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Originally Posted by Kein
I never said EVERYTHING. Refer to pages 1-2, David also mentioned that highlighting everything would be insane. The point is to have the ability to highlight ALL PICKABLE items.

I prefer all usable items to be honest. It would make it easier to prioritize what to pick up and not.

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Here is a little contribution.

- First, i find the game too much difficult, really too hard. I want to PLAY, to have fun please, not to flee almost each times because of the unfairness of the fights

- 2nd, the inventory is a real mess, 4 or 5 piles of coins, the categories don't work... that's a pity.

- 3rd, the music is really unbearable. So poor, sometimes only a single loop repeating, sometimes a stupid music that is a nonsense with the place or the situation in which you are. That's sad.

Anyway, thanks for your work guys and girls, you already did a great job.

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You should consider exploring to the northwest of Cyseal first. The northeast and the beach are probably too difficult for a low-level party.

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I hope to see more concerning attitude in the game such as when you catch the fish thief and tell the fish merchant about it, her attitude towards you gets raised by 50 and improves her prices. Little things like that really make the NPC's feel more alive.

Also something I missed at first, but a certain NPC in the market refuses to talk to men but will talk to the female character instead is great. Gives more purpose to the dual main characters

Last edited by dakkai; 22/01/14 11:24 PM.
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- The Source Hunters were sent on a mission. They should probably have a bit of gold to buy supplies with. At least 100 gold (100 each would be better). It would help get players started.

- If one of your party members has Pet Pal, but the lead doesn’t, both can see the bull’s conversation at the harbour, even if the one you’re actively controlling doesn’t have Pet Pal. This may be working as intended, I’m not sure.

- Outside the harbour gate, there’s a shipwreck with a crate. You get 250 Exploration XP for finding the crate… but like 75% of the time, the crate is completely empty. There should be at least something always to find there that doesn’t rely on a lucky 20% chance of the crate spawning something.

- What makes Arhu think that there’s a cult behind Jake’s murder, not a single person? That’s unclear to me. That should be explained a bit better, I think.

- The crates and barrels just inside the harbour gate are tempting for adventurers, enough that they can miss Pablo running up to tell people about the fire. This is their own fault though and not something that really needs to be changed.

- The way health and weapon damages change as your level goes up is really untenable. Health goes up really, really fast, and weapon damage goes up really, really fast as well, which is a problem for balance. It forces the player to prioritize weapon skills and finding new weapons.


- The "Assassin" (Backstab with any weapon talent) should be deleted, because it is overpowered, and it makes the Daggers pretty useless for their intended purposes of backstabbing, when you can use any weapon to do so.


Tutorial Messages:

- The Escape menu should have a “Tutorials” option that brings up a screen that at least contains the tutorial tips from the pop-up boxes.(maybe even screenshots highlighting the particular parts of the interface if you want )

- The Tutorial message about saving might best be placed before you reach the soldiers at the bridge. (especially since they can kill you in two hits from full health)

- The first time opening the trading screen should tell the player some basics, especially about using the Balance button.

- The quest log should have a tutorial message that tells you that clicking on quests will activate a quest marker on your map. Maybe also one near signposts that tells you that clicking on them tells you where you should go.

Joined: Oct 2013
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While we talk about attitude things, I think that system is pretty iffy and needs a rethink so that major crimes are properly punished. Or punished at all, in fact this game direly needs a bounty system.

I did something to test this. You know the murder mystery suspect? The women, in her store? Well I triggered her to go hostile by taking something in her home while she was watching from the store side, she calls 2 guards, I kill them, and I kill her. Repercussions as follows:

-50 Attitude for character that was active
0 Attitude change for second character
No repercussions beyond that
Nobody talked to me about her death, or why 2 guard members suddenly turned into red goo

Now when we get down to it, what I did there is a MAJOR crime. I killed off an ENTIRE STORE. A prominent member of the city. 2 City guards that heard her call for guards. I looted her store and house and body parts are scattered over 2 square miles.

And one of my dudes get's -50 attitude? That isn't a repercussion... this game needs a lot stronger enforcement of law or breaking the law is completely mundane.

In fact, I killed a captain/pirate dude that wanted to go to an INN and talk to me about something by pure accident, as I walked in and by chance clicked on the chest, instead of the character I wanted to click on. He went hostile instantly (I did not take anything) and the combat was over quickly, I got 2700 XP and... nothing. No repercussions. Dude disappears from the city, and nobody cares....

This kind of stuff needs more love before release. Players can kill the entire city without repercussions, I get that we SHOULD be able to do this in this kind of game but maybe triggering NPC's to go into combat shouldn't be this quick and easy and killing them have so little repercussions.

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If you kill all the witnesses who is there to be angry at you? Do you just want the entire town to assume it was you without any evidence? Had you taken the fight outside and more people would have been privy to your actions then they would have a reason to attack you or dislike you.

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Yeah, plus I mean, logically it is a rather small town, limited guards, not that many people. No rapid communication with nearby towns, I figure if someone went nuts and had the ability to kill everyone in the town it would get pretty ugly for them, perhaps explaining why they pounce so quickly on petty criminal actions. Don't see as they'd have any way of knowing beforehand you could steamroll them. The repercussions here are that you lose any future potential information or quests from them leaving you to progress by yourself. For some, not a problem, for others I know, they'd be stuck.

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Originally Posted by lokitrixter
If you kill all the witnesses who is there to be angry at you? Do you just want the entire town to assume it was you without any evidence? Had you taken the fight outside and more people would have been privy to your actions then they would have a reason to attack you or dislike you.


But there were witnesses, one of the store customers was still there and completely ignored the fight, and 3 npc's walked outside where the guards came from....

Even assuming the random dude in the INN is a "murder never to be solved" I was not silent or careful in that other battle. And the witness saw me. Heck, he saw the body parts flying around. Surely that ought to trigger some kind of response. It's true I cut myself off from quests with that but without KNOWING about them that isn't a repercussion at all ;P

Maybe my point is, that NPC's that call guards because they see you steal or trespass.. should not go HOSTILE unless *you* choose to attack them ;P

Ps.: With "Not silent" I mean that blew up half the store, if the game had destructible walls, the store would literally not be standing anymore. Ain't no kill like overkill.. wink

PPs.: You guys make an interesting point. But if the city is "scared" to respond to this threat I pose, then that needs to be part of the script and dialog. Currently the town doesn't respond because the town *literally* has no way to respond to a serious threat. As in, there is no scripting for it. There need's to be fail-safe script that brings the strongest people of the town out to face you and put you behind bars proper, guard captain, remaining guards, and their mage for example.

Last edited by eRe4s3r; 23/01/14 11:48 PM.
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I'd think that would all fall under their npc schedule which isn't implemented yet.

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You are there to investigate a murder. You committed a murder. Who do you think they might ask to help solve this murder? That would be YOU. So you could easily NOT solve it OR FRAME someone else. But the key point is not everything is working as intended at the moment. Key fact is you can attack either of the two guards (Junius or Bibius) at the bridge and the other won't respond.

Watch me kill Junius and Bibius just stands there calmly and then refuses to talk to me.

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When I killed the ranged one before initiating dialogue with them I ran up to the remaining soldier and the quest initiated normally for me, both of them talking, one dead.

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Weird. I just started a new game to test this and the only thing Junius (Left one Warrior) said when I killed Bibius (Right one Ranger) was to sheath my weapon, even though it was. Hit Tab twice to unsheath and then resheath and then he had nothing to say.

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Yeah figure it's a bug on my end, when I was testing ways to get past them without dying in combat, first attempt I was just blasting with spells and near the end they turned hostile even though I didn't do anything different and killed me, after that I killed them through use of the teleport spell on 2 mages, which might be what caused the issue, no xp when the archer dropped dead then speaking to the remaining one initiated dialogue as normal for the quest, I refused the escort and only had to fight the survivor.

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- Ignoring the current problems with crafting, if you don't have the correct skill level to craft an item, you should get a message saying something like "Crafting failed" so you at least know it was a correct combination. Seems tedious to retry combinations every time you level up your crafting skill.

- A message (Not dialog) for quicksave successful would be nice

- Maybe intended, but there are several basic items, namely weapons/armor like "Sword", that have the same name but are clearly different items (Don't mean randomly added properties)

- Quest related attitude adjustments should probably apply to the whole party, at least in cases that aren't specifically targeted at a single character

- Smelly/Muddy/etc items aren't sellable. I assume it's because their worthless, but it would be better if they just had 0 value instead of needing to drop them

- When clicking on an item/door in sneak mode, it is possible for the character to move into a position to break sneak and then loot the item, getting caught. It would be better if the character would cancel all current actions once sneak is broken. Or maybe having loot cursors greyed out if out of range so you can determine this yourself.

- Consistency in inventory switch button would be great. The same as the current order of your party

- Make the Lockpicking skill automatically move your character into range

- Since the minimap rotates as you rotate the camera, a north point would be helpful

- Since "mastery" abilities do improve spell damage, the tooltip should state these improve your spells.

- Highlight new journal updates

- Keys that are no longer needed disappear when you use them

- Elemental summons are far too fragile after the recent update. Usually get one/two shot

- Archer enemies do quite high damage after the update. Manageable but a high difficulty increase

- Nullify Resistance could use a better name to clarify it's not elemental resistances

- When a party member is unlinked from the party and ordered to move, and then you switch to the rest of the party, the unlinked member should not stop.

- The current duration on tooltips is unclear. How does seconds relate to combat turns?

- The ability to cast from the skillbook would be nice. Or more skill bars/skill bar switch.

- Boosts from food/drinks should highlight what they affected in green text, the same as when you assign level up points before confirming them.

- Does the Warlord talent increase spell damage too? If not, state only physical damage types.


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Good points, dakkai.

Quote
- Smelly/Muddy/etc items aren't sellable. I assume it's because their worthless, but it would be better if they just had 0 value instead of needing to drop them

- - The current duration on tooltips is unclear. How does seconds relate to combat turns?

- Boosts from food/drinks should highlight what they affected in green text, the same as when you assign level up points before confirming them.



- They're optional quest items. You can use the m to help solve a quest, but there are alternate methods so they're not mandatory.

- I believe one round is 6 seconds.

- Yeah, green or blue highlighting would be helpful. Even more helpful would be after you consume some food/drink, the description of what it does would be added to the tooltip text for the item so you don't have to memorize each consumable item's use. (This need not apply to potions, of course.)

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Great list!

I'd like to suggest maybe an easier way to move inventory from one character to another. Managing gear through the inventory panel would be great. Perhaps I'm missing something, but I've been dragging items to the nameplate, then going back and switching the character's inventory, making the whole process a little tedious and inefficient.

A list of what skills and talents are working would be great, if for nothing else than to reduce the uncertainty of what's bugged versus what's simply not implemented yet.

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Originally Posted by Stabbey
- They're optional quest items. You can use the m to help solve a quest, but there are alternate methods so they're not mandatory.

Oh! I figured that part wasn't implemented completely yet. Didn't connect where I had picked them up from.

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Also in regards to inventory--gold and other items don't stack appropriately.

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1) After a battle that didn’t go so well, I was left with only Madora and Jahan alive. Roderick and Scarlett were dead on the ground. I went back into Cyseal. The good news is that even though the Vendors said “go away you minions, I only want to talk to your master”, I was still able to barter with them. Well, sort-of, which gave me an idea.

I was able to barter… but I had nothing to barter with. All the inventory of my party was stuck on the corpses. Nothing for me to do. They could have had enough loot or gold for me to get scrolls to revive them on their bodies, but not really any chance for me to get it.

So I think that you should be allowed to loot your party member’s bodies in single-player, and in co-op, there should be an option to let your partner loot your body (and that of your companion/henchman). Off by default, but if you trust your partner to use the things on your body wisely and not run off and sell them, it would seem like a good idea.


2) There should be a Craft Magic Item Talent, requiring a minimum of Crafting 1 to use it. It is required to craft items with magical properties, like magic arrows. I also hope that there will be specific recipes for crafting the exact arrow type that you want. The Arrow Seller could sell one or several books (more advanced books costing more and with more powerful recepies) containing crafting recipes for arrows.


3) A minor, optional thing: I imagine certain entities can be healed with certain types of damage, like fire elementals getting healed with fire damage. The conventional terminology is to say that it is “absorbed” as health, but right now “Absorbed” is used to describe damage that is resisted.
Perhaps change the “Absorbed: X” to “Resisted: X”, and damage that heals as “Absorbed: X” or “Healed: X”. It’s not that important, people can learn your use of the term, although I would at least like terms that differentiate between damage that is resisted and that which heals.

I do like the "Absorbed: X damage" displays, it's quite helpful.

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