+1 I keep seeing this in a lot of threads, but I seem to recall that DOS2 was the same, so I doubt they will do anything.
Please, Larian, do something about the QoL issues. I know, I asked for it already for D:OS2, but it's really time to get those things sorted out.
Are you saying they didn't listen to feedback and suggestions when Original Sin II was in development?
They did listen, but for some reason which I still don't understand Larian is neglecting the QoL / UX department entirely.
Larian style (it's the same in D:OS2 and BG3) inventory management / looting and bartering needs a total redesign. One that focuses on smoothness of operation first, looks second and then, and only then, use those things to add to the gameplay itself.
Shifting wares around between characters was a major pain in D:OS2, it again is a major pain in BG3. Same as for "ok, I will NEVER use white gear again, why can't it automatically turned into wares on pickup?".
Things like that.
If we could discuss, I would even be ready to work with Larian as an external UX consultant for those issues.
I especially wonder about that because many current games show how one can do the three things I mentioned without being an annoyance or even a hassle.
For starters: the separation between inventories needs to be gone. One big inventory, free for all. This alone would make quite a few problems go away. Insisting on competitive multiplayer here doesn't help much, having two separate inventories could still be an option. An OPTION. Not the default, because my gf and I were swearing a LOT in D:OS2 because of this.
However, if someone responsible from Larian reads this:
PLEASE define KPIs for UX.
Examples:
* "How many interactions (clicks, key pressess, button presses) on average go into a single item the player doesn't want? If it's more then 1.2, then the system is flawed. 1.2 means that the player sells 10 items at once via "sell all vendor trash" on average."
* "How often do players feel the need to shift stuff from character to character? If more than 0.1, then the system is flawed. Reason: Only about 10% of items are actually usable at most, having 0.1 times of shifting per item allows for some misclicking as well."
* "How often do players have to click on containers to find an item they actually want to keep OR that gives them a significant value when selling (>= 100 gold)? If it's more than 3.0, the system is flawed. Reasoning: too much empty containers / busy work clicking on nonsense otherwise."
* For later levels (apparently BG3 follows the D:OS2 model for vendor itemization): "How long does it take for a party to do a full shopping trip across all vendors in their act on level up? If more than 4 minutes, the system is flawed. Reasoning: upgrading gear should not be painful, but instead inspire awe and wonder in players."
Using such KPIs the gameplay can be optimized for smoothness and the fun parts of the game.