OP
stranger
Joined: Oct 2020
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I'm loving Baldur's Gate 3 so far and am eagerly awaiting new content and moving into full release in the future. Despite criticism of the game online (and comparisons to being just another Divinity game), I think the devs did a fantastic job with it so far. I do realize this is just Early Access and there are going to be plenty of issues. That said, there are many things which really rub me the wrong way within the game. Some are bugs, but others are suggestions for both content and quality of life improvements. I'm just putting all of my suggestions so far in one thread. It's rather tedious to try to search through the forums for duplicated or similar suggestions and bug reports, so I apologize in advance for any duplication. Other than these forums and actual crashes in the client, there doesn't seem to be any official external customer-facing way of submitting bugs, correct? I'll probably add to this list over time. Without any further rambling... Quality of Life Suggestions- Reduce quantity of worthless items in game. For example, if an item has no real use other than filler for show and sells for just a gold coin or so, there's no need to have dozens or hundreds of them around.
- Visible item highlight for containers/bodies we've already opened/searched. Or highlight containers/bodies with items in them.
- Ability to lock items in inventory slots so that they never appear for sale and can't be moved/stacked. Because "Add to wares" is too tedious.
- Keybinding to toggle Add/Remove from Wares.
- Ability to auto-stack items across all inventories
- Better UI for showing players what party grouping is and how it works. Players have to stumble upon it themselves.
- Highlight scrolls in a character's inventory that they can learn.
- Similar items that don't stack is annoying: why have different skulls that won't stack, yet others do? If you want skulls to be unique looking, have it random when placed.
- Make containers and barrels of the same type stackable.
- Make identical weapons stackable.
- Give us the ability to have a key ring. Random keys should not have to take up all of those inventory slots.
- Some items that should stack do not, such as rope and small bottles. They're almost worthless, please make them stack.
- For those not familiar with AD&D weapons: list potential compatible classes for each weapon. I have no issue with this, but I can see this being annoying for new-to-DnD people.
- Give us a binder to keep together all of those loose notes, writings, maps, etc, espeically since they don't weigh anything.
- List of changes when comparing equipped weapons and armor with highlighted items in inventory. This could include damage and special ability differences.
- Please improve quick load times. Quick saves are fast, but quick loads are painfully slow. For a game that leans heavily on saving/loading, this is tedious. Which leads me to...
- RNG is really annoying in Baldur's Gate 3. If we're forced to roll dice both proverbially and literally, then at least give us the required success rolls next to each conversation choice ahead of time. If that's too game breaking, then please give us some general idea (example: easy, moderate, difficult, etc.). And that leads me to...
- Miss. Miss. Miss. Miss. That gets boring pretty quickly. The RNG for attack rolls is annoying, as I've seen far too many misses on something with 80, 85, 90 etc. percent chance. Yeah, yeah, it's RNG. But this needs balancing.
- Remember character hotbar lock in-between loads/sessions
- Add tooltip descriptions for Gameplay options, either with a clickable button or on mouse cursor hover.
- "Auto-remove spells from bar" should be unchecked by default. New players click on a spell, then is disappears with no explanation. Bad default.
- No explanation for a certain character taking damage from water (to avoid spoiler tags, you know what I mean). Perhaps that character should have a dialog the first time this happens?
- When rolling for checks in the world, disaply target and roll results.
- Keybinding to toggle "Show world Tooltips" on/off instead of just holding down a key to enable it.
- Don't keep blood, acid, fire, etc. around forever. It should be absorbed into the ground, evaporated, burned up, or whatever over time. Sort of sad to see if permanently decorating the landscape. With a successful perception check give us text details of what we found. Sometimes what we find isn't that visible in the world.
- I'm not sure how this affects multiplayer, but for solo gameplay please allow pressing Escape and getting the in-game menu to actually pause the game. To really pause I have to force the game into turn-based mode instead of just pressing Escape. I'm not sure what would be a better solution, but I do know the current working of this is a little clunky.
- Give us an option to overwriting saves with the same name of the existing save instead of a new name.
- Aggro is clunky. For example, my party is thrown into combat when the engine thinks the enemies have Line of Sight to them. But in fact the LoS isn't realistic and I end up spending many, many turns just moving to confront the enemies on a completely different vertical level from far away.
Content Suggestions- Once level cap is reached, experience is worthless. May be a way to make it mean something unilt content is slowly added? Seeing all of the XP gains and then knowing they do nothing for me is lame. And when you add characters to your party from the camp, they auto level. Perhaps not making them auto level so we have a reason to adventure with them for a change? I'm not asking to break AD&D rules, but right now in Early Access, the content we play will level max our characters may be 1/4 of the entire progression so far. There has to be a better way to handle this?
- Quests are often unrelated.
So we have a bug in our head and many from the crash site have those damn wiggling bugs in their heads too. And our priority is trying to find a way to get rid of them. But then we run across some supposed abduction and an ill-tempered hag, some temple thieves, and other random stuff. I completely get the druid storyline since it's a potential way to rid us of the bugs, combined with the goblin threat, but beyond that it's all feels disjointed. Don't get me wrong, I've enjoyed every quest so far, but as an overarching storyline, it's just a jumbled mess. Worse is my characters idle and waiting for me at camp even though they're eager to get those bugs out of their heads too. Breaks any sens of immersion. - On that note, please find a way to encourage the player to go to camp. I spent too much progression without going to camp since I worried about our pressing priority (as I mentioned above in the spoiler). Find some way to assure the player that this is ok. I had to check online to make sure going to camp was perfectly fine.
- It's too easy to stumble into a completely different area (example is the underdark) while doing the main storyline quests and then getting things out of sync. I understand the value of not trying to be linear, but there are some things which need barriers to prevent us from wandering off into what should be future questing areas.
- Everyone hates you, even your party members (at first, or even mostly). Would be nice to have someone on your side without adventuring with you for their own selfish goals. Why not? It's a depressing trek when you're the target of almost everyone's frustration. Then when you do proverbially 'save the princess', the thank you reactions are mostly a letdown (except when coming back to the Glade later). It doesn't feel genuine sometimes. And yes, I completely understand and agree that there still needs to be that sense of a savage world, but I think it's been overplayed.
- We need party size scaling. I'm not complaining about the lack of a 6-person party, but rather about party sizes smaller than 4. The game simply has no difficulty scaling for this, so we're ALWAYS forced to roll with a party of 4. I would be nice to split the party up to run different areas at the same time, but without the difficulty scaling it's pointless.
The skiff at the end of the content for Early Relases... really? Why have this big announcement when you click on it? Totally bummed out to even see it. I reached here before finishing the storyline, which shouldn't be possible. Please disable the skiff clickable until the storyline has progressed to include the basics, otherwise players like me are going to be bummed out to see it without getting through the main story yet. - Seemingly interesting items that could play a part in the story or your situation are left out of being useful. I won't go into details since there are many, but I assume the devs know what I'm talking about. Loose ends with items that seem important or interesting, but are really just worthless filler.
- Lack of charm. I really do miss moments like Minsc and Boo, the crazy Xzar, or the obsessive fan following you around. Where's the charm in Baldur's Gate 3 so far? I can't seem to find it. I just see combat and story in Early Release. Where's the humor? Where's the charm?
Really Annoying Bugs- Many missing item icons.
- My character and other characters suddenly being unable to use climbable elements. This is really frustrating, but usually resolves with a save/load. Climbing was even an issue in Larian's own demo at one time. Why is climbing so buggy? Can we just nix this stupid clickable mechanic and treat ladders and such as movable terrain complete with climbing animations?
The completely borked Auntie Ethel hag battle area. Sneaking in, then dropping down the cage to release the kidnapped girl and she won't talk. Breaking sneak when in this area and entire portions of the screen are blacked out. Rushing in and triggering the battle: sometimes the - I've had a freeze when rolling for a dialog option when lock-picking and opening a door in the goblin ruins from the other side (
where the zhentarim trader is ). The dice roll appears, then gets stuck in a repeating animation. Can't escape, can't quickload, just frozen. Had to Alt-F4 out of the client. - Tons and tons of broken or jerky animations during dialogs. It seems the underdark is the worse with animations that just stop, as in they were never finished in time for Early Access. And on that note...
- Object/terrain interference when camera changes for dialogs. I've seen this in at least a couple places.
- So many things need to be clicked on twice to activate from torches on the ground to moving items in inventory. This is true even for keybindings. I have to often press N twice for character, I twice for inventory. The game engine is clunky and unresponsive sometimes. And I'm way above any recommended specs for my gaming rig, along with updated drivers, clean OS, etc.
- For some reason, not all "Show world Tooltips" correctly show Empty for an empty corpse.
- Sometimes corpses are unclickable if they land in an odd location, such as under a bush. Need to use world Tooltips to select.
ug: the two greatswords in the hidden room of the basement under the Toll House are unreachable (one leaning against the wall and one against a weapon rack). My character is right next to them and they register as "Can't reach" or "Use jump to reach" - Placing objects over vents in basement under the Tool House only works in two rooms. In the hidden room it does nothing.
- Volo's lyrics scroll off the screen in camp when he celebrates with the party
- Talking to Karlach after helping her repeats the same dialog. It shouldn't.
- With clickables in areas with multiple levels (vertically), sometimes the clickable is assigned to the wrong level, and thus unclickable in the level it visually exists.
Last edited by ciph; 06/11/20 03:13 PM.
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