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#728562 05/11/20 09:26 PM
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70 hours and still exploring, testing, trying, reloading, raging against the bugs... Nevertheless the game has a great potential but at this step many things are missing or have to be reworked to make it epic.

Here's are some points that I consider should be improved. It's just a modest contribution so do not hesitate to complete / amend / give your opinion:

1 - CONTAINERS AND SCRAP ITEMS:
Why so many containers full of nothing (or almost nothing) and so many useless scrap items (usable for craft at a point?). I would gladly say it add depth to the game but in fact it's just useless and time consuming if you want to check everything. So why? This situation reminds me a copy / paste of Divinity Original Sin.
For scrap items a solution could be what has be done in Wasteland 3, scrap items are tagged as such. You're free to take them or not and when you trade you have an option to sell all of them with 1 click. It's smart.
The same thing goes for items used in craft. They could be tagged as such so we can keep them for further crafting tests. And so we are not always wondering should I keep this one? Can I create a potion with it? Can I craft something like in Divinity Original Sin series? Or is it just a useless scrap?

2 - ITEMS MANAGEMENT:
Moving objects from character to another is very boring (even with contextual menu...). And when you move / place an item you have to be in the square. If you're in a line of the inventory, the move is not done. To be improved.
The moving operations become really frustrating when you want to transfer all the stuff to the more charismatic character (Will or another character with a high charisma) so you have better sell prices (and buy prices). If a character with a high charisma is in the group, it should be enough to activate the charisma bonus during buy / sell, whoever is speaking to the trader.
In addition when items are in a container in your inventory, if the first squares are full, each time you had a new item, you go up first line and you have to scroll down. And always again and again for each new item you want to add. It's has to be solved.

3 - SPELLS:
Spells level 1 are automatically improved by 1 level when learned (no metamagic skill). Mage can cast a heal spell. I like flexibility but something seems wrong. To cast a heal spell, if you have no cleric, only 2 solutions: items or scrolls. Or use potions. I suppose this will be corrected with future patch.
In addition a better description of the spells and their effects (with values) would be appreciated.

4 - SPELLS MANAGEMENT:
Spells are added everywhere in the menu bar and with the potions and other stuffs; it becomes messy in 2 mins. Can't we have a dedicated menu for spells? Like we have for special actions and basic attacks?
It would also be good to have a clearer indicator / counter of how many spells per level I can still cast.

5 - CHARACTER SHEET:
The character sheet is disappointing for an AD&D RPG. Sure we find all the basic information (in many screen in fact, why this redundancy?) but I really think it could be greatly improved. Have a look to the character sheets of the BG series or, from our time, Kingmaker Pathfinder and Pillars of Eternity.

6 - EQUIPMENT/BONUS:
Right now it's early access act 1 so our equipment is quite poor with few bonus but when we will go further in the game, I suppose we will have tons of Big Bill equipment full of bonus. So to optimize my group I want to identify quickly which bonus is on which character and if the bonuses add up, or not, so I can move the equipment to another character. Equipment stats and active bonus could be detailed in the character sheet.

7 - PORTRAITS:
Portraits in game (lower left) and in the character sheet are just a display of the 3D models. It's descent but not very appealing. Could we have artistic drawing with the possibility to customize the portraits? As it is implemented in most of the RPG in fact.

8 - COMBATS:
It's interesting to have the percentage hit but it doesn't help to know how to improve it. So during combat, we test, we try, we reload, to finally find a logic to this percentage and how to improve it. In recent game like Kingmaker Pathfinder or Pillars of Eternity, when we miss, we know why (bad roll, enemy heavy AC, magic resistance…).
At higher level, do we will have more attacks per turn (especially for warrior) or is just always 1 ?

9 - MAIN CHARACTER WITHOUT VOICE:
A major game like BG3 in 2020 and our main character is muted. Even our teammates have a voice and use it during cutscenes. As a consequence, cutscenes have no emotion, no intensity, no charisma, nothing. Just a main character moving his head, his arms and... that's all. We have some facial expression but without voice... In the end, even an oyster is more charismatic than my Drow mage hehe Have the look to the Witcher to see how charismatic can be a main character with a great voice (OK in this case there is just 1 main character, Geralt de Riv... but still a good example to understand the idea. Imagine a muted Geralt in all the cutscenes...).

10 - RACES:
In AD&D, all races are not available, at least when you start a game / campaign. Here everything is accessible ok, BUT all specificities should be included as well. In example Drow have magic resistance and of course they are uncommon in Faerune and feared / hunted. Few humans will speak to a Drow. In BG3, everybody is talking to my Drow mage as if my MC was a human. Remember Viconia in BG series? In BG1, a Flaming Fist officer was about to kill her. And in BG2 she was going to be burned in Athkatla just because she was a Drow.
In example, sometimes it could be impossible to discuss with some NPC, the tree branch of the discussions with NPC could be modified (and not just 1 or 2 possible sentences choice with [DROW]) and in some cases, the combat would start when you initiate the dialogue or if you insist. In a city like Baldur's Gate with the Flaming Fist, it could be fun and you could end up arrested with evasion, etc. Well, more interesting possibilities to explore and side quests. And in some case it could modify he path taken to advance in the main story. So each new game would be slightly different taking into account the race you choose for your MC.

11 - DIVINITY ORIGINAL'S GATE 3:
For BG3, the engine is the same one than in Divinity Original Sin. It's not a bad thing on the contrary as the graphics are more BG like. It could still be improved further (BG lineage). But regarding the interface and menu, BG3 has to find its own identity. Each time I’m in the menu, especially contextual menu, I feel like I'm playing Divinity Original Sin. I spent 60€ to play BG3, not Divinity Original Sin 3 (and I own and like both the 1 and 2).

12 - PARTY NUMBER:
To be linked with the spells, races and combats. Why limit the size of the party to 4? Once again, it's like in Divinity Original Sin 1 and 2. In most of the RPG we are at 6 which is a good number to create a versatile team (BG series, Kingmaker Pathfinder or Pillars of Eternity): 2 fighters, 1 mage, 1 thief, 1 cleric and 1 in accordance with the preference of the player. The size seems to be limited to 4 but not for a good reason.

13 - PARTY ROMANCE:
One big party and I can romance whoever I want whatever I said previously to my party? I hope this is just for test purpose in the early access phase and when the game is finished, we will have a more truthful and realistic romance.

FINAL WORD:
I probably miss points. I will add them later, or other players will highlight them. At this step the game is still buggy and it's normal, it's an early access. Nevertheless the desire to play is there. But I can't stand to think that BG3 is too much a copy / paste of Divinity Original Sin on some points and it has not found yet its true identity regarding its BG lineage. I understand the costs rationalization, but I have spent 60€ to play BG3, not Divinity Original Sin 3. In addition many improvements remains to be made in particular the charisma of our muted main character "Bernardo" (#avoiceformyMC).
Thus the nice game may become epic. I hope Larian will take into account this feedback.

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I agree with everything. Especially point 9. Voiced main character please! It doesn't matter how many playthroughs I try, changing gender class or race on the custom character doesn't make it feel like a difference experience, being just a mute mannequin makes the story dull and ruins immersion.

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In regards to point 8 the game now tells you on the circle on lower left corner why you have disadvantage, it shows a white circle and a red line that is a debuff, also a text with the cause like "lower terrain" or "threatened". On level 5 we will get extra attack.

What I would add to this point is to improve the opportunity attack mechanic to buff melee, maybe even make the opportunity attack area bigger since in the tabletop game is 15ft wide and that helps with crowd control.

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I agree with several points, but hard disagree on voiced protagonist. As far as I understand, full voice acting is/was planned, but I'd still prefer a silent protagonist due to the restrictions it puts on dialogue and potential addition of more voices (we only have two per gender; we need more).

Geralt is a completely different scenario, as he's a set protagonist with a firmly established personality. It's also different doing one protagonist voiceover and doing at least 12.

Of course, the point is moot if it really is planned.

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Agree with most.
"4 - SPELLS MANAGEMENT:
Spells are added everywhere in the menu bar and with the potions and other stuffs; it becomes messy in 2 mins. Can't we have a dedicated menu for spells? Like we have for special actions and basic attacks?
It would also be good to have a clearer indicator / counter of how many spells per level I can still cast."
Make it like Hex where you click on it and a box opens up with all levels to choose from so only 1 spell on bar.


"6 - EQUIPMENT/BONUS:
Right now it's early access act 1 so our equipment is quite poor with few bonus but when we will go further in the game, I suppose we will have tons of Big Bill equipment full of bonus. So to optimize my group I want to identify quickly which bonus is on which character and if the bonuses add up, or not, so I can move the equipment to another character. Equipment stats and active bonus could be detailed in the character sheet."
I think there should be a lot more info, but things like AC, Damage,etc. do update on the fly if you click the weapon slot then mouseover the new item.

7 is fine as is IMO.

8 Needs more details on the screen and ALL DETAILS/ROLLS in log.

9 is fine as is IMO.

10 is weird because its in there. I have played Male Drow, Female Drow, and had Shadowheart Disguise Self as Drow Male/Female not only have I seen different reactions from NPC and [DROW] dialog options, but Minthara responds differently to male and female. So wrong or bug?

11 Never played DOS/DOSII. But IMO if they stole a lot of the core so they could allocate more resources to content...I am good with it.

12 Big change at this point. Interface, dialogs, balancing fights, etc. Deal with 4. Again, I want resources used for content.

13 Not sure I understand this one.


Thanks for the time/effort in your post.

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Originally Posted by Uncle Lester
I agree with several points, but hard disagree on voiced protagonist. As far as I understand, full voice acting is/was planned, but I'd still prefer a silent protagonist due to the restrictions it puts on dialogue and potential addition of more voices (we only have two per gender; we need more).

Geralt is a completely different scenario, as he's a set protagonist with a firmly established personality. It's also different doing one protagonist voiceover and doing at least 12.

Of course, the point is moot if it really is planned.


The dialogues are already restricted, is not like you have thousands of options, only a few each conversation. What we would need is a few extra voices, all differing in "personality" like Kingmaker has. A shy voice, a heroic one, a lunatic one etc.

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To develop further the point 9:

In BG1, 2, Kingmaker Pathfinder and Pillars of Eternity, the main character has no voice (except for some effects) and it's not a problem because you still have the same camera point of view on the game, whether you are playing or looking a cutscene.

In BG3 it's totally different, the narrative is supposed to be immersive. You are in the scene. It's like an interactive movie. All characters are talking with emotions, moving, acting and when it comes to your MC, no voice... A real disappointment.

Or Larian could stop using the movie cinematic effect and play the cutscenes with MC 1st person point of view (like in many FPS cutscenes). In this case, ok if we have no voice.

In the current state (movies approach cutscenes), it's like a half-finished business. It reminds me the black and white Charlie Chaplin movies, except here, only our MC is Charlie Chaplin…

To be noted, our MC has a voice during a cutscene when he encounters True Soul Edowin near the crash site. I can assure that it changes everything!

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Originally Posted by Killdren
70 hours and still exploring, testing, trying, reloading, raging against the bugs... Nevertheless the game has a great potential but at this step many things are missing or have to be reworked to make it epic.

Here's are some points that I consider should be improved. It's just a modest contribution so do not hesitate to complete / amend / give your opinion:

1 - CONTAINERS AND SCRAP ITEMS:
Why so many containers full of nothing (or almost nothing) and so many useless scrap items (usable for craft at a point?). I would gladly say it add depth to the game but in fact it's just useless and time consuming if you want to check everything. So why? This situation reminds me a copy / paste of Divinity Original Sin.
For scrap items a solution could be what has be done in Wasteland 3, scrap items are tagged as such. You're free to take them or not and when you trade you have an option to sell all of them with 1 click. It's smart.
The same thing goes for items used in craft. They could be tagged as such so we can keep them for further crafting tests. And so we are not always wondering should I keep this one? Can I create a potion with it? Can I craft something like in Divinity Original Sin series? Or is it just a useless scrap?

2 - ITEMS MANAGEMENT:
Moving objects from character to another is very boring (even with contextual menu...). And when you move / place an item you have to be in the square. If you're in a line of the inventory, the move is not done. To be improved.
The moving operations become really frustrating when you want to transfer all the stuff to the more charismatic character (Will or another character with a high charisma) so you have better sell prices (and buy prices). If a character with a high charisma is in the group, it should be enough to activate the charisma bonus during buy / sell, whoever is speaking to the trader.
In addition when items are in a container in your inventory, if the first squares are full, each time you had a new item, you go up first line and you have to scroll down. And always again and again for each new item you want to add. It's has to be solved.

3 - SPELLS:
Spells level 1 are automatically improved by 1 level when learned (no metamagic skill). Mage can cast a heal spell. I like flexibility but something seems wrong. To cast a heal spell, if you have no cleric, only 2 solutions: items or scrolls. Or use potions. I suppose this will be corrected with future patch.
In addition a better description of the spells and their effects (with values) would be appreciated.

4 - SPELLS MANAGEMENT:
Spells are added everywhere in the menu bar and with the potions and other stuffs; it becomes messy in 2 mins. Can't we have a dedicated menu for spells? Like we have for special actions and basic attacks?
It would also be good to have a clearer indicator / counter of how many spells per level I can still cast.

5 - CHARACTER SHEET:
The character sheet is disappointing for an AD&D RPG. Sure we find all the basic information (in many screen in fact, why this redundancy?) but I really think it could be greatly improved. Have a look to the character sheets of the BG series or, from our time, Kingmaker Pathfinder and Pillars of Eternity.

6 - EQUIPMENT/BONUS:
Right now it's early access act 1 so our equipment is quite poor with few bonus but when we will go further in the game, I suppose we will have tons of Big Bill equipment full of bonus. So to optimize my group I want to identify quickly which bonus is on which character and if the bonuses add up, or not, so I can move the equipment to another character. Equipment stats and active bonus could be detailed in the character sheet.

7 - PORTRAITS:
Portraits in game (lower left) and in the character sheet are just a display of the 3D models. It's descent but not very appealing. Could we have artistic drawing with the possibility to customize the portraits? As it is implemented in most of the RPG in fact.

8 - COMBATS:
It's interesting to have the percentage hit but it doesn't help to know how to improve it. So during combat, we test, we try, we reload, to finally find a logic to this percentage and how to improve it. In recent game like Kingmaker Pathfinder or Pillars of Eternity, when we miss, we know why (bad roll, enemy heavy AC, magic resistance…).
At higher level, do we will have more attacks per turn (especially for warrior) or is just always 1 ?

9 - MAIN CHARACTER WITHOUT VOICE:
A major game like BG3 in 2020 and our main character is muted. Even our teammates have a voice and use it during cutscenes. As a consequence, cutscenes have no emotion, no intensity, no charisma, nothing. Just a main character moving his head, his arms and... that's all. We have some facial expression but without voice... In the end, even an oyster is more charismatic than my Drow mage hehe Have the look to the Witcher to see how charismatic can be a main character with a great voice (OK in this case there is just 1 main character, Geralt de Riv... but still a good example to understand the idea. Imagine a muted Geralt in all the cutscenes...).

10 - RACES:
In AD&D, all races are not available, at least when you start a game / campaign. Here everything is accessible ok, BUT all specificities should be included as well. In example Drow have magic resistance and of course they are uncommon in Faerune and feared / hunted. Few humans will speak to a Drow. In BG3, everybody is talking to my Drow mage as if my MC was a human. Remember Viconia in BG series? In BG1, a Flaming Fist officer was about to kill her. And in BG2 she was going to be burned in Athkatla just because she was a Drow.
In example, sometimes it could be impossible to discuss with some NPC, the tree branch of the discussions with NPC could be modified (and not just 1 or 2 possible sentences choice with [DROW]) and in some cases, the combat would start when you initiate the dialogue or if you insist. In a city like Baldur's Gate with the Flaming Fist, it could be fun and you could end up arrested with evasion, etc. Well, more interesting possibilities to explore and side quests. And in some case it could modify he path taken to advance in the main story. So each new game would be slightly different taking into account the race you choose for your MC.

11 - DIVINITY ORIGINAL'S GATE 3:
For BG3, the engine is the same one than in Divinity Original Sin. It's not a bad thing on the contrary as the graphics are more BG like. It could still be improved further (BG lineage). But regarding the interface and menu, BG3 has to find its own identity. Each time I’m in the menu, especially contextual menu, I feel like I'm playing Divinity Original Sin. I spent 60€ to play BG3, not Divinity Original Sin 3 (and I own and like both the 1 and 2).

12 - PARTY NUMBER:
To be linked with the spells, races and combats. Why limit the size of the party to 4? Once again, it's like in Divinity Original Sin 1 and 2. In most of the RPG we are at 6 which is a good number to create a versatile team (BG series, Kingmaker Pathfinder or Pillars of Eternity): 2 fighters, 1 mage, 1 thief, 1 cleric and 1 in accordance with the preference of the player. The size seems to be limited to 4 but not for a good reason.

13 - PARTY ROMANCE:
One big party and I can romance whoever I want whatever I said previously to my party? I hope this is just for test purpose in the early access phase and when the game is finished, we will have a more truthful and realistic romance.

FINAL WORD:
I probably miss points. I will add them later, or other players will highlight them. At this step the game is still buggy and it's normal, it's an early access. Nevertheless the desire to play is there. But I can't stand to think that BG3 is too much a copy / paste of Divinity Original Sin on some points and it has not found yet its true identity regarding its BG lineage. I understand the costs rationalization, but I have spent 60€ to play BG3, not Divinity Original Sin 3. In addition many improvements remains to be made in particular the charisma of our muted main character "Bernardo" (#avoiceformyMC).
Thus the nice game may become epic. I hope Larian will take into account this feedback.



Mostly agree, yeah!!! laugh

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For point 13, at a point of the game, you will have a big party at your camp. During this party you will have the opportunity to romance a member of your team. After few tests / reload, I realize my MC was able to romance any member of my team, whatever I told them since the beginning of the game, male or female and agree or disagree with them.

That is why I said I suppose it's for test purpose at this step.

In BG3, I don't expect relationships to be as far as complex IRL, but I expect something more believable.

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Great post, I agree with pretty much everything! Especially point 1.... as a perfectionistic completionist, those barrels can be quite painful haha


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209,6 hours ... and im still finding bits and pieces i missed earlier ...
That is amazing work and i bow to Larian so low, so i almost turn around and stand up aggain.

And now to OP:
1 - CONTAINERS AND SCRAP ITEMS:
I agree ... but since we allready have implemented option to mark any ites as "wares" ... i presume there is some "sell all wares" button planed. smile

2 - ITEMS MANAGEMENT:
Yup...

But since im kinda strict in mine item management, i would like to add some option to choose at least one type of items that goes to specific character each time you use "loot all" button ... like Gale: Scrolls ... Lae'zel: Equipment ... Shadowhearth: Eatable/drinkable (with important exception for healing potions in this case).
I completely understand that i can use "sort by type" button but its still anoying to search between 4 inventories of scrolls, potions, and w/e other stuff ... to find out one item. :-/

Also i would really apreciate, if inventories of my followers start to fill automaticly once my main character's inventory is full ...
I know that i can play and loot as Shadowheart, once Ragnarok cant drag anything else, but i created Ragnarok bcs i want to play Ragnarok, and i want Ragnarok to lead his group, not follow some half-elf pesky companion. laugh
And i also know that in every loot i can assign every item to specific companion ... buts its incredibly slow ... and it gets anoying
so fast to loot every single item with 3 more options, instead of set it once and have everything done. -_-

So this options would really warm my heart. :3

3 - SPELLS:
I also presume that possible spell list for Wizard will get restricted in future patchs ...
And i second that tooltip upgrade ...

Also i would like to add that i would love to see that spell level indicator (Roman II.) in every single spell icon, not just those who have also lower version ... also i would love to see that same inficator in level one spell icons ... countless times i was wondering why i cant use that spell, since i still have 2 spellslots level 1, until i realized that particular spell is level 2 ...
Also it would help me to see wich spells are mine (with spell level indicator) and wich are provided by items (without spell level indicator, since they dont use any of mine spellslots)

Just look here and try to gues:
[Linked Image]
Wich of my magic missile is provided by item ... and wich is mine own?
Is that scorching ray mine, or can i spend my spell slots to other spells, since its provided by item?
Is that mirror image spell level 1, or 2?

Also i noticed that some spell have probably buged tooltip ...
For example:
- Fog Cloud, and Greese level 2 are missing spell icon in tooltip ... its not gamebreaking i know, but i like those icons to be present.
- Chill Touch dont show damage tooltip ... its just text, and somewhere in it there is writen that this spell actualy does some damage ... but tooltip lack that usual diceroll line.

And finaly, yet not directly related to just "spells" ... pleace notice how FULL this bar allready is ...
And i dont have there anything that i dont use regulary ... and im just level 4 ... can you imagine how FULL it will be on level 10? :-/
Please reconcider ...
Do we really need another character portrait in middle of hotbar, since we have another one just few centimeters to left, and in combat will get another one in top left corner? :-/ Wouldn't be better to just scrap it?
Do we really need to have that dead place on low right corner, where is litteraly nothing? Wouldn't be better to stretch toolbar even there?
Do we really need to keep seeing our reactions? Wouldn't be better if those are created to some popup menu, as is combat log?
Do we really need to have our party in same line as the rest of hotbar? Wouldn't be better to place them at second line?
Do we really need to have strictly only two lines of hotbar? Wouldn't be better if player could show 3, 4, 6, or even 8 lines if he wants to?
And finaly ... as much as i love this look ... wouldn't be better to allow players who charish functionality abowe looks to use that first menu that was shown in prewiev? :-/ You know, this one:
[Linked Image]

4 - SPELLS MANAGEMENT:
Please make it optional in setings, if wou will implement this ...
I would hate to have popup menu with every spell just as it is with hex. -_-
I want to click and cast ... not search in hotbar, click, search in popupmenu, click, and then cast. Every damn time. -_-

Or allow us to give specific spells to our hotbar ... for example Hex ... allow us to have Dexterity Hex to our hotbar (its not like Warlocks are using so much of it anyway)
I hope that is just a bug, but when i use my hex, his variants are constantly shuffeling ... Will have the most right option in popup menu Dexterity Hex ... my protagonist have Constitution Hex at the same spot ...
I mean someone please tell me its some kind of bug, bcs this minigame of "search the spell you wanted to use" is incredibly anoying.

And since i allready talk about Hex ... isnt there any smoother option to make Hex recastable than add another spell what will add to your hotbar and remove from your hotbar regardless of your settings?
(You know, that part of setting where you set if you wish spells to be automaticly added and remowed from your hotbar ... its not working for theese) :-/
Why should i even add spell on hotbar, since i use it litteraly once per rest ... and then Kazillion times some other spell with exactly the same effect, but wich will showing and hiding on my hotbar on first place possible, so if i dare to loot some creature and get some usable items during combat ... i shall search that spell on another place once aggain? -_-
Why cant my character just get some "buff" that will simply alow me to cast the same spell i casted earlier, from the same position i placed it, just for free? :-/

5 - CHARACTER SHEET:
I really dont spend much time here ... so i honestly have no strong feelings one way or another. laugh
There really should be some things added ... as someone allready mentioned in other topics, for example mark of the Absolute ... we should be able to simply find out if our character was marked by looking to character sheet ...
Right out we find out only when its allready too late ... and it dont quite matter if that is in combat, when our cursed item turn to us, or in conversation when we cannot take our choices back without reloading.

6 - EQUIPMENT/BONUS:
Yup ...
I would also like to see a bit detailed tooltips on equipment ...
Like +1 is surely better than nothing, but +1 to what? Is it +1 to damage, is it +1 to attack, is it +1 to both?
I know i can easily find out in combat logs, and i know it does not even matter mostly, since that item is clearly better in something at least, whatever that is, than those who dont have any enchantment. laugh
But it would be nice if i could just look and see, without any futher speculations.

Also i was told in other topic, that Wizzard spels provided by items are using Int. modifier to hit roll ...
I like that and i would never want to change it ... i just wish to ask if that can be somehow highlighted in tolltips, if its allready there, or added if its not ... since i never noticed this. laugh

7 - PORTRAITS:
I have a little mixed feelings about that "artistic drawing" you are talking about ...
Should i imagine something like in Dragon Age: Origins ... where you can create your own image however you like it ...
Or more something like in Dragon Age: Inquision ... where you have static picture that dont even need to remind you that character? laugh

I gues its obvious wich option i would second and wich i find like most horrible idea ever. laugh
(But just in case ... DA:O portraits are awesome, DA:I portraits was horrible. -_- )

8 - COMBATS:
There is tooltip in down left corner that tells you why your % is as high, or low as it is ...
But it certainly could be improved ... first of all, recently i start to see sentence "player disadvantage on attack" ... that tells me litteraly nothing. Yes i notice that i have lower hit chance, that is why i readed this tooltip, and its not quite much helpfull if that tooltip is just telling me that i have lower hit chance. -_-

For your idea ...
I would imagine that in settings you should be able to allow this tooltip to check list you things you can do to improve your hit chance. Like:
Weapon Proficiency - ✓ + xy%
Enemy in Range - ✓ + xy%
High ground - ✓ + xy%
Enemy prone - X - xy%
And other things that can improve, or screw your hit chance.

Is that what you had in mind?
If so, that is wonderfull idea. Especialy for new players like myself that dont yet know every thick.

9 - MAIN CHARACTER WITHOUT VOICE:
This i just sadly cant agree at all ...
Our character is not muted, s/he talks a lot actualy ... just in conversations there isnt much reason for it to repeat every sentence what you just readed. :-/
Personaly i like it this way, but i gues i would not see it as anyhow big deal, if this will be changed. hehe


10 - RACES:
There are differences, just not so extreme so far(!) ...
For example when i played drow, most Tieflings around gate to groove didnt even talk to me, bcs they were mourning Kanon ... they did when i played dwarf.
Also goblins are automaticly concider you their superior, if you are drow.

But i agree that some reactions should be definietly improved. smile
Also i would like to see much more diversity in between races, not just surface dewellers, and underdark races ... since i dint see litteraly any difference between Wood Elf and Dwarf interactions. :-/
At least elves from druid groove could be a bit more friendly to their own kin.

11 - DIVINITY ORIGINAL'S GATE 3:
I never played DOS ... so i have no opinion about this.

12 - PARTY NUMBER:
I allways presumed that this limit is there to limit stats your party can prowide ...
When you have 6 members, you can do litteraly everything ... you can have Str., Dex., Con., Wis., Int. and Cha. focused characters ... and then simply switch to that specialized character in situation.
When you have 4 chracters, you allways need to exclude at least two focuses ... so it supports replayability and wariability. :-/

But maybe i was wrong. laugh

13 - PARTY ROMANCE:
I would love to see this aswell ...
It seem odd that whole Faerun is filled with people with litteraly no sexual, or romance if you wish, preferences. laugh


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Oct 2020
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enthusiast
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Originally Posted by Killdren
The character sheet is disappointing for an AD&D RPG. Sure we find all the basic information (in many screen in fact, why this redundancy?) but I really think it could be greatly improved. Have a look to the character sheets of the BG series or, from our time, Kingmaker Pathfinder and Pillars of Eternity.


My friend, this isn't ADnD.
It hasn't been Advanced Dungeons and Dragons since second edition in the 90s.

This is Dungeons and Dragons 5th Edition.

I don't really understand what you issue with the Charactersheet is? It shows exactly the things you'd get from a DnD5e Character Sheet. At least point out exactly what you are missing?

Joined: Oct 2020
old hand
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Originally Posted by RagnarokCzD

For your idea ...
I would imagine that in settings you should be able to allow this tooltip to check list you things you can do to improve your hit chance. Like:
Weapon Proficiency - ✓ + xy%
Enemy in Range - ✓ + xy%
High ground - ✓ + xy%
Enemy prone - X - xy%
And other things that can improve, or screw your hit chance.



I like this idea.

Joined: Nov 2020
stranger
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stranger
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Great additions and excellent ideas !

I just miss so badly a voice for my MC frown

[Linked Image]

Joined: Nov 2020
stranger
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stranger
Joined: Nov 2020
Something between this :

[Linked Image]

And that :

[Linked Image]

With this kind of information regarding my equipment / buff / etc:

[Linked Image]

Being compliant with Dungeons and Dragons 5th Edition doesn't prevent to give usefull information in the character sheet in order to better manage our team.

When I look at the current BG3 character sheet, there is the strict minimum and that's all. It could be further improved. A RPG is about stats, analyses and optimization. Especially a Baldur's Gate.

Once again, mid game / late game shall be anticipated with tons of spells, equipments, capacities, ... so it's important to access all this data quite easily, in a clear and detailed user interface.

Last edited by Killdren; 07/11/20 09:24 PM.

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