it is finished? When you're cooking spaghetti, I'm not gonna show up 10 seconds after you put the noodles in the water, start pulling them out and saying "Wow, you're a terrible cook! These noodles are way too hard! How pathetic and shameful!"

Not only is this complaint, in itself, baseless and small-minded, your choice of tone and language to express it is an outright attack. "Pathetic and shameful"? You think that's an acceptable way to give feedback? To talk to creators about something they are making? Even if you were right, even if you had ground to stand on, complaining about bugs in an unfinished product that was literally advertised as having bugs, you'd still be a jerk for taking this tone.

Delete this line from your original post and we can take the rest of what you have to say seriously.

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Originally Posted by Firesnakearies
Originally Posted by Medinvaire

-Even for early access the amount of crippling, game breaking bugs in the game is something between pathetic and shameful.


Most of your complaints are . . . fine. They're your opinion, and have validity, and you have the right to express them. But this one? This is some petty, childish, ignorant whining. The game is a year to a year and half away from complete. Larian has communicated VERY clearly, in a variety of ways, on a variety of platforms, that the game is far from finished and that there are currently lots of bugs. Have you ever created anything in your life? Are you aware of the fact that a thing can be unfinished, before it is finished? When you're cooking spaghetti, I'm not gonna show up 10 seconds after you put the noodles in the water, start pulling them out and saying "Wow, you're a terrible cook! These noodles are way too hard! How pathetic and shameful!"

Not only is this complaint, in itself, baseless and small-minded, your choice of tone and language to express it is an outright attack. "Pathetic and shameful"? You think that's an acceptable way to give feedback? To talk to creators about something they are making? Even if you were right, even if you had ground to stand on, complaining about bugs in an unfinished product that was literally advertised as having bugs, you'd still be a jerk for taking this tone.

Delete this line from your original post and we can take the rest of what you have to say seriously.


+1

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Originally Posted by Medinvaire
Feedback:

Some Positives

-The game is funny
-Excellent voice acting
-Lots of different choice branches that have meaningful/significant outcome differences
-5e offensive cantrips are really fun (I say this coming from 3.5)
-Lots of character creation options
-(Added 10/13/2020) Some really interesting and well written characters (the Pain Priest is awesome). Please don't bring back tired characters from previously in the series, you do well enough writing new ones.


Some Negatives

-Why are we suddenly restricted to 4 party members when the historical cap for the entirety of this game series has been 6? Why are we restricted to 4 party members when we are fighting looters and opposing adventuring parties of 6-7+ individuals who all have the same level?
-Why is the inventory and shopkeeper interface copied from Divinity Original Sin when this is a Baldur's Gate game?
-Why is there a scales button that tells the npc to pay with gold when giving my loot away for free literally has no foreseeable benefit to it? (again like reputation from Divinity) Thus I should be able to just sell my loot with 1 click because adding an extra button in w/o any benefit is REDUNDANT?
-Cant 1 click items over in shop (solved, you must DOUBLE CLICK)
-I find I have to click multiple times to get the item to snap to the cursor so I can drag it. Double click is kind of an intensive way to get items to port over to the barter table (just my opinion)
-Why do I have to click end turn for every single character that has the same initiative? I should just be able to expend their action points and click end turn and it ends turn for everyone involved.
-Why does spacebar wonkily choose player character dialogue options when I'm just trying to advance through npc dialogue that I've heard already? (Bug note: jittery flashing text on screen during dialogue sometimes results in wrong option being selected)
-Why are proficiency attribute modifiers subtracted from the roll threshold? If we get rid of 1 = automatic fail, and 1 becomes the threshold to beat in various instances because of proficiency, it is then impossible to fail, and thus, why do i need to roll on it?
-I personally think your chance to hit math needs work as I find a 75% chance to hit missing 7x in a row (to include two critical misses) to be statistically alarming.
-Please show us how hit is being calculated via a tooltip (added 10/11/2020)
-Why do I receive the same amount of xp for killing an OGRE as a goblin?!
-Even for early access the amount of crippling, game breaking bugs in the game is something between pathetic and shameful


Bug Report:

-The healer, Nettie or whatever. If you pass the initial skill checks and get a wyvern potion, immediately after, it will still proc skill checks (although different this time) and getting a wyvern potion (it is possible to get multiple wyvern potions this way). Furthermore, the tablets in the room will trigger that same conversation with her while she is still alive.
-Sometimes the loading screen just hangs indefinitely
-Sometimes NPC's have facial expressions and movement and sometimes they are statues (even while speaking)
-Lots of npc jerking in general
-I killed one of the chapel looters and he flew through the air and his body expanded to be about 100 feet in size after the ragdoll ended (same happened with goblins near SW entrance to abandoned town)
-Sometimes as warlock, summoning the familiar turns the entire party hostile to it (added 10/11/2020). It seems when this bug happens, the familiar is now considered permanently hostile and consecutive resummons just make the party enter combat again forcing a reload to a prior save.
-(Added 10/13/2020) Sometimes when clicking the end turn button, the sound happens, but i can still move my character around freely but he/she is unable to take any action but all other characters are locked in place. Turn button is then seemingly 'frozen' in place and is just an immobile graphic that cant be interfaced with
-(Added 10/13/2020) During the fight with the goblin priestess (the one branding everybody) she will on occasion turn and cast spells at the statue for no reason
-(Added 10/13/2020) Goblins will sometimes run to a drum that has already been destroyed and start banging on nothing
-(Added 10/13/2020) Sometimes (actually quite often) attacking from hiding stance will yield no actual action (I believe it may have something to do with npc dialogue interrupting the action before the animation is complete).
-(Added 10/13/2020) Goblins can shoot through walls, quite often.\
-I tried equipping a pair of f***ing gloves and the game crashed. Jesus christ.



Verdict...

As someone who's played D&D since their childhood, as well as every Icewind Dale and Baldur's Gate game (i still have the BGII multiple disc set released in 2000) I have to say that you haven't made a Baldur's Gate game, you've made a Divinity Original Sin game.
This is quite concerning since you've stuck a III at the end of "Baldur's Gate."
(Added 10/11/2020) People (likely ones who never played the series) have asked me to justify why I think so, so here we go:
-Character creation screen is directly ripped from Divinity Original Sin
-You start on a Beach like Divinity
-You are capped to 4 party members... like Divinity
-No night cycle like Divinity (this is important because in Baldur's Gate 2 the night cycle was especially important considering thats when thieves and the like came out and tried to rob you.)
-Shop interface ripped directly from Divinity
-Map view (including icons) ripped directly from Divinity. They are literally the same.
-Map assets and textures in Act I the same as those from Beach/Fort Joy in Divinity
-Characters not in combat can freely walk around while party members that are in combat are locked to turns (again something not in BG. But it is... in Divinity)
-Characters cannot have alternate melee weapon sets like they did in older BG/Icewind Dale titles (yes it is useful for a warrior to go from 2h weapon to 1h weapon + shield in a lot of circumstances)
-Summoning items lack a placement area... This was a feature in all previous Baldur's Gate games and is a feature in core D&D

P.S.
-Putting Minsc in the game (or other legacy characters) is a contrived appeal to nostalgia like what Neverwinter Online did and overall detracts from a unique Forgotten Realms experience. The character is tired and honestly I would campaign for him to
not
be put in... Besides isn't this 100 years later after the first game? That would make Minsc like 130 years old. The game is so unlike Baldur's Gate anyway that putting old characters in would give it even more of a Frankenstein feel.



I agree that this is currently just DOS3 and not Baldur's Gate 3. It is way too soon in early access to be discernable from DOS. I had worried as soon as I heard Larian received rights to develop BG3, these worries are manifested and supported by what we see in early access.

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I recommend joining our discussion on thread https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=720570#Post720570 page #6 when it comes to trying to pin down what we actually want from BG2 to be in BG3.

If the IT'S DOS 3 argument even exists it's because DOS2 with only D&D 5th edition mechanics and lore would be enough if it was better. There are some features they simply put aside.

UI included. The fact there is at least 1 thing that was done in a clearer way in a game done 20 years ago then we have a problem after me.


A TONE of those features are hard to evaluate, preferences based. Most of us will bitch slap another for the " 6 party members" deemed useless by others. But if we can try to discuss it feature by feature in one place instead of having the same conversation with the same complaints over and over it would be a good thing. For us as players and for Larian as devs .

I have a lot of free time so I actually work on that list based on comments.

*Flies away*

Last edited by virion; 03/11/20 09:15 PM.

Alt+ left click in the inventory on an item while the camp stash is opened transfers the item there. Make it a reality.
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