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Eventually, once the final game comes out, dead party members won't just auto-revive after combat ends. Death will be permanent unless you use revive magic or a scroll.

To that end, two suggestions:

It's quite possible for the Orc Shaman to toast one of your characters with a fireball in the fight just before entering Cyseal harbour. The hidden chest just outside Cyseal Harbor is considered a semi-secret area. Why not arrange it so that that chest ALWAYS has one (two if Larian is feeling generous) Scrolls of Resurrection? That freebee will let players recover from one (or two) mistakes, but after that, they're on their own. (Possibly, some more scrolls could be sparingly placed AFTER certain puzzles, traps, or boss fights.)


What happens if a player dies and they are the one who was carrying the scroll of Resurrection? When a player dies, they usually keep their inventory. What to do then? Here's the answer: I think there should be one exception: they should drop any scrolls of Resurrection they're carrying. That could add unexpected tactical challenge to a fight, as you may have to make your way to the scroll.

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Originally Posted by meme
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).

That object just has no properly defined collision mesh, no biggie.

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1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog

2. Quest Items that have a single purpose should be deleted when successfully used and are not needed anymore

3. Rats are too fast.

4. Add dual wielding to the game (e.g. two daggers)

5. Quick stack button (stack all items into the container already containing them). See Terraria for an live implementation.

6. Add specialised crafting containers. These should hold any number of certain resources. See Guild wars 2 for the crafting container:

[Linked Image]
(the cooking ingredients are all shown, the ones owned have numbers on them, that way they are always sorted and taken care of)

7. Crafting in the game should't be implicit. Sometimes i draged items over each other because i wanted to stack them, instead they got combined. Kinda bad when you didnt want to have them do this. => build a crafting interface where i can combine items explicid.

Last edited by Janju; 26/12/13 11:43 AM.
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Originally Posted by Janju
1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog


There should be a faster way to end conversations quickly, but there are too many possible cases where being able to end a conversation anywhere would break things. I think it would be easier to solve this by adding more "I'll take my leave" options in conversation menus, not new buttons to the interface.


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Originally Posted by Stabbey
Originally Posted by Janju
1. End Dialog (I'll take my leave) should be an extra button, like the shop button. In the conversation Dialog


There should be a faster way to end conversations quickly, but there are too many possible cases where being able to end a conversation anywhere would break things. I think it would be easier to solve this by adding more "I'll take my leave" options in conversation menus, not new buttons to the interface.

The button can be greyed out when a conversation is ongoing. I just dont want to be forced to scroll down all the time looking for the "good bye" text option when all i really wanted was get something from a vendor and then say bye quickly.

Last edited by Janju; 26/12/13 04:56 AM.
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Maybe if it was at the top of the list?

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Originally Posted by Erdrix
Maybe if it was at the top of the list?
That would work, but i would still prefer an extra button.

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I would be good either way.

If the extra end dialog button works the same as the "I take my leave" dialog option, would it make any difference where it was located?

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Originally Posted by Janju
Originally Posted by Erdrix
Maybe if it was at the top of the list?
That would work, but i would still prefer an extra button.

How about the little red cross button in the top right corner?

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I'll try these again to make sure they haven't been fixed, but...

- Clearly, Charisma and Attitude modifications are not implemented yet. I verified this by giving a character 5 Charisma and talking to a guy who you can lose 50 points with, and his attitude was set to -50 instead of -45 (or higher).

- I think that even if you have talked to Bertia before, you don't get the option to tell her about her sheep
if you dig up Jake's coffin and take the sheep from inside
. You really should be able to do at least ask "is this your sheep?"

- If you fail the dialogue check with the mortician, then having his journal in your inventory (as evidence) should prompt him to confess as if you had succeeded on the check. Right now it does not.

- When asking Arhu about Jake's murder, he doesn't have the "Who are the Suspects?" dialogue until after you speak with Aurelius about the murder AND Ask Arhu about himself (or events in Cyseal).

Since that dialogue is pretty vague, there's no reason why it shouldn't be part of Arhu's conversation options on the topic of the Murder even if you haven't spoken to Aurelius or asked Arhu about himself.

Last edited by Stabbey; 29/12/13 03:31 PM. Reason: bug with arhus stuff
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Thanks to the Quarterstaff crafting recipe and my whopping 0 skill in Crafting, my Level 1 mage took two pieces of driftwood and made a quarterstaff that does 25-75 Crushing Damage, has an 8% Critical Chance, an extra +1 Intelligence, and the only requirement was 8 Intelligence (the default starting mage stat).

Why on earth does gear have no level requirements? There's a bunch of equipment, weapons, scrolls, etc. that are clearly meant to be used at a higher level, but there isn't a minimum level requirement in the game. It's obvious that gating it behind "must have X in stat" is insufficient.

********

Spoilerish suggestion for the main quest storyline.

After Esmerelda tells you about
her suspicions of Evelyn, she takes off in such a hurry that she leaves behind her backpack. The backpack contains the key to her house, which has her diary and reveal spell lying out in plain sight (visible using the ALT key), but she keeps the key to her strongbox outside for no clear reason.

The diary and spell are the big things she's trying to hide, so my suggestion is to put the diary and spell into the Strongbox, and possibly switch the keys, so that you can find her house key outside under the bucket, but all you find inside is a locked chest and ordinary stuff. This will hide the special things from snooping via the ALT key and make her look less suspicious until the time comes to make her look suspicious.


********

Cross-post from the Item Combination thread:

Higher points in the Crafting skill makes you produce better quality stuff from the same ingredients. That's good, but some things should require higher base crafting skill before you can craft them at all. If you lack the skill, the game should give you a message complaining.

Magical Items are more powerful and valuable, and so they should be harder to create than normal items. Making magical items should require a Talent, and that Talent should require something like crafting 5 or 7 as a minimum or more to unlock.

Arrow Head + Arrow Shaft should make an ORDINARY Arrow, not a magical one. That's really weird, and it makes magical arrows too cheap.

Since we don't keep track of bow ammo, this ordinary arrow would be useless on its own, so it needs to be combined with something else to become useful ammo.

Ordinary Arrow + Earth/Fire/Air/Water Essence = magical arrow of some type.

Elemental Essences should probably have all kinds of uses in crafting, maybe even with each other to make some kind of Essence of Magic.

They should probably be reasonably common in loot, and a store in town should also sell Elemental Essences.



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Blitzbolt Scroll Level 8 - Description says has 340%% chance. Has an extra % sign that's not necessary.

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Originally Posted by Stabbey
Thanks to the Quarterstaff crafting recipe and my whopping 0 skill in Crafting, my Level 1 mage took two pieces of driftwood and made a quarterstaff that does 25-75 Crushing Damage, has an 8% Critical Chance, an extra +1 Intelligence, and the only requirement was 8 Intelligence (the default starting mage stat).


I think Crafting skill checks are bugged/nonexistent right now, as crafting a staff with +INT modifier requires level 10 Crafting.

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For the Ice skills, there should be an effect between "nothing" and the complete immobilization of the Frozen status. I propose the "Chilled" status: Those inflicted suffer a heavy penalty to initiative, and their Movement is halved for the duration (they can only move half as much with their movement points). An Chilled enemy struck by another Ice spell suffers a steep penalty to their saving throws against Frozen status (i.e. you hit an enemy with Ice Bolt once, they become chilled. Hit them a second time, they're probably going to be frozen). If you add the status, Ice Bolt will NEVER freeze an enemy unless they are Chilled.


Question: If there is a steam cloud on the battlefield, does hitting it with Winterbreath turn that from Steam back to water? I think I saw that happen, but I'm not sure.

When I mouse over an enemy, I'd like to see any status effects they are under AND how many turns they can last for.


Originally Posted by Norbyte

I think Crafting skill checks are bugged/nonexistent right now, as crafting a staff with +INT modifier requires level 10 Crafting.


Well yeah, I didn't think it was working properly. laugh

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Just saw something neat happen:

I was about to engage the first undead house in the western encounter Warrior Scarlett and Ranger Rod were just outside the battle range, so I decided to try and get Scarlett in closer so she wouldn’t have to waste as many AP moving. So I had her sneak in and she got behind the Undead archer. Her first strike started combat, and the Archer attacked the ooze barrel like it always does. But my attack hadn’t broken stealth, so lacking any targets, his next attack was to his last target, the remains of the dead barrel. I finished the guy off and realized that Rod hadn’t engaged in combat. I was still stealthed and snuck up and attacked the mage. The mage didn’t see me, but a swordsman, attracted by the ruckus did go to investigate what was attacking the mage, so he walked up and finally I was spotted. That’s when the neat thing happened:

Now that my Stealth had failed, Rod was now in combat, and he automatically walked up and entered the combat zone, all without orders or using AP until he was in position. Nice!

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Stealth + Range is very Overpowered. Just took out the big orcs at the beach with one lv2 character and a light crossbow. Just staid out of sight range and shot them. Noone moved into my direction just looking at me but not walking at me so noone attacked me and i could easily kill them with no real effort.

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I found the Resurrection Skillbook at a vendor and you can resurrect NPC with new loot. So you kan kill the vendor collect all the stuff, resurrect him and kill him all over again. You can do the same with the guard before the treasure and you can get infinte exp from it like really reviving the big orc and kill him again and so on. It should be removed. I killed with lv2 the vendor took his gold and the resurrect book and just killed the one guard over and over till i had really good weapons for my chars at lv3. The rest of the fights in the game were some kind of joke where i could decide when the fight is over.

The resurrection skillbook should be removed and only really powerful wizards should sell resurrection scrolls.

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I'm not against removing the Resurrection skillbook, but that's an obvious unintentional bug. The real question is if it's a problem with the spell in your spellbook, or does it happen with the scrolls as well?

Another Exploit: Things enemy mages summon, like Zombie Boars, give you experience when you kill them. That can be used to farm XP.

Last edited by Stabbey; 01/01/14 04:33 PM. Reason: farming boars
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Its also possible with scrolls,
I killed Arhu for the Resurrection scrolls but couldnt target him to resurrect frown. So i could not revive and kill him for endless resurrection rolls. The commander didnt drop anything after but the vendor dropped a totally new inventory again.

By the way Vendors are way too rich, why does a fishseller or a marketmen have 987 gold, its like they want to be robbed wink (or killed since i dont think pickpoket is implemented yet). Of course my righteous mage wouldnt, but the ranger likes shiny coins xD.

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I got to play OS on a friends account, what can I say - its going to be a great game!

Some feedback:

1. Are starting skills placeholders? Seem too powerful.
2. Levling is really confusing, tutorial would help!
3. After casting a tornado, my mage starts levitating untill I cast something else.
4.my one and only save game(silly I know) got corrupted after ctd whilst trading with the mage.
5. Spells are not exlained in description so have to save and load to the try them.
6. Is auto replying of one of the characters still an option? Or do I have to reply for them both?
Enjoyed it overall!

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