Larian Banner
Previous Thread
Next Thread
Print Thread
Joined: Oct 2020
Antiiox Offline OP
stranger
OP Offline
stranger
Joined: Oct 2020
First: I enjoyed the game a lot. I will only focus on the negative things here to save everyone some time.
Warning: Will obviously contain some spoilers

Flaws/Bugs:
- General problems with Line of sight/ line of effect. A few examples:
PCs were spotted (while sneaking) through a wall at the blighted village ("intruder!" dialogue)
Arrows were shot at PCs through wooden doors (opened) and stone walls in the Shattered sanctum (the same path was sometimes blocked for attacks of the PCs although I can't be 100% certain this part is true, for the NPCs may have moved 1m after taking the action)
on the same note: Hellish Rebuke failed (probably because the path was blocked) after the PC was shot by an archer (also in the Shattered sanctum)

- Wyll complained "you killed Spike without me" even though he was with the party and I think even the one to deal the final blow.

- Auntie Ethiels dialogue bug: she teleported away at the start of the last line (and thus did not finish it, I had to look in the journal to find out what she said)

Suggestions:
- Let a Character delay the initiative (or hold an action).

- Dial down surface effects: It's really cool to ignite something with a fire bolt or to douse flames with a ray of frost. But having a ray of frost freeze the ground for several rounds and knocking people down as a 1st lvl grease spell in addition to the dmg seems a bit strong for a cantrip. Also, a fire arrow setting fire to 3m2 of stone feels weird (unless that's supposed to happen by magic and I missed that^^). On that note, consider to set the effect to happen at the end of the turn (when possible). Currently I think it deals more dmg if a character walks through a flaming surface than spending the whole turn on it.

- characters can't get up from prone (the same turn they're knocked prone) even if they have more than half of their movement left and/or an action to dash. (I don't know if this is intended but feels a bit weird)

- It feels to easy to attack and hide in the same turn (when in shadows, I think there is not even a stealth check). Not sure if that's 5e rules, but IF this is kept, the AI should react to the last known position of the PC (in my experience this has not happened so far).

- Make it possible to target party members for spells via the portrait.

- AI often prioritizes hitting a downed character over their own survival. I would suggest changing that for non-fiend/non-Mind Flayer NPCs (as in: "they are down and no current threat. The guy over there throws spells at me, I should deal with him first")

- Make it possible to enter a conversation with the PC. Currently, when in SP, the warrior might trigger a dialogue, but the "face of the party" can't take over to convince the opponent of something. It would be nice, if a Charismatic character that focuses on talking her way out of situations would not be required to take point in the formation. (might already be intended with the "switch character" option, but I was unable to switch to my main character and intervene in the dialogue)

- Resting system: So far, I was only able to take a short rest once a day. Idk if that's intended. Either way, I was able to rest (both short and long) while the party was hidden and surrounded by enemies (goblins in the Shattered sanctum that were currently hostile and 20-30 meters away). Kind of an immersion breaker.

- Please insert more options once an enemy is knocked out. I like that finally a good PC is no longer forced to kill every bandit. But it would be great if we could interrogate them and/or take them prisoner and so forth. Currently it's a bit counter-intuitive, that one gets more information from a dead enemy (speak to dead), than from a knocked-out, but alive enemy. In my play through I spared the siblings of the dying dwarf after they attacked me (by knocking them out). later, they attacked me on sight in the goblin camp. Was a bit disappointed by that. I would have expected them to at least note, that I went out of my way to not kill them, even if they still wanted me dead^^
on the same note: An option to "toggle non-lethal attacks" or something similar would be great in order to avoid accidentally killing an opponent with a reaction and for comfort when going for a non-lethal play style.

Thank you for creating a very promising game and for taking the time to read through so much feedback!
cheers!

Joined: Oct 2020
journeyman
Offline
journeyman
Joined: Oct 2020
i mostly agree, expecially on this

Originally Posted by Antiiox

- AI often prioritizes hitting a downed character over their own survival. I would suggest changing that for non-fiend/non-Mind Flayer NPCs (as in: "they are down and no current threat. The guy over there throws spells at me, I should deal with him first")



in tabletop targeting downed PC is considered eiter cruel (if not discussed in session 0) or high difficulty, because the party now has to expend resource, change position and/or overall tactic to save a PC from permadeath. This beaviour would be good in a Hard difficulty setting, along with 'all enemies always focus fire mages -> clerics -> rogues'

Joined: Oct 2020
journeyman
Offline
journeyman
Joined: Oct 2020
I have ~23 hours played, and recently finished the early access, which I suppose is all of act 1? Really enjoyed it, and pretty much immediately started a different character as Githyanki to see what those options were like. These are my main feedback points.

1. Party Member AI pathfinding. In Original Sin 2, I remember that your party members would automatically find their way around hazardous surfaces, like acid or fire. That seems to not be the case here, as there have been times where I was very easily able to go around something without touching it, but someone in my party would walk through it anyways. Kind of annoying, especially when you gotta do a rest or expend resources in order to heal. Was probably most blatant near the very beginning with the brambles. There's like a mile of space around the brambles, but Gale walked right through it anyways, taking some damage.

2. Auto success on 1s for skill checks. Even when it's impossible to lose a skill check, you still have to roll the dice. A little weird, since a DM in a DnD session would normally just let someone pass without rolling if they were good enough at something. Don't always need to roll for easy stuff.

3. I would like to be able to access the inventory of my teammates at camp when they aren't in my party. Would save some clicks and time. Otherwise, you have to dismiss someone, then recruit the person whose inventory you want access to, then manage their inventory, then dismiss them, then recruit the original party member again. A lot of steps for something that should be pretty quick.

4. I don't like that space bar selects dialogue options. When the game crashes, or I load a save, or now when I started a completely fresh character, I already know what people are going to say most of the time. When I know what they're going to say, I want to mash space to get to my next dialogue choice, but if I do that as it is right now, it'll automatically pick options. Makes me have to slowly and carefully go through dialogue when that shouldn't be necessary. Also annoying for merchant NPCs when I just want to shop, since the top option seems to rarely be shopping.

5. It would be cool to be able to mark our map in some way. Quest markers do an okay job on their own, but I think being able to mark your map is always a useful feature in any game that has it. Could mark stuff like encounters you might want to save for later, entrances to places not marked on the map, potential locations of interest that you may want to return to, etc. Lots of things that wouldn't be automatically marked by the game.

6. Being able to raise and lower the map floors would be incredibly nice. There was a time where my character was "stuck" in a pit. The only way out, by walking, was to open a gate that had hostiles behind it. However, I also had an amulet that gave me a teleport spell. I was hoping I could teleport outside the pit, to where my party was, but it seemed completely impossible. I couldn't target the floor above me at all. I'm sure that if it was possible to actually target the floor above me, I could have gotten out. I just ended up going to and from camp and that worked, but still. Would have been neat to teleport out.

7a. This one is kind of silly, but it'd be nice to be able to name bags. Near the end I had so many potions, scrolls, arrows, keys, and books that my inventory was becoming an absolute mess. I could put my stuff in bags, but then if I needed something specific, I might have forgotten which bag it was supposed to be in. Would be cool to just be able to name them "scrolls," or "potions," or something to differentiate them.
7b. Being able to sort bags would be nice as well (you can sort your inventory, but not bags within your inventory as far as I can tell).
7c. And being able to drag things on top of a bag to just put it in the bag, instead of swapping item locations, would be nice, but that's just a cherry on top. Dragging into the bag isn't super annoying, but it is a little annoying having to make sure everything is stacked properly. Mostly for potions and scrolls which you end up getting a lot of.

8. Speaking of bags, I don't like that clicking a container (as if to open it) while holding alt will put the container in your bag. It's especially a problem when there's a small container, or a container that's mixed up with a bunch of items somewhere. I would much rather it open the loot interface. If I wanted to grab the container itself, I'm perfectly happy just right clicking it to do that.

9. I would definitely be happy with more actions. Some actions I especially would like are:
- an active search. The passive perception works great for what it's supposed to do, but it would be nice to be able to actively, and more thoroughly (like a bigger radius or something) search an area when I choose to. The biggest problem I had with this is when I knew there were traps coming up, but the passive perception radius is so small that you seem to have to inch yourself forward in order to not get caught. I generally just opted to run straight through traps because I couldn't be bothered (I remember this being a thing in Divinity as well. It's a little silly to even have traps if it's more convenient for me to just run through them. Active search would solve this, I think). I also didn't really see anything that let me know when a container was trapped. I don't think there was ever even a passive perception check for that (and I played an elf rogue). All I noticed is that some chests would say the lock was covered in gunpowder or something, but there was at least one door that I remember which was trapped that, as far as I know, you would have no way of ever knowing until you opened it. An active search to check for a trapped container just makes sense to me.
- ready an action. I guess a lot of the time this would be something like the overwatch action in XCOM, but I think it'd be cool.
- dodge. I'm actually surprised this isn't already there. There were a lot of times I would have loved to use dodge with my fighter, which would enhance survivability (obviously) and also let me get off some ripostes.

Joined: Oct 2020
member
Offline
member
Joined: Oct 2020
Originally Posted by Antiiox

- Let a Character delay the initiative (or hold an action).

I agree with this: it would be nice for a character to be able to delay acting in combat. (Otherwise, high initiative can sometimes be a penalty.) Of course delaying was possible in DOS1 and 2. I'm not familiar with the 5e ruleset, but you were able to delay acting in the Gold Box games.

Last edited by martan717; 08/10/20 07:15 PM.
Joined: Oct 2020
journeyman
Offline
journeyman
Joined: Oct 2020
Originally Posted by martan717
Originally Posted by Antiiox

- Let a Character delay the initiative (or hold an action).

I agree with this: it would be nice for a character to be able to delay acting in combat. (Otherwise, high initiative can sometimes be a penalty.) Of course delaying was possible in DOS1 and 2. I'm not familiar with the 5e ruleset, but you were able to delay acting in the Gold Box games.


You can hold your action in D&D 5, here's the text straight from the SRD :
"Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
"

Last edited by Temperance; 08/10/20 07:43 PM.
Joined: Dec 2020
stranger
Offline
stranger
Joined: Dec 2020
Hello,

Despite i really LOVE the game realy it s a very good game and i took a big pleasure to play a it. The control of the Camera is not very Good.

It' will be very cool to not have Lock on PNJ for scroll fromm border of screen and so to be need to press a key. moreover it will be very cool to have the near First Person to able us a free look (like look up down etc). And also have a Better DeZoom.

In Fact a total control of camera will be the better.

Wasteland 2 DC have the same problem but a man have do a MOD that Completly redone Camera Control and it's wonderfull completly change the pleasure of gaming. So if a solo man could do a mod for have a cool camera control i think a Studio Could also.

I realy hope somthing about Camera control and sorry to have post this thread it s not to complain only cause i love the game but the interfacce is perfectble and we are on beta so i take my luck to try to have a perfect game (and we are near of that laugh ).

Another Thing It's a horrible to could not select all carachter a give order like Stealth (or other type of command) cause do it one by one is a torture.

Thx in Advance Best Regards ExA


Bien mal acquis ne profite qu'après !!!

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5