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#342064 21/12/06 01:54 PM
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This is a topic for short suggestions that don't really need a lot of feedback and probably are not going to generate much debate. If you have any ideas that you don't think warrant new topics but don't fit anywhere else, feel free to post them here.


hotkeys

DD and BD were pretty good at allowing configurable hotkeys for various functions, and I'd like to see that expanded on.
I find a lot of right clicking hard on my wrist, so would want to avoid using that for more than occasional spell use. I also dislike using wasd for movement, for example, and would rather map that function to the arrow keys (though given a choice I'd rather switch to a gamepad than use either).

Since the interface will have to be controllable from a gamepad, I assume there will be some kind of menu system to access various functions. It would be nice if hotkeys could quickly bring up favourite submenus or functions (though perhaps not necessary if there are not a lot of submenus).



book / interface size

The menu interface and books should be scaleable separately from the game resolution. In BD I set the game resolution to the highest value that I could still comfortably read text at (1152x864). While this is fairly close to the maximum supported resolution, others with smaller monitors or poorer eyesight had lower limits imposed on their game resolution. Alternately, some people playing at low resolutions for performance reasons ended up with the inventory window being a tad large, taking up most or all of the screen.

If the game camera is zoomable, the same key/mousewheel could be used to change the size of the interface and books. Otherwise, there could be a couple buttons in a corner to switch to the next smaller or larger size graphic of the supported resolutions.

#342065 21/12/06 04:49 PM
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I tend to use the mouse with my left hand, mostly, so I definitely prefer the arrow keys if movement keys are needed.


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#342066 21/12/06 05:32 PM
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I prefer wasd (well, zqsd since I use an azerty keyboard), so I guess every control in the game should be customizable.

But I was wondering about the ability to buy (or build) houses, castles or even towns. Are we going to be able to own any of these ?
(And should I make a new thread were we can put our thoughts about this ?)
I'm not sure if there is alot to be said so I included it in this thread.


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#342067 21/12/06 05:38 PM
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I prefer customization, so you can asign keys yourself. You should be able to use ijkl if you wanted to, useing m for sneak etc.

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#342068 21/12/06 09:56 PM
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[color:"orange"]But I was wondering about the ability to buy (or build) houses, castles or even towns. Are we going to be able to own any of these ?[/color]

I don't recall the Larians saying anything about this one way or the other. There is a fair bit that can be said on the topic, since it has been discussed a couple time before, and lots of people would like to own property. If you want to expand on what you would like to see a new topic be fine.
Some people would almost like a sim castle mini-game while others seem to want RTS style workers running around constructing and upgrading buildings. Personally I wouldn't mind owning a castle (etc) but would rather it be built in the background based on quests I have done (rescue an architect) and actions I have taken (secure a trade route), and not require me to manually give low level orders, etc.

#342069 22/12/06 04:25 AM
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gates and levels

In the Property Wishlist topic I brought up the possibility of a gate leading to different levels in order to simulate development of an area.

This reminded me of a book I read years ago, set (mostly) in a castle where the inside was quit a bit larger than the outside. A corridor or staircase could lead to different places depending on the time of day, day of the week, or whether you walked down the middle or along one of the walls, etc.

Perhaps some of the gates between game levels could operate in a similar fashion, particularly if an area is cursed or controlled by a group of mages. There could be small markers on the ground (or trees, walls, etc) that you could use to navigate if you knew what to look for. For example, a path through a forest could lead to a meadow during the day, but a thieves' guild during the darkest part of the night.

#342070 22/12/06 05:53 AM
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i hope the new game from Larian will support 5.1 audio channel, not only for the sake of novelty but to utilise the effectiveness of sound to convey what is needed to make the game experience many times better than just relying on visual alone.

also to use sound more effectively in the game, & not just for music & SFX. meaning, sound can provide as much clues about certain things in the game as sight, if not more.

i have no idea if this is a good idea should we have deaf or hard of hearing gamers who want to play the game. then if that is the case, should we alienate the colourblind too?



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#342071 22/12/06 12:39 PM
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like i said in another thread: i would like to see friendly creatures too, perhaps some of them even want to go with you if you treat em nice <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


#342072 22/12/06 01:38 PM
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i hope the new game from Larian will support 5.1 audio channel, not only for the sake of novelty but to utilise the effectiveness of sound to convey what is needed to make the game experience many times better than just relying on visual alone.

Didn't they utilise the effectiveness of sound in DD & BD? =P But yeah lets hope so.


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