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When trading, would be nice to get confirmation that I'm giving away stuff without asking to get gold in return! smile

In terms of UI, can we have numbers to indicate what number key to press to activate a skill on the skill bar?

Related to that, are there plans to have more than 9 skills that each character can actively use? It looks like a skill has to be on the skill bar to be activated and it's a pain to replace skills on skill bar in order to use a new one. I like how in Neverwinter Nights one can assign not just one row of hotkeys for skills and spells, but each modifier key (Shift/Ctrl/Alt) means one more row of hotkeys per modifier. Or let us use a skill from the skill list directly.

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Cannot finish that murder quest, really buggs me, can't get items for the dog, everything else does't seem to be possible. Cannot enter Rooms of people for an investigation although someone has been killed probably. I don't know, because the mortician simply says nothing, i got him jailed, no clue where he got taken. Imho this is all very rough at the moment.

Combat is totally unbalanced but fun. Looking forward to the next build.

Last edited by Janju; 21/12/13 12:02 PM.
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Hey Janju, which items did you get? I have found/aquired items from the legion general, the mayor and Esmeralda.
With an older build I had broken into Evelyns hut, but not found anything there that I could bring the dog (I have found something else, though...)


The general's socks can be found in his drawers, Esmeraldas headband cn be bought, as can the mayors ring

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Hello Larian!

Hopefully, this is the right place to post feedback. I'm probably sure that some of this was reported by others, but I haven't been actively reading the forums, so please pardon any repeats.



Feedback

Version Played: 1.0.47, Alpha

First of all Larian, I have to say I am enjoying the game a lot even in its alpha state, it’s looks great. It's been stable for me, no crashes so far. I love the music that was added in 1.0.47. It adds a lot of great atmosphere to the game. I have been playing for about 4 hours and have some feedback and suggestions for improvement. (More to come!)



Interface Issues

Level Up - When my character leveled up, it wasn’t clear to me what I was supposed to do. While I had an idea from watching the D:OS videos, the abilities and talents almost seems hidden away. In addition, I’m not sure how to select new skills. What I think would be nice would be a new level up screen, where you can select your talents and skills (while not removing the existing screens). Or maybe some visual feedback to indicate to the user where to add new talents and skills.

Mouse / Camera - I have to say, this has been the most frustrating thing in the alpha so far. Sometimes I want the screen to pan, and it doesn’t. (i.e. when I want to move down/south and my mouse cursor is blocked by the quick bar) Sometimes when I want to double click on Scarlett’s/Roderick’s inventory, the screen would pan to the upper left/north west direction. Perhaps my mouse is too sensitive? While the arrow keys, WASD keys work great for panning (and I really like that feature), the mouse panning has been a source of frustration. I also really like how you can just click and hold and the party leader + camera pans.

Saving a New Game - When saving a new game, a dialog first appears to ask to user to input a save game name. The background dims slightly to focus on the save game dialog. When you click save, the screen flashes for a moment when the Save Successful dialog appears. Probably because when the previous dialog dismisses, it unfades the background while the Save Successful dialog fades it again. Not a big deal, but a minor annoyance.

Loading Games - List of saved games are not sorted correctly by time. It appears to be sorted by time, then date.

After loading a game, Roderick is always selected as the party leader even though I might have selected Scarlett during the save. When I move Roderick, Scarlett does not follow. It only works after I switch party leaders does the follow mechanism work again.

Quick Save - No visual feedback. (Of course I know this will be fixed later) Just wanted to note it here.



Quest Issues

Beach Guards - The two Legionnaires guarding the bridge agreed to follow me. However when they did, they disappeared somewhere. I saw some shield and sword artifacts, but the NPCs themselves completely disappeared when the NPCs were off my screen.

Cyseal NPC Dialog - The dialog appears to be random but repeats too frequently.

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One more thing Larian!

Dialog conversation - During dialog conversation, the mouse still allows the screen the pan. So I could be reading the dialog and screen will pan somewhere else away from the characters in conversation.

More to come!

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I'm starting to come around to the idea of removing Battle Magic and Defensive Magic as abilities. It would make it easier to assign starting magic skills if you had to specifically put points into schools to get the ones you want.

I know that the starting magic spells are placeholders, because Teleport, Winterbreath, and Fireball are a little potent to start out with, and should require several points into those Abilities to be able to use.

Obviously, the one-turn cooldown spells should be the least powerful ones in the game. Poison Dart, Ice Shard, and Blitzbolt all fit, but Flare's multi-targeting ability doesn't match the others. I think that there should be two variations of Flare - the single-target, one-turn one, and the multi-shot one that takes more turns. ... Oh.... here's an idea: As Flare's projectiles increase, the number of turns it takes increases! EDIT: Maybe Flare is fine. It's good to have a variety in spell effects, rather than just the same color ball.

To help balance magic, It should probably cost you AP to switch the skills on the quickbar. Maybe half your maximum AP? Or make it simple and 2-4 AP per spell? Consider those skills the "memorized" ones. This will make proper skill selection

Scrolls AP should probably be increased to 3.

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@El Zoido
I found all parts now, you just have to go through every dresser there is. Avatar is not used to that....


1.) I think the toolbar button for the skills should be reworked.
First of all there should be space for 10 Skills
2nd there should be 2 multi purpose spaces for non skills (potions, traps, etc.)
=> 12 Icons in Combat available

The bar should only be changeable at start or outside of combat.

2.) Side by side view of inventory or paperdoll of two characters.

3.) Quest markers dont seem to work. The partner of Evelyn just said he will mark it on the map. Nothing to see on it.

Its really difficulty to make progress like that. A lair on the beach? Without a quest marker? And one reveal spell? *sigh*

4. Vendors
Should also be marked on the map. Esspecially those that sell skills.

Last edited by Janju; 21/12/13 05:29 PM.
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I know it's placeholder, but the clues for the Burial Mound puzzle should be written on a wall in the final version, not something you can pick up and take with you.


Originally Posted by Janju
1. I think the best not mood breaking solution for my house finding problem would be if i could ask for directions. Then people should answer like, go north, west and stuff. That would all those randam unnamed npcs a reason to exist.

Signs with Street Names would also help.


Asking people for directions is not going to work, especially once they start to move around when schedules get implemented.

There are already signs pointing you to where things are, street names wouldn't help, it's not that big a town. I do want location flags on the map, though. If the game provided you with co-odrinates in your journal when NPC's direct you to a specific spot, that could also be really helpful as well.

2, 4. Very well-known bug.

Quote
6. Kitty Love
The quest says i found a collor after defeating a crab. Its not in my inventory. I cannot seem to be able to give it to sam. The craps spawned gravestones when they died. Filler artwork?


The gravestones are not filler, they're indicators for an enemy that has been gibbed, for an enemy mage to target for resurrecting it. It could do with looking a little less real, though.

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7. I dont understand how you buy items from vendors in this game.


Talk to an NPC, on the left side there should be an icon to buy things, which takes you to the barter screen. Left click things from your inventory to sell, right-click things from their inventory to buy. Click the balance icon to shift gold from whoever has less value, then click the blue checkbox.


Quote
Btw guys sorry if i sounded negativ in my posts. I love the game!
My rating so far would be very good.


Don't worry about sounding negative. Give praise where it's warranted, but as Alpha testers, it is our duty to be negative about things which need improvement or aren't working right.

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Originally Posted by Endre
I just checked and my GPU was burning a bit. laugh I have a GTX660ti and it was 57 degrees. smile


For a GPU this is usually fine.
Some of my older GPUs went up into the 90s without problems.

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Version Played: 1.0.47, Alpha

It is .47 already?

And we don't have changelog :<

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Boris and Steven are remarkably resilient for deathly sick men! I tried poisoning them, shooting them with fireballs, freezing them, sending boulders smashing into them, and it didn't hurt them a bit! (I was trying to see if I could break the dialogue/decision by killing one of them).

On the other hand, Cynthia's door on the other hand, while resilient, will eventually break under a determined assault, then you can walk in and take the teleporter pyramid and have a conversation referring to Zixzax giving you a teleporter pyramid, which he has not done at that point. Attempting to use your wrongfully acquired pyramid does nothing until you get the other one from Zixzax, though.

Kein - as far as I know, 1.0.47 is the same as 1.0.45 except they added music.

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That was just the music added to 1.0.45 .

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Downloading it now, though I'm not sure this is the right place to ask, but I shall anyways. Do those who backed two copies of the game get two keys? It seems a tad silly to not be able to play this with anyone else due to only one person being generous!

I can understand it though to some extent, I just want to know if this isn't an actual issue, but a decision.

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Yes, but the second key isn't coming until multiplayer is added in mid-January.

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Hi, I just solved the lighthouse story and let the 2 legionaires to get all benefits. They was about to leave and I clicked one to talk again and became the dialogue with their boss, but he was not there. Sorry if someone already mentioned it.


We are proud to report that we finished our DOS2 localization project (Hungarian). :'-)
https://warg8.jimdofree.com/
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I know that skills and such are fr from final, but I think that currently the movement stat is somewhat off.
Fighters, which would need a certain movement radius to reach their enemies, get a lot of items that reduce it, while the items for magic users increase movement.
The result is that my fighter has a movement of ~0.5, while my mage has almost 2 - although the fighters speed stat is higher and he has the talent that increases movement.
I would therefore either propose to generally reduce the movement penalty on armor pieces, or add a fighter skill that reduces the penalty. The way it is, fighters seem too slow in combat.

Last edited by El Zoido; 21/12/13 10:32 PM.
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Has anyone noitced clipping issues. For examle at the very start there is a door next to the crabs (haven't gone far enough to learn if I can open it) but i can walk right up to it till i'm half 'embedded' in stone (visually).

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Originally Posted by El Zoido
I know that skills and such are fr from final, but I think that currently the movement stat is somewhat off.
Fighters, which would need a certain movement radius to reach their enemies, get a lot of items that reduce it, while the items for magic users increase movement.
The result is that my fighter has a movement of ~0.5, while my mage has almost 2 - although the fighters speed stat is higher and he has the talent that increases movement.
I would therefore either propose to generally reduce the movement penalty on armor pieces, or add a fighter skill that reduces the penalty. The way it is, fighters seem too slow in combat.


Yeah, that is pretty backwards. Right now the fastest way for a fighter to get into the middle of a fight is to use Rush Attack or Pheonix Dive. Unfortunately, keeping a fighter alive in a battle is even harder.


Maybe Speed should not be the only attribute that affects movement distance? Maybe Strength should give a boost to movement distance, and Intelligence a penalty? That sounds tricky to calculate, though.

EDIT: El Zoido is right, a movement penalty for higher Intelligence is bad. Hmmm.

Last edited by Stabbey; 22/12/13 01:53 AM. Reason: no int speed penalty
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Originally Posted by Stabbey

Maybe Speed should not be the only attribute that affects movement distance? Maybe Strength should give a boost to movement distance, and Intelligence a penalty? That sounds tricky to calculate, though.


I wouldn't give penalties for higher stats, that would be a bit strange (e.g. Inteligence - would you think extra carefully before taking a step? wink ).

But some synergies might be a good idea - e.g. strength might reduce the penalties you receive from armor pieces.

With some decent weapons and armor fighters become quite good, actually. I found a nice sword in the fight with the lighthouse terror, which trivialized fights against most enemies.
Movement penalty aside my fighter can tank as well, biggest thread are casters that manage to cast multiple strong spells in one round on him.

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More things I've been meaning to write down:

1) You can trigger the journal entry for the burning ship if you wander too far south near the treasure chest outside the harbour.

2) If you're caught stealing from the bench by the harbour area, your party has a dual dialogue, but neither one of them gets traits from it. Also, in this case, I think that the dual dialogue should happen as long as they're both together, regardless of whether they get caught or not.

3) When teleporting into Cynthia's place via the pyramid, you have a Charm/Intimidate/Reason dialogue, but all the options have a -100 penalty. I don't mind the different responses, but there doesn't seem to be a consequence for what you pick, it all leads to the same outcome without even a +1 to X trait depending on your choice.

4) This is a minor thing, and not that important. Maybe the dialogue for the bridge guards could be tweaked to make them seem a little more uncooperative. Right now, disagreeing to be escorted by them and then killing them does kinda make you seem a little psychotic. Maybe have them idly threaten that perhaps you won't make it all the way to the city. Or alternately If it were a case of them just getting knocked out (and somehow not gibbed by spells), that'd also do it. But that's probably too much rewriting to expect, especially given all the other things to work on.


5) The Crowd Warmer
- My first thought when seeing that the other guy's crowd was lured away by a talking head was "I wonder if a talking clam could help get that guy's crowd back?"
- Why is the talking head flagged as "don't touch" when you mouse over it, when you can't actually steal it, and talking to it is normal?
- If you lure Reginald's crowd back to the first guy, he gets all upset and says that he's ruined... why not, I dunno, hire a NEW crowd warmer instead of moaning about it? I'm sure there's no shortage of people short of work in Cyseal who could do the job. Maybe an attempted fish thief, called Robin, perhaps?

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