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Ever-burning blade should be a natural light source for those lacking darkvision

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Originally Posted by Madscientist
But I think there is another point: Adventurers carry lots of stuff.
When you travel a lot you may need a sleeping bag or even a tent, lots of food and water, cooking equipment and so on.
haha!

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-"Really, I beg to differ"

Shad is awesome...does he do reactions?

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I say it again: the exploration is subpar.

I am still disappointed with the railroading through inaccessible areas. Please give us more opportunities to climb and explore areas.
When you are told "there isn't enough space" or the like when trying to reach an area, exploring is no fun.
You really have to guess where there is a way to get through, if there is one at all.

This makes exploration more of a lottery game and very boring.
Give all objects, be they rocks, stones, trees or whatever, a climbing difficulty level and let's really explore. Especially when you offer a game with so much verticality.
Let's cut down trees to cross rivers, give us the opportunity to repair one of the broken canoes and enter the crypt in a canoe at the point of the river cave near the ladder.

Give the characters the ability to reach areas by swimming, and much more fun.

It was said at the very beginning: what you can think up, you can do.
While I understand that not everything imaginable can be implemented....
could you please make at least some essential things possible.

Last edited by siddsz; 18/12/22 09:47 PM. Reason: spelling mistake
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Originally Posted by vometia
UNOFFICIAL LIST OF REQUESTS, THEMES, ETC


List II: D&D rulebook


[*] Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.

[*] Guaranteed skill-checks: If there's literally zero chance to fail, I shouldn't need to roll.

Hello there, i dont know if that was already mentioned. But rolling a 1 on skill checks does NOT result in automatic failures. Here is the PHB reference quote:

Quote
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.

in the whole text for ability checks it is not mentioned that 1 is an automatic failure or 20 a automatic success. An Ability Check can fail on a 20 if the total exceeds the DC required and the same for rolling a 1, it can succeed if the total is equal or more of the DC required.

Cheers

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I have played this game for 160 hours.
Some small bug reports and suggestions for developers in patch 9.


The first is the bug with patch 9 that I encountered.

1. The double-layered shelves in some scenes seem to lack Rigidbody (usually the upper shelf), causing many items to get stuck in it and cannot be picked up, especially in Waukeen's Rest and its cellar.
2. If you steal repeatedly around certain NPCs, even if you pass the test, it may still happen that the NPC cannot communicate, and your character will be stuck if you talk with the NPC. You can only load the save again!
3. Using the priest's skills in the check of the conversation will cause the battle interface to cover the subtitles!

The following is the suggestion I would like to give

1. In Druid Grove, you choose to help Tiefling win. After they left, they left behind a lot of sundries, including sleeping bags and even important bullock carts. Hopefully future updates will modify some map scenes instead of just removing NPCs from the scene!(At least let them take the car away)
2. In UnderDark, you chose not to kill Dhourn (using a female drow), but you did not remind the wand parts that Dhourn has, and the character and his teammates will disappear afterwards, so you cannot reassemble the wand . This may not be considered a BUG, but currently if you miss it you can't get it again.

Last edited by Gehon; 27/12/22 04:12 AM.
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More of an aesthetic proposition.
Is it possible to have more different art on the loading screen?)
After two years of testing, you don’t like the loading screen, and when you look at it for the thousandth time, t's enough to make one hang

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Bug in paladin oath.
I saw how goblins tried to throw guy to spiders in the temple, and i tried to speak with them.
But, i didn't see the option, how to save this guy, and i attacked the goblins, and the system shows me, i break my oath.

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New patch is killer. So nice after waiting a nice while. Too sleep deprived to be more clever. Nice buffs to encounters.


No other game has rewarded my low impulse control with so many glorious unintended consequences.
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Dear Larian Studios!

So far I like your game, and in many points so far your game is one of the most correct one in details among all the games which play in Faerun. But in the character creation have some mistakes which is a little bit disturbing:
- First: the Drow (Dark-Elves) is a sub-race of the elves
- Second: the (true) High-Elf(s) is one of the less common sub-race even among the elves (mostly live in the Moonshae Isles), so it's a bit funny, (even after the "Spellplague" and the "Second Sundering") that for all of a sudden every elves and half-elves around Baldur’s Gate became a "High-Elf" (or half high-elf)
The most common elf sub-races in Faerun is the Moon-Elves (Silver-Elves) and Sun-Elves (Gold-Elves) The "High-Elf" (Eladrin) is an absolute correct "collective noun" for the Seldarine Elven Races so it's usable, but not exactly corret as sub-race from the earlier mentioned reason.
Suggested solutions:
- For the Drows: not neccessary to put under the "elf tab", just add a line(s) like this: "Drow also known as dark elves, were a dark-skinned sub-race of elves ....etc." (from the D&D guide book "Forgotten Realms Campaign Setting”) to the "race's description" and after can continue the description with the original lines.
- For the High-Elves: again don't need to put the moon-elves and sun-elves into the sub-races if you don't wish it (but personally I think it would be better), just add some additional lines to the "race's description" about the moon-elves and sun-elves, or just correct it like this: "High-Elves (Eladrin) is a collective noun of Seldarine Elf Races in Faerun, among them ....etc." and after continue with the original description.
I know, both of this isn't a "collossal or catastrophic" things, but both can be corrected without any drastic changes, just with some little "cosmetical" efforts. And if you do it, it made your game more correct and more "Faerun like" which can be a huge point for the players who know the Forgotten Realms not just from games but the hundreds of novels what already published in the Realms.

Other racial things/ideas:
So far it looks like (at least for me) the story’s main plots is around the Illithids and some of Shar's secret plots.
(tadpoles touched by Sharran "shadow magic")
- In this main story settings it's a huge opportunity if you can play as Aasimar (for example aasimar paladin/cleric of Lathander), and a colossal missed chance if you can't, especially because (from the "planetouched" races) the tieflings already have among the races. Not to speak about the memorable conversation chances between the Sharran Shadowheart and a this type of M.C.!
- The Duergars (Grey Dwarfs) already have in your game as enemies and NPC’s, but not as a playable sub-race of the dwarfs, which is I think again a huge missed opportunity because they are the other race in Faerun who hate the mind flayers equally as the Githyankis.

Other opinions/ideas:
In Faerun every "faithless" soul after death ending in the "Wall of the Faithless" so deities and religion are important even for the common folks. From this reason it would be good if the player can choose a deity in charater creation not just for clerics, but (even remain in this way) this isn't colossal problem as well.
The more bigger problem is (which connetced to this topic in a sort of) many characters and class can make some really and absolutely illogical and irrational "mistakes" in the game:
For example: in the "Temple of Jergal" (next to the wreck of the Nautiloid) the party need to do a "perception check" to recognize "Jergal's Statue". The funny and "illogical" event:
-1st time my party was M.C. Human Cleric of Kelemvor(!), Lae'zel, Astarion, Gale, perception check to recognize the statue: everybody failed except Astarion. 2nd time my party M.C. Shield Dwarf Fighter(!), Astarion, Shadowheart, Lae'zel, perception check to recognize the statue: only M.C. and Lae'zel recognized it! Which is real funny because in both case a clerics failed the recognize and in the same time the "absolutely nothing to do with it" characters can recognized it.
Other example M.C. Drow Sorcerer(!) in Underdark failing nearly every second checks (perception and others) but in the next dialogs M.C. can proudly said (conversation option [Drow]) "The Underdark is my home ..." and "This is where I belong ..." (both dialog in Myconid Colony)
So it would be so great and more logical if you flagged/make some of this checks as an "automatic success" for the connecting species/classes etc. because I think even the most riggid and strict G.M. don't force a checking throw to a "Cleric of Kelemvor (or Shar) can recognize a statue of Jergal or not" and "an Underdark Drow can recognize a "Bibberbang" mushroom".... and this ones just some examples from the many similar situations.
I know you wish to implement the "tabletop RPG" experience as correctly as you can, and that's why make every dice throw as an "equally needed" but please be logical in this cases/situations.

Thanks for your time!
Best Regards!

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Electrical based spells and electrical effects. There seems to be a lack of electric dealing spells, lightning bolt (great for rebounds and tight areas) Scintilating sphere, plus the druidic call lightning. We should be experimenting with them by now, they make a big difference to gameplay. As for the electrical effect, it seems we ought to be getting some kind of secondary effect, daze perhaps, but so far electrical seems very limited.

Spellfire. If it hasn't already been considered, i'd like to see a chance to unlock Spellfire. A great potential way to be rid of the bug yet keep power. Compared to the potential power levels of other classes and opponents, plus the settings, it could fit in well and give another 'path' in the game

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