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#585597 15/09/16 11:12 AM
Joined: Sep 2016
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I will probably have some more feedback later, this is mostly general stuff that aren't really bugs, so much as things that annoyed me while playing that would improve usability/user experience in my opinion.

It would be helpful if there are eventually some short descriptions that explain what the tags actually mean before selecting them when you make a custom character.

I still really wish you could target/use abilities by clicking the portraits at the top of the screen. Still occasionally end up misclicking, with no way to cancel the move that was made by mistake.

Ability to lock or require holding alt for picking up items, lots of accidental pickups while trying to move in small areas with lots of clutter, like huts or small tents.

I didn't do a thorough check, but it doesn't appear as though certain floating text/dialogs get logged anywhere. For example, eating a flesh item with an elf displays a message, but sometimes it can be missed due to being in the inventory screen.

As some others have mentioned, allow the camera to zoom out further. Even with tactical camera, it is still too close and difficult to see everything at times.

Allow camera movement while in dialogue.

Add a button to quickly link/unlink all characters.

Move the close trade/barter button to the upper right corner of the UI.

An undo and finalize button when changing stats/skills after leveling.

Controls tend to "stick" sometimes, like clicking an object to open it and instead end up dragging.


The next set of issues, are mostly cosmetic, and don't have a large effect on the game, but still bothered.

There's some odd issue with sound effects being silent when zoomed out to some degree, or having the camera moved away or facing in some directions like away from the action.

I would like more head/hair options for all races, as well as options for changing eye color, and other features like tattoos, scars, scale patterns, etc that are a part of the model but not currently changeable.

Male lizard hair number 2 in particular seems to poorly fit with all the heads, you can even see empty space like it is partially floating off of the model.

Male lizard heads in general, aside from the first 2 don't seem to be as well made as the female heads, as far as how they match the body. Head 3 and 4 in particular have strange proportions, 3 being actually smaller than the other heads, and 4 being much larger, with a discolored 'forehead' that sort of looks like a tumor. The head/eye appearance used in the splash/loading screen art, and top of the forum also doesn't appear to actually exist in-game.

Is what we currently have, all there will be for racial traits or will more be added later? I was hoping that there would be a greater variety to choose from per race to better tailor them to your playstyle while still maintaining racial differences. Ideally, even if an undead, elf, and lizard all choose a melee class with one of their race's melee oriented traits, they would all function slightly different due to the trait being different.

Aside from that, either there does not appear to be many teleportation waypoints in the later sections of the map, or I missed them all by a mile.

Nivv #585604 15/09/16 11:56 AM
Joined: May 2014
Location: France, Lille
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Some feedback too:
-When you loot a crate I was used to push the "space bar" to loot everything but it doesn't works here.

-And something important for me when you want to play a mage for exemple apparently the best species to choose would be the lizard because he has "+2" in intelligence. But (and sorry for that juste a personal opinion :D) I don't really like playing a Lizard, I would prefer an Elf or a Human. So it would be very good to be able to transfer the bonus point for exemple for an Elf from finesse to intelligence.

I didn't have a lot of time so that's it for now smile. But as far as I can tell I like a lot the improvement you (Larian) made since D:OS, gameplay, menu, crafting... Great job.

Nivv #585872 16/09/16 10:29 AM
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After total of around 12 hours playing, I have some more feedback. I still haven't run into any real game-stopping bugs.

Flesh golems/meat golems, whatever they were called, along with all the undead/skeletal versions of player races, and gheists appear to be using generic sounds, probably just a placeholder I'm guessing?

In the upper area, where you meet Gareth for the first time and fight a group of magisters, the pathfinding for the ladders that lead out of the area is absolutely horrendous. You'll often have only one or two characters successfully climb up/down, while the others try and run the long way around and get zapped to death by the Shrieker there.

When you free Slane, his animations afterwards bugged out quite a bit for me, (animation/model freezing, going into T-pose, etc)

Would it be at all possible to make left alt highlight interactable objects, or at least doors/ladders/hatches? I managed to enter the "Gargoyle maze", but could not figure out how to leave the area without teleporting one of my characters to a lower point on the map, and then entering a cave taking everyone with them since they were linked.

Loot continues to be a gigamtic bottleneck for group power and survivability. Until some form of 'smart loot' gets implemented that checks each party member's point investments to generate rewards, the only solution I can think of would be to simply multiply possible equip and gold from loot. It's really, really awful when the game rolls a very good item, and absolutely nobody in the party can make use of it. Or, in my case, trying a dual wield fighter, and constantly getting non-dagger weapons with bonus to 1 handed, or half the party with subpar survivability because almost no armor upgrades dropped for them across the entire playthrough. This is a major issue since enemies don't respawn, and I think stores don't really cycle their inventory much either.

All of my current time has been with a custom character, so far outside of the beginning camp area...unless I somehow missed or overlooked them...I've seen very few dialogue choices that make use of my character's tags, and also a lot of dialogues that only end up with the same response as if I had chosen any other option.

The Bishop Alexander battle is kind of interesting, but at the same time it feels to me like it hinges a little too much on luck. The first few time I did the fight, Alexander basically focused 100% on the worm and killed it, and proceeded to kill my team pretty quickly, even the 'tanks'. Another time I did the fight, Alexander's entourage was put down really quickly, but when the worm spawned both him and the worm wouldn't stop attacking my party, in the end Alexander and all of his group died, but I used up all resurrection scrolls and lost with the worm almost dead.

It feels to me like you are meant to hold out until the worm appears, and then to proceed with Alexander and the worm trading a few blows while you whittle them both down, though that didn't reliably happen.


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