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Are there any news whether rock-paper-scissors game will be optional, especially in singleplayer? Previously suggested dialgoue option to just agree by saying: "Fine, we'll do it your way", without playing this stupid mini-game every time some argument comes up was quite good and simple to implement. Why not make it happen?

Last edited by Aramintai; 08/06/14 08:18 PM.
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I would definitely support an option to disable RPS and just have the dice rolls decide things.

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Originally Posted by Raze

They added the window after drag and dropping to support crafting with stacks, rather than having to drag and drop multiple times. It also acts as a conformation, in case you are trying to organize your inventory, rather than craft.


umm, ok. I was just trying to fill up a dozen bottles with water and i could do it just one by one.

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The mouse pointer still has three seconds lag between every use.

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Originally Posted by riptide

A warning is a good idea, but in my opinion it should be hidden by default as people can get spoilers right after loading a savegame or starting a new game.

You could obscure the global chat with a dialogue box with the warning and information on what exactly the global chat is.

Goof idea.

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Originally Posted by HansHalber
The crafting menu is a bit strange. If you combine 2 different items and both of which are consumed in the process, the menu only shows the item that you initiated the crafting with and the finished product. It does not show the other item used for crafting or additional crafting products.

e.g this:
[Linked Image]

should look like this:

[Linked Image]



Yes, that's a nice idea it will defiantly help players knowing how crafting works and the item you just have created for them to look onto. The UI also should be opened with a short cut key also.

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Some suggestions from Friendly Fire Co-op:

https://www.youtube.com/watch?v=L-sZJ9F0G_U


There really needs to be a "search by item type".

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I was finally able to spend a few minutes in beta 1.0.93, enough to check some things against the requests listed in the OP and elsewhere in the thread:



THE GOOD:
Larian added the "one-handed/two-handed" descriptions back to weapon titles as I'd requested - awesome. I also really dig the new area map visual style - very classy. Finally, they (at least partially) fixed the below things requested in the OP list (the first four with the most recent update; the last two with the previous update, but included here since I still haven't updated the OP list to reflect the changes):

Inventory container fixes (backpacks, pouches, barrels, crates, etc.)
(fixed)

Ability tooltips that still need to describe exact percentage/numerical effects
(partially fixed: Armour Specialist tooltip fixed; Offense Rating tooltip still not fixed to include +3/level effect of Lucky Charm; Body Building/Willpower/Charisma/Lucky Charm tooltips still don't list numerical effects of abilities, but maybe that's intentional?)

After using a shovel, both your weapon and shield (if previously equipped) should be automatically re-equipped
(fixed)

All keyboard controls should be fully reassignable in the "Controls" menu
(partially fixed: still can't reassign ALT, but unlocking WASD was a huge improvement)

The value of every stat/ability modified from its base value should be displayed in a different color in the inventory menu
(partially fixed: stat/ability values still aren't color-coded in blue/purple when altered from their base values by traits - e.g. Reputation by the Altruistic trait, Crafting by the Pragmatic trait, etc.)

Character creation enhancements
(partially fixed: added 360-degree rotation of character models and allowed editing of starting skills - but we still need a true "classless" option!)



THE NOT-SO-GOOD::
I think this is a new bug with 1.0.93, but the game no longer saves character portrait order or formations upon loading. Also, I've been lowering my expectations for more of the things in the OP list to be fixed/added due to the June 30 release date, but for the love of all that's good, please at least give us the below. wink

Items should be consistently arranged in the same item grid slot order in all NPC trading and current player inventory menus

Left-clicking (rather than left-clicking-and-holding/dragging) on an item within the inventory menu should allow you to pick it up

Activating a character via its portrait or the "F1"-"F4" keys should also switch to that character's inventory or skills menu, if open


The UI is getting slightly better with each beta update; here's hoping for more with what will probably be the final update before release. Later!

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I really wish alt or some other button would highlight containers. As is I found finding all of the stuff in the tutorial dungeon to be very annoying.

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Quote
7) Pathfinding enhancements
Party members should always automatically avoid damage floors/environments (not only traps); where a damage area can't be avoided (e.g. a tight corridor), the player should be required to manually control any party member who must walk through the damage area; a new formation "Follow the exact steps of the controlled character" could also help

Unless I missed something, this would be neat to have in coop as in having an option to automatically follow your coop partner (I've had this a few times where my coop partner wanted to show me stuff and I followed him). An exact step-by-step following could eventually work here too.

Last edited by Sly0; 14/06/14 07:38 PM.
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+1 for the follow.

Another one for coop - an indication when the other player is in their inventory. An animation, or an icon, or even a status icon.

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The OP's list is pretty good already (especially with the additional suggestions in this thread), but there is yet another thing one could add to the list:

Being able to see your coop partner's actionpoints/how much are left after each action would be nice. This could be simply indicated by a number under the portrait (not on it like it is with the left rounds for summoned beings) or small dots below it, maybe even a segmented bar - or a number/bar below the circle during a combat or alike. Not badly necessary, but a nice feature or option that one could enable at least. When playing solo, I know how much I have left for each of my own characters, but this would make the actions of the coop partner a bit more translucent such as making interaction and cooperation better e.g. if I know he has 3 points left and I just remember I could send him my potion to use in this round so he can survive longer. This would be very useful during hard fights at least.

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Yeah, I think you should be able to see your party members stats when you CTRL + Mouseover (including current AP) even with 0 Loremaster.

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Hi all! I would like to suggest a small improvement regarding the arrows indicating the positions of the characters on the map when they are on different floors. I was playing today in coop and for me was very confusing the fact that the arrow indicating my partner was put on the edge of the map. I had to ask to my friend where she was, because I was thinking she was somewhere very far in the world when she was just on the 2nd floor of the same building...
A better approach, maybe, could be just leave the arrow in the same position but with a different color

Last edited by klesk; 15/06/14 04:56 PM.
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Fast Travel suggestions:
  • End of Time should be called Homestead (either that or the Homestead should be called End of Time), and/or should probably be a bit different than the others (or maybe always first).
  • Sometimes the Rift Device icon flashes green, and it's a bit unclear why. First time it happened I tried going to the city (thought it was a story quest update or something). I think that having a small flashing Rift icon next to the relevant waypoint that triggered the notification would make sense.
  • Click on a discovered waypoint on the map to travel to it - or at least show its name when hovering over it. Personally I prefer just showing its name, as it makes it a bit "harder" to fast travel, which is fine.

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Originally Posted by klesk
Hi all! I would like to suggest a small improvement regarding the arrows indicating the positions of the characters on the map when they are on different floors. I was playing today in coop and for me was very confusing the fact that the arrow indicating my partner was put on the edge of the map. I had to ask to my friend where she was, because I was thinking she was somewhere very far in the world when she was just on the 2nd floor of the same building...
A better approach, maybe, could be just leave the arrow in the same position but with a different color

I would like to see that too. It's slightly annoying always having to ask where your other half is.
Alternatively, one can make it an arrow that points upwards (or downwards, for lower levels).

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Legendary Items "special" stats

In one of the latest Diablo 3 patches they introduced new special modifiers on items - basically things outside the normal "+X to Y" range. Think stuff like "1% chance to cast fire nova when hit" to even "% chance for fallen enemies to drop ingredients" and even non-mechanic stuff like "leave black footprints as you walk around" on boots, for example.

Obviously it's not really high priority or anything, but it can be very cool to find stuff like that.

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Originally Posted by Beyond
Legendary Items "special" stats

In one of the latest Diablo 3 patches they introduced new special modifiers on items - basically things outside the normal "+X to Y" range. Think stuff like "1% chance to cast fire nova when hit" to even "% chance for fallen enemies to drop ingredients" and even non-mechanic stuff like "leave black footprints as you walk around" on boots, for example.
How "1% chance to cast fire nova when hit" or "% chance for fallen enemies to drop ingredients" not "+X to Y"? It sounds same. What I would really like to see is equipment that grants skills. Like staff that lets you cast fireball or sword that grants whirlwind or boots that grant speedcreeper perk. Stats of the skills would be dependant on your attributes, so warrior without decent INT will take many AP to cast said fireball and it will be not very powerful.

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I think I've heard that the random item generation does indeed have separate pools of affixes, so Legendary quality can get special things that magic and rare can't.

Originally Posted by EnderWiggin
How "1% chance to cast fire nova when hit" or "% chance for fallen enemies to drop ingredients" not "+X to Y"? It sounds same. What I would really like to see is equipment that grants skills. Like staff that lets you cast fireball or sword that grants whirlwind or boots that grant speedcreeper perk. Stats of the skills would be dependant on your attributes, so warrior without decent INT will take many AP to cast said fireball and it will be not very powerful.


I've also heard that items granting skills like that has been added to the code, so I presume Larian will use it for something.

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Originally Posted by EnderWiggin
Originally Posted by Beyond
Legendary Items "special" stats

In one of the latest Diablo 3 patches they introduced new special modifiers on items - basically things outside the normal "+X to Y" range. Think stuff like "1% chance to cast fire nova when hit" to even "% chance for fallen enemies to drop ingredients" and even non-mechanic stuff like "leave black footprints as you walk around" on boots, for example.
How "1% chance to cast fire nova when hit" or "% chance for fallen enemies to drop ingredients" not "+X to Y"? It sounds same. What I would really like to see is equipment that grants skills. Like staff that lets you cast fireball or sword that grants whirlwind or boots that grant speedcreeper perk. Stats of the skills would be dependant on your attributes, so warrior without decent INT will take many AP to cast said fireball and it will be not very powerful.


As I was writing that I realized it does sound a bit the same - but to me it's different enough. Randomly casting a spell when you attack/hit, is very different than +1 Speed. It's just more interesting.

And of course other special stuff can be added, I don't presume to know and list all of what's possible - I'm just talking about the general idea of having cool "special" stuff instead just attributes/abilities/res.

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I just fired up version 1.0.115 to check on any UI improvements. I like the new bird's-eye "tactical camera" (which helps with targeting enemies, among other things), and pathfinding has continued to improve (particularly around traps/damage environments). There were also a few additional minor tweaks to tooltips etc., which are appreciated (although there are still some gaps - e.g. upon the first level-up, the popup message says you can level-up by using the "I" key, even if you changed the character sheet key in the controls menu).

So compared to the list in the OP of this thread, which was current as of three major updates ago, here's what's been changed (this is just what I know best, but there have been several other good ideas in this and other threads about the chat and coop UI, etc.):



COMPLETELY FIXED

Inventory container fixes (backpacks, pouches, barrels, crates, etc.)

After using a shovel, both your weapon and shield (if previously equipped) should be automatically re-equipped

The price listed for a stack of items in the trading menu should be displayed both for one individual item and for the entire stack



PARTIALLY FIXED

Ability tooltips that still need to describe exact percentage/numerical effects
(Armour Specialist tooltip fixed; Offense Rating tooltip still not fixed to include +3/level effect of Lucky Charm; Body Building/Willpower/Charisma/Lucky Charm tooltips still don't list numerical effects of abilities, but maybe that's intentional?)

All keyboard controls should be fully reassignable in the "Controls" menu
(still can't reassign ALT, but unlocking WASD was a huge improvement)

The value of every stat/ability modified from its base value should be displayed in a different color in the inventory menu
(stat/ability values still aren't color-coded in blue/purple when altered from their base values by traits - e.g. Reputation by the Altruistic trait, Crafting by the Pragmatic trait, etc.)

Pathfinding enhancements
(party pathfinding in relation to traps and damage environments has been significantly improved since the alpha; it could still be even better, but it's probably as good as it's going to get)

Character creation enhancements
(added 360-degree rotation of character models and allowed editing of starting skills - but we still need a true "classless" option!)



Finally, my personal sub-list of the stuff in the OP that desperately needs to be fixed is below (including one new bug - the first listed below - that was introduced in the 1.0.93 update). IMO, a "100% polished" UI would implement many more of the requests in the OP list and elsewhere in this thread, but Larian's made great strides since the alpha. And of course, there are now only 11 days until release... but I'm still hoping for at least some of those good "surprises" the devs promised to be related to the UI. Cheers!



REALLY, REALLY NEED TO BE FIXED

Character portrait order and formations should be retained when loading a save (i.e. not automatically defaulted to the original order/formation)

Activating a character via its portrait or the "F1"-"F4" keys should also switch to that character's inventory or skills menu, if open

Items should be consistently arranged in the same item grid slot order in all NPC trading and current player inventory menus

Left-clicking (rather than left-clicking-and-holding/dragging) on an item within the inventory menu should allow you to pick it up

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Originally Posted by Mikus

3) All keyboard controls should be fully reassignable in the "Controls" menu
Especially camera movement, so as not to interfere with using WASD for other controls; also ALT for item highlighting, etc.


Correction: All keyboard *and mouse* controls should be fully reassignable in the "Controls" menu. Currently you can not reassign "move to" which is hard coded to left mouse button. You can not assign mouse wheel up or mouse wheel down to any control and likewise you can not reassign zooming.

There are a number of RPGs that have these limitations and all of them are low budget and of poor quality.

Last edited by Invasmani; 20/06/14 10:32 PM.
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