Originally Posted by Ormgaard
+1 Again i have to mention that this is a general probelem with how Larian approach design, "more of everything is better" they just have to take a hard look at their design philosophy, "less is more " is often the better approach.

Especially when it comes to the amount of mouse clicks.

I'm currently playing WotR A LOT (got like 50 hours since last Thursday on Steam) and Owlcat have solved the unholy trinity of QoL (shopping, looting, inventory management) MUCH better than Larian did with D:OS2 and BG3 - and I think that BG3 (or rather: the Divinity Engine) deserves the same, or even better.

Whats mindboggling for me: Larian apparently has super competent engineers, the Divinity engine is absolutely wonderful. Why on Earth don't they fix their QoL / UX issues? It's not even hard to make it much better, a competent UX person with some experience in engineering can create the specs for those three systems in about two weeks (and thats for an almost perfect system) and implementation of simple clickety click, drag and drop interfaces is much easier than implementing something like the wonderful graphics the Divinity engine provides.

If nothing else: setup a "task force" style team which focuses on the three topics at hand. When they're done have them improve the action bars. Head of this task force MUST be the UX specialist, not an engineer, architect or some overrated (sorry) "scrum" function bearer. Kanban instead of Scrum and life is good.

Then give up on separate inventories for good, even accept that this comes with some (elusive, tbh) downsides. If absolutely necessary keep one shared inventory per real person player at most, but don't see this as a priority.<

Also don't let the game designers interfere. Game design by making user interface awkward is a no go, we had this in the 80s, but this is not how games are supposed to work anymore. If a game designer feels the need to make the user interface worse to make the game "better" then this person is doing something completely wrong.

It's almost bizarre from an outside point of view. I'm almost considering filming the first 1-2 hours of a playthrough and explain every time something is not player friendly / busy work / nonsense and how it could be done better, without giving up on the principle of this being an RPG.

Last edited by Firesong; 20/10/21 12:28 PM.

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