Heya Shiroho, thanks for adding your voice ^.^

Most of the animation bugs you point out are well known and have been reported by many people, but it's always good to get another independent report on them; if you can spare the time and effort, it may be worth dropping the bug-specific reports of this post into one of Larian's formal bug reporting forms (https://larian.com/support/baldur-s-gate-3?ver=4.1.90.6165#modal), or posting them as a thread in the technical issue and bugs section of this forum ^.^ The more individual voices they have on these issues, the more certain we can be that they'll get picked up and seen to.

I agree that a cosmetic system would be nice; giving characters the ability to settle on a 'look' that they like, without having to sacrifice their formal mechanical gear choice is always welcome in games that can manage it, and it would be nice to see them manage it here.

Having a log of texts we've read would be neat, too. I'd be in support of that.

In terms of carrying, Bags of Holding are a common find in low level games - quite quintessentially D&D - and I'd fully expect to start seeing them show up to answer carrying issues here.

In terms of ranged weapons: would it please you to know that in the core rules, which the current game design has mostly ignored, heavy light and hand crossbows, as well as long and shortbows, are differentiated enough to feel meaningful, and they have their own niches for different situations and different characters? The current game design has thrown the majority of that out the window, and that's why they feel homogeneous at the moment. A return to and use of the weapons as they're actually written, in the system they're written for, would solve this.

I don't agree with the majority of what you say on other elements, in terms of opinions and changes, at all. I think that they are, for the most part, bad ideas that would be bad for the game... But every voice matters and is relevant, and it's what these feedback forums are for, so despite the disagreement I'm about to explain from my own perspective, thanks for putting the work in to make a write up!

Originally Posted by Shiroho
- Congratulations : On the face animations (Goblin, druids, children,Tieflings, humanoid monsters) some a really exceptionnal. Rarely saw that in a video games even with better graphisms than BG3. Keep it up, i love that tremendous work ! Keep using face capture actors the more often you can !

Can someone, anyone, please explain to me why people keep saying this?

The face captures are exquisitely detailed! Amazingly so! What they are NOT, in any way, is well animated or convincing. They are dull, flat and bland for the most part, they have the emotional range of a soggy paper towel, and this is especially visible in scenes where they're meant to be showing heightened emotion. They are immersion-breakingly bad in those situations - and all the fine detail in the world doesn't make up for that. The emotional expressions we have are a flat-ish range between "vaguely aloof" to "vaguely interested" to "vaguely content" to "vaguely miffed", each focused around key parts of the face, with nothing at all in between or radiating out from those key point. We have lip expressions that change and slide about while absolutely nothign happens at all in the cheek or jaw areas to compliment the, as one example.... and then we have a few specific expressions of "Angry gremlin mode", and "Oh gods that hurts/is bad", both of which the faces slide to from their flatter expressions in a painfully unrealistic way whenever they show up, with individual parts stretching into place while the rest of the face remains static in a very off-putting way, and then they slide out of them again a moment later back to flat blandness, regardless of the situation... and in all but one or two cases, the body language never even remotely reflects those sudden extreme slides. In scenes in this game where facial expressions actually matter the most, they are one of the big let downs and immersion breaks, currently. Why do people keep saying that they're good? They need SO MUCH work. (If you want some excellent examples of just how bad they are, go and watch Minthara's camp scene a few times with different characters/choices. Another good one for how sloppy and immersion-breaking they are is Astarion's feeding scene.)

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- Congratulations : On gameplay design, for now i like it better than divinity 1 & 2. Don't hesitate to do your own interpretation of the D&D rules you were inspired by. Im part of the people who think you should just do what you guys feel the best for us, for game balance and fun. Some people might get pissed at you for not respecting D&D this or that version of rules, well … screw that ! it's your game and you are doing a wonderful job so far imo. Just make sure each class is as much worth as any other and has its own perks, which seems really hard, don't hesitate to update them a lot of times, we don't mind testing the changes.

If Larian had announced and advertised that they were making Divinity: Original Sin 3, I'd be right there with you. That is not, however, what they announced, and is not what they promised. They announced a D&D video game, and promised people that they would make as faithful an interpretation of the 5e ruleset as they could. The promise of a new generation D&D video game is what drew many people here - a large number, judging by the commentaries - and it has become very clear that they are not delivering on this at present. There is another contemporary game being made by a much smaller studio, along side this, that has implemented the 5e ruleset very faithfully with only a handful of 'tuned for video game' changes and tweaks, and it shows that 5e works VERY WELL in a video game environment, and provides tactical, satisfying, engaging combat if adhered to. This game does not do that. This game does not even feel like playing D&D for the most part.

If they want to go and make Divinity3, then they should go and do that, and more power to them - I'd play it, and probably enjoy it. If they are going to get permission from Wizards to make a dungeons and dragons game using the 5e ruleset, and advertise that to their fans, and promise them to make it as faithful to 5e d&d as they can, then that is what they should be doing. That's what many of us came here for. That is why many of us are feeling lied to right now.

If they had started from a full rules implementation and then tweaked and balanced as much as they felt they needed to from there, there would be very few complaints... but that isn't what they've done, and the result is something that feels utterly unlike playing D&D in any real sense. I'm not saying that the game as is can't be fun (though it's combat is pretty much not. It's mindless and lacking in any kind of tactical decision making at all, because of how badly they've misunderstood the value of various things), but it isn't what was advertised or promised, and it definitely isn't what I paid for in good faith to receive...

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- Level Design : Since divinity 2, your levels are … getting more and more compact. I sometimes have the feeling to suffocate, always too much elements on a little place (quest related or not). Previous baldur's gate, 1 and 2, if you remember had big wide fields, i loved that, searching one big breathing open space this tiny detail … you know ? Searching big spaces also helps on the realistic/immersion page. It doesn't have to be complexe everytimes, it doesn't have to be filled at 100%. You can add places with big spaces but not so much in it, which will slow the pace, make for ambiance and mystery. That will also help to hide your stuff better, hide your npc better and ofc make us search harder ! I want you to think about that matter and discuss it.

Lots of others agree on the cramped, 'theme park' feeling of the current design. Larian seem pretty fixed on ti for the time being though, so no-one is really sure if it stands any chance of being changed. I agree with you on this one - space is required to make a world feel like a world, rather than a theme park, and if they don't do wit with bigger maps, they could do it with travel spaces and transitions, with a chance for generic events and intervening small environment spaces.


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- Gamedesign & Balance : Food complete rework. I am giving you the full suggestion later. To sum things up, we are a lot not wanting food to be consumed in fight and for HP instant healing.

I'd actually be very much in favour of food as a buff that affects you/your party until your next rest, especially if it would remove consumable-in-combat food from the game.

There are a lot of ways it could work, and your suggestions are interesting; I'd favour having meals be available to eat at long rests, or possibly at short rests, and lasting either until your next short rest, or until your next long rest, depending on what was made/eaten.

The buffs, however, would need to be subtle. Your suggestions are exceptionally overkill, to an extreme extent. Consider Heroes' Feast; it's a 6th level spell (so, mid to high level - level 11 characters minimum), available only to two classes, which has a costly material component that is consumed when you cast it (worth 1000g, which is a lot to a party under level 5, and still a moderate consideration to a level 10 party, to spend on buffing). It offers a Hp increase of ~10Hp, immunity to one status condition, and advantage on one type of saving throw. Meals that can be made for the party and available from low levels would need to only be a fraction as strong as this. Meals granting advantage on a single type of saving throw, OR advantage on saves against a particular condition, OR a small increase to max HP, OR a moderate amount of Temp Hp, OR improved/maximise healing on spending Hit Dice.... those sorts of small, subtle benefits might be acceptable though.