Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 6 of 16 1 2 4 5 6 7 8 15 16
Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
This is probably already on Larian's to-do list, considering the most recent beta update included so many changes to attribute and ability effects, but the tooltips for STR/DEX/INT and the three "Way of..."/five "magic school" abilities don't seem to fully/correctly describe those stats' current effects. Specifically, there are five variables that these three attributes/eight abilities seem to affect:

1) STR/DEX/INT-based weapon damage
2) STR/DEX/INT-based weapon offense rating (i.e. to-hit chance)
3) STR/DEX/INT-based skill damage
4) STR/DEX/INT-based skill AP cost
5) STR/DEX/INT-based skill cooldown time

Joined: Dec 2013
E
apprentice
Offline
apprentice
E
Joined: Dec 2013
Trading now is improved greatly with ability to select inventory of other characters without exiting. But there is still room for improvement.
Currently tarding skills (barter+disposition) of character whose inventory is chosen are used to determine prices. But attributes/skills of trade initiator are used on tooltips to skill books (what skills required, whether he has this spell, etc.).
I believe it should be other way around. Trading skills of character that initiated trade should be used regardless of what char's inventory is currently chosen. And skill/stat/ability related info should be displayed for character who is currently selected.

Last edited by EnderWiggin; 28/04/14 06:57 PM. Reason: typos
Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
I think this was requested before, but it'd be great if each dialogue choice that would affect a Trait displayed the corresponding Trait effect - e.g. "1. Money is everything. (Materialistic +1)". Players just reload and redo these dialogues to choose the option that boosts their preferred Trait anyway, so might as well be clear about it.

The Barter ability's effect on the purchase/sale price of each item should also be added back to item tooltips within the trading menu. This used to be a feature, but for some reason was removed as of beta version 1.1.28.

By the way, Raze has confirmed that proper item stacking will be completed (http://www.larian.com/forums/ubbthr...mp;Words=todo&Search=true#Post491799), and "something similar to a keyring" will also be implemented (http://www.larian.com/forums/ubbthr...ilar+to+a+key&Search=true#Post492229). It's a great start, Larian; now keep moving down the rest of the list in the OP - you've got plenty of time, right? wink

Joined: Aug 2013
member
Offline
member
Joined: Aug 2013
Not only does there need to be a proper pause function, but it needs to kick in automatically whenever a popup appears. One of the REALLY annoying things about damaging zones (whether caused by traps/spells or naturally appearing) is that they invariably kill someone due to the "helpful" popup about one of your characters being low on health... which yanks away your control while the character(s) stand there taking damage in real time.

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
Originally Posted by NeutroniumDragon
One of the REALLY annoying things about damaging zones (whether caused by traps/spells or naturally appearing) is that they invariably kill someone due to the "helpful" popup about one of your characters being low on health...


Ha, that's happened to me at least once. Not exactly the kind of help I could've used... smile

And a good idea posted by LordCrash in another thread: "There should be a reassurance button/prompt when trading and there is no balance of goods." I've also accidentally "sold" stuff for free before - easy to do.

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
And more good news - apparently Swen mentioned on last night's chat that inventory sorting will be in. Can't wait to see the update that includes this, the key ring, proper item stacking... and everything else listed in the OP. grin

Joined: Apr 2013
Location: Germany
veteran
Offline
veteran
Joined: Apr 2013
Location: Germany
Originally Posted by Mikus
And more good news - apparently Swen mentioned on last night's chat that inventory sorting will be in. Can't wait to see the update that includes this, the key ring, proper item stacking... and everything else listed in the OP. grin


Indeed, indeed... smile


WOOS
Joined: Apr 2014
journeyman
Offline
journeyman
Joined: Apr 2014
Awesome!! Can't wait XD!!

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
I just hope the inventory sorting will be available in trading windows as well, such that the item grid order/arrangement will be the same in both the "standard" player inventory and in trading windows (request #3 in the OP). It's currently a HUGE pain to have inventory rearranged at random in the trade screen grids, even when selling from the separate item category tabs like "equipment," "ingredients," etc.

And this has been mentioned elsewhere, but after using a shovel, both your weapon and shield (if previously equipped) should be automatically re-equipped.

And oh yeah - thanks Larian!

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
Here's another of LordCrash's great ideas for the list:

There should be two recipe tabs in the journal: the current one (listing the complete text of all recipe books the player has read), and a new one (listing specific recipe combinations in the format "A = B + C" for all items the player has actually successfully crafted).

Joined: Apr 2013
Location: Bayern, Germany
journeyman
Offline
journeyman
Joined: Apr 2013
Location: Bayern, Germany
Originally Posted by Mikus
Here's another of LordCrash's great ideas for the list:

There should be two recipe tabs in the journal: the current one (listing the complete text of all recipe books the player has read), and a new one (listing specific recipe combinations in the format "A = B + C" for all items the player has actually successfully crafted).


I really would like to get this feature
wink


Oh YEAH!
Have fun
Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
Right clicking onto the empty place in the main Ui hotbar opens inventory?

Right click to attack something after you drew out the weapon by left clicking on the icon and have it ready?


Joined: Nov 2012
Location: Russia
apprentice
Offline
apprentice
Joined: Nov 2012
Location: Russia
Add key ring, for example ten keys in a bundle.

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
Originally Posted by Hiver
Right clicking onto the empty place in the main Ui hotbar opens inventory?


Right-clicking on a toolbar slot to open different pages of the skills/spells menu is in the OP, but I've also seen requests like this for the option to right-click and access player inventory as well. It'd be great if you had options to do both - this would make the toolbar a lot more flexible, and (unless the player decides to still use individual slots for individual spells/skills/items, which should still be allowed) less cluttered.


I was also reminded in another thread that many ability tooltips are still lacking in details. For abilities, the below especially could use more specifics (i.e. percentage/numerical effects on other stats should be included in the tooltips):

-Armor/weapon specialization abilities (Armour Specialist, Shield Specialist, Single-handed, Two-handed, Bow, Crossbow)
-Bodybuilding
-Willpower
-Charisma
-Leadership
-Lucky Charm

(I already mentioned elsewhere in this thread that the tooltips for STR/DEX/INT and the three "Way of..."/five "magic school" abilities don't yet fully/correctly describe those stats'/abilities' current effects. Also, the "Offense Rating" tooltip doesn't note the percentage effect of "Lucky Charm.")

Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
Originally Posted by Pointman
Add key ring, for example ten keys in a bundle.


Yeah, that's in the OP, and has been confirmed as planned by Larian.

Joined: May 2014
S
stranger
Offline
stranger
S
Joined: May 2014
Why don't keys get consumed after being used? Or am I missing something and they unlock more chests?

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Because some keys can be used more than once.

Joined: Apr 2011
veteran
Offline
veteran
Joined: Apr 2011
I'm pretty sure leadership is simply broken.
Bodybuilding and willpower can sometimes be seen using spells and such, or to counter weapon-effects (although that looks a bug to me, 15% chance for X to get reduced to 5% since most enemies have willpower 1 is... well... sucky).

Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
Originally Posted by Mikus
Originally Posted by Hiver
Right clicking onto the empty place in the main Ui hotbar opens inventory?


Right-clicking on a toolbar slot to open different pages of the skills/spells menu is in the OP, but I've also seen requests like this for the option to right-click and access player inventory as well. It'd be great if you had options to do both - this would make the toolbar a lot more flexible, and (unless the player decides to still use individual slots for individual spells/skills/items, which should still be allowed) less cluttered.


Well, since we are putting and using the spells and items from the hotbar, or toolbar - it would make more sense if we could open both of these lists, or inventories - by clicking right onto the spot we want to change or fill. Rather then having to move the mouse to the portraits, finding that small icon, clicking it and then moving back to inventory that opened and eventually back to the hotbar-toolbar.

Im only not sure how to differentiate between ordinary inventory and skills and spells lists...
using only the right click. Though right-clicking makes perfect sense for such a use.
(we already can open the inventory by right-clicking onto the portrait)

But generally, right-click is very underused.



Youre doing great work here Mikus, great work,
Im sure most of those suggestions in the OP will be considered.






Joined: Mar 2014
M
Mikus Offline OP
addict
OP Offline
addict
M
Joined: Mar 2014
OK, don't know why I didn't think of this before: the different skill and inventory "tab/section" icons (e.g. "Warrior," "Fire Magic," "All," "Consumables," etc.) should be things that you can move with the mouse into empty toolbar/hotbar slots. Left-click-and-drag would probably interfere with the standard single-left-click selection of the icons within their respective menus, so maybe single-right-click would be the best way to "pick up" and move an icon into an empty slot initially. Then, once the icon is in the toolbar slot, you could simply single-left-click it to open that player's related skill/inventory submenu, or left-click-and-drag it to remove it from the toolbar/hotbar (i.e. just like any other specific skill/item icon in the toolbar/hotbar currently).

On a related note, for specific skills and items, single-left-clicking should be the way to "pick up" and move the individual skill or item into an empty toolbar/hotbar slot. This would avoid interfering with using items by single-right-clicking, and would also be in line with another suggestion in the OP: Left-clicking (rather than left-clicking-and-holding/dragging) on an item within the inventory window should allow you to pick it up.

The short version:
1) For individual skills and items: single-right-click item to use (if applicable); single-left-click skill/item to pick up and to move into toolbar/hotbar.
2) For categories/"tabs" of skills and items: single-left-click icon to select/open; single-right-click icon to move into toolbar/hotbar.


Thoughts?

Also, collecting some ideas for Larian's kind consideration from this and other threads which are not yet in the OP, or are edits to the OP (sorry if I missed any!):

1) After drinking from a container (bottle/cup/mug/flask/etc.), an empty container should be left in the player's inventory (NEW - posted by Raind)

2) The price for a stack of items in the trading window should be displayed both for one individual item and for the entire stack (EDIT TO OP - posted by Hassat Hunter)

3) A reassurance button/prompt should appear when the player attempts a trade without a balance of goods (posted by LordCrash)

4) The effects of both the player's Barter ability and the NPC's attitude on the purchase/sale price of each item should be shown in the item's trading tooltip (posted by Hassat Hunter)

5) The effects of a dialogue choice on a Trait should be displayed next to the choice (posted by Mikus etc.)

6) New NPC dialogue options not yet chosen by the player should be marked/flagged (NEW - posted by Dragomist)

7) Tooltips that still need more/complete/accurate details (i.e. correct percentage/numerical effects): Armour Specialist, Shield Specialist, Single-handed, Two-handed, Bow, Crossbow, Bodybuilding, Willpower, Charisma, Leadership, Lucky Charm, STR/DEX/INT and the three "Way of..."/five "magic school" abilities, Offense Rating (doesn't include effect of "Lucky Charm") (posted by Mikus etc.)

8) There should be two recipe tabs in the journal: the current one (listing the complete text of all recipe books the player has read), and a new one (listing specific recipe combinations in the format "A = B + C" for all items the player has actually successfully crafted) (posted by LordCrash)

9) A new dedicated crafting window in which items can be combined should be added (NEW - posted by Psykk/Stabbey etc.)

10) Single-left-clicking on an anvil should open a new menu in which to place equipment (posted by Fidelfc)

11) The player should be able to attempt to pickpocket each NPC repeatedly - there should be a higher chance of discovery on subsequent attempts, due to the NPC being aware he/she lost something earlier (NEW - posted by Gnoster)

12) After using a shovel, both your weapon and shield (if previously equipped) should be automatically re-equipped (posted by Mikus etc.)

13) A true "pause" function should be added - even opening the game menu currently doesn稚 pause the game; the game should auto-pause when a popup message appears (EDIT TO OP - posted by NeutroniumDragon)

14) Pathfinding should be improved such that party members will always avoid damage floors/environments (not only traps) - where a damage area can稚 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 (EDIT TO OP - posted by Aramintai)

15) Character creation enhancements add 360-degree rotation of character models; add a true "classless" option (with no pre-assigned attributes/abilities/talents/skills, and with the ability to name the "class"); add the ability to change starting skills and equipment (EDIT TO OP - posted by LordCrash)


And thanks Hiver - if Larian wasn't putting so much effort into considering and implementing forum feedback, I wouldn't bother. But as it is, the ideas in threads like this are allowing us to make a good game even better.

Page 6 of 16 1 2 4 5 6 7 8 15 16

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5