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high rated
70 hours and still exploring, testing, trying, reloading, raging against the bug...

The game has a great potential but at this step many things are missing or have to be reworked to make it epic.

Here's are the irritating / frustrating points that I consider should be improved. Do not hesitate to complete / amend / give your opinion:

Containers and scrap items:
Why so many containers full of nothing (or almost nothing) and so many useless scrap items (usable for craft at a point?). I would gladly say it add depth to the game but in fact it's just useless and time consuming if you want to check everything. So why? This situation reminds me a copy / paste of Divinity Original Sin.
For scrap items a solution could be what has be done in Wasteland 3, scrap items are tagged as such. You're free to take them or not and when you trade you have an option to sell all of them with 1 click. It's smart.
The same thing goes for items used in craft. They could be tagged as such so we can keep them for further crafting tests. And so we are not always wondering should I keep this one? Can I create a potion with it? Can I craft something like in Divinity Original Sin series? Or is it just a useless scrap?

Items management:
Moving objects from character to another is very boring (even with contextual menu...). And when you move / place an item you have to be in the square. If you're in a line of the inventory, the move is not done. To be improved.
The moving operations become really frustrating when you want to transfer all the stuff to the more charismatic character (Will or another character with a high charisma) so you have better sell prices (and buy prices). If a character with a high charisma is in the group, it should be enough to activate the charisma bonus during buy / sell, whoever is speaking to the trader.
In addition when items are in a container in your inventory, if the first squares are full, each time you had a new item, you go up first line and you have to scroll down. And always again and again for each new item you want to add. It's has to be solved.

Spells:
Spells level 1 are automatically improved by 1 level when learned (no metamagic skill). Mage can cast a heal spell. I like flexibility but something seems wrong. To cast a heal spell, if you have no cleric, only 2 solutions: items or scrolls. Or use potions.
In addition a better description of the spells and its effects (with values) would be appreciated.

Spells management:
Spells are added everywhere in the menu bar and with the potions and other stuffs; it becomes messy in 2 mins. Can't we have a dedicated menu for spells? Like we have for special actions and basic attacks?
It would also be good to have a clearer indicator / counter of how many spells per level I can still cast.

Character sheet:
The character sheet is disappointing for an AD&D RPG. Sure we find all the basic information (in many screen in fact, why this redundancy?) but I really think it could be greatly improved. Have a look to the character sheets of the BG series or, from our time, Kingmaker Pathfinder and Pillars of Eternity.

Equipment / bonus:
Right now it's early access act 1 so our equipment is quite poor with few bonus but when we will go further in the game, I suppose we will have tons of Big Bill equipment full of bonus. So to optimize my group I want to identify quickly which bonus is on which character and if the bonuses add up, or not, so I can move the equipment to another character. Equipment stats and active bonus could be detailed in the character sheet.

Portraits:
Portraits in game (lower left) and in the character sheet are just a display of the 3D models. It's descent but not very appealing. Could we have artistic drawing with the possibility to customize the portraits? As it is implemented in most of the RPG in fact.

Combats:
It's interesting to have the percentage hit but it doesn't help to know how to improve it. So during combat, we test, we try, we reload, to finally find a logic to this percentage and how to improve it. In recent game like Kingmaker Pathfinder or Pillars of Eternity, when we miss, we know why (bad roll, enemy heavy AC, magic resistance…).


Main character without voice:
A major game like BG3 in 2020 and our main character is muted. Even our teammates have a voice and use it during cutscenes. As a consequence, cutscenes have no emotion, no intensity, no charisma, nothing. Just a main character moving his head, his arms and... that's all. We have some facial expression but without voice... In the end, even an oyster is more charismatic than my Drow mage :-) Have the look to the Witcher to see how charismatic can be a main character with a great voice (OK in this case there is just 1 main character, Geralt de Riv... but still a good example to understand the idea. Imagine a muted Geralt in all the cutscenes...).

Races:
In AD&D, all races are not available, at least when you start a game / campaign. Here everything is accessible ok, BUT all specificities should be included as well. In example Drow have magic resistance and of course they are uncommon in Faerune and feared / hunted. Few humans will speak to a Drow. In BG3, everybody is talking to my Drow mage as if my MC was a human. Remember Viconia in BG series? In BG1, a Flaming Fist officer was about to kill her. And in BG2 she was going to be burned in Athkatla just because she was a Drow.
In example, sometimes it could be impossible to discuss with some NPC, the tree branch of the discussions with NPC could be modified (and not just 1 or 2 possible sentences choice with [DROW]) and in some cases, the combat would start when you initiate the dialogue or if you insist. In a city like Baldur's Gate with the Flaming Fist, it could be fun and you could end up arrested with evasion, etc. Well, more interesting possibilities to explore and side quests. And in some case it could modify he path taken to advance in the main story. So each new game would be slightly different taking into account the race you choose for your MC.

Copy / paste Divinity Original Sin:
For BG3, the engine is the same one than in Divinity Original Sin. It's not a bad thing on the contrary as the graphics are more BG like. It could still be improved further (BG lineage). But regarding the interface and menu, BG3 has to find its own identity. Each time I’m in the menu, especially contextual menu, I feel like I'm playing Divinity Original Sin. I spent 60€ to play BG3, not Divinity Original Sin (and I own both the 1 and 2).

Party number:
To be linked with the spells, races and combats. Why limit the size of the party to 4? Once again, it's like in Divinity Original Sin 1 and 2. In most of the RPG we are at 6 which is a good number to create a versatile team (BG series, Kingmaker Pathfinder or Pillars of Eternity): 2 fighters, 1 mage, 1 thief, 1 cleric and 1 in accordance with the preference of the player. The size seems to be limited to 4 but not for a good reason.

Party romance:
One big party and I can romance whoever I want whatever I said previously to my party? I hope this is just for test purpose in the early access phase and when the game is finished, we will have a more truthful and realistic romance.

Final word:
I miss other points and I will add them later, or other players will highlight them. At this step the game is still buggy and it's normal, it's an early access. Nevertheless the desire to play is there. But I can't stand to think that BG3 is too much a copy / paste of Divinity Original Sin on some points and it has not found yet its true identity regarding its BG lineage. I understand the costs rationalization, but I have spent 60€ to play BG3, not Divinity Original Sin 3. In addition many improvements remains to be made in particular the charisma of our muted main character "Bernardo" (#avoiceformyMC).
Thus the nice game may become epic.
Post edited November 02, 2020 by Killdren
imo 4 is a good party size and in any event adding more will push most systems beyond their limits... remember each party member can also have a pet so that is a lot to track

i agree the main character feels muted & that is something they should work on
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Killdren: Are we still playing with AD&D rules here?
No, we don't. BG3 uses 5e rules.

Any spell can be cast using a higher level spell slot and SOME spells gain a benefit from doing so (more healing, damage, affecting higher HP total). Wizards can not cast healing spells, that's a bug where they can learn spells from any spell scroll at the moment.

The character sheet is split up in a couple different windows but it's basically what you see on a 5e character sheet.

Yes, in 5e you can choose from any player race as long as your DM is ok with it. As far as I know there are (as by Swen) two player races that are uncommon in BG3, Drow and Githyanki. That doesn't mean everybody hates them (some do and will tell you). If I gave my players a list of races to pick from and said "pick any but if you pick this one no one will want to talk to you" then they would ask why I would offer them that race in a role-playing game.



Side note on player chosen races: I don't know what it is with players (BG3 and my tabletop group) but you give them so many different races to choose from (I told them to "pick any, from any book, go nuts!") and still end up with one half-elf, two humans and (praise the lord) one tabaxi.
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ussnorway: imo 4 is a good party size and in any event adding more will push most systems beyond their limits... remember each party member can also have a pet so that is a lot to track

i agree the main character feels muted & that is something they should work on
In fact 4, 5 or 6 party members I'm all ok with that as long as the balance in combat / exploration is right. It just seems to me that the limitation is an inheritance from the Divinity Original Sin series and not a real choice from Larian for BG3.

Regarding the pets, in BG1 (so in 1998...), to kill Drizzt (yeah, i know, it's bad) i used several wands of monster summoning to pop continually an army of pets just to block Drizzt so I could kill him at distance. The point is we are now in 2020 and even the PCs with few years like mine have enough computing power to manage a large party and 1 pet per character.

I'm just attached to the party number of the original BG series (6 members) and I'd like to get an explanation from Larian on the limitation to 4 in BG3. It's not for sure a technical limitation.
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Killdren: Are we still playing with AD&D rules here?
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GrizzledLone: No, we don't. BG3 uses 5e rules.

Any spell can be cast using a higher level spell slot and SOME spells gain a benefit from doing so (more healing, damage, affecting higher HP total). Wizards can not cast healing spells, that's a bug where they can learn spells from any spell scroll at the moment.

The character sheet is split up in a couple different windows but it's basically what you see on a 5e character sheet.

Yes, in 5e you can choose from any player race as long as your DM is ok with it. As far as I know there are (as by Swen) two player races that are uncommon in BG3, Drow and Githyanki. That doesn't mean everybody hates them (some do and will tell you). If I gave my players a list of races to pick from and said "pick any but if you pick this one no one will want to talk to you" then they would ask why I would offer them that race in a role-playing game.

Side note on player chosen races: I don't know what it is with players (BG3 and my tabletop group) but you give them so many different races to choose from (I told them to "pick any, from any book, go nuts!") and still end up with one half-elf, two humans and (praise the lord) one tabaxi.
Thanks for the info.

I've just realized that skills are a sub list of Strength, Dexterity ... It's never too late. Perhaps the presentation could be reorganized so it's clearer like in a conventional character sheet with a dedicated area for skills.

For races, Larian should go further and implement more situations where races have an impact. In example, sometimes it could be impossible to discuss with some NPC, the tree branch of the discussions with NPC could be modified (and not just 1 or 2 possible sentences choice with [DROW]) and in some cases, the combat would start when you initiate the dialogue or if you insist. In a city like Baldur's Gate with the Flaming Fist, it could be fun and you could end up arrested with evasion, etc. Well, more interesting possibilities to explore and side quests. And in some case it could modify he path taken to advance in the main story. So each new game would be slightly different taking into account the race you choose for your MC.

Right now, your MC is a Drow, a Tiefling, a Human or an Elf, it just modifies few characteristics but it has a minimum impact (can I even say no impact ?) on the gameplay. I see a huge opportunity here.

And after all, we are in a RPG, so it's the perfect kind of game to implement that.


If I gave my players a list of races to pick from and said "pick any but if you pick this one no one will want to talk to you" then they would ask why I would offer them that race in a role-playing game.

Precisely for role playing, as long as it doesn’t break the game of course and you're not fighting everyone. Basically it's weird to have NPC exchanging the same way with Human and Drow. In example a good exchange was the discussion I had with the Duegar after saving him from the Goblins. A Drow saving a Duegar...
Post edited October 29, 2020 by Killdren
I agree with most of your assessment. The Character sheet, the inventory issues, the stats, the UI, etc etc.

I'm fine with four party members.

I'm not a fan of the charcter creation looks. I found it hard to find a character that looked 'good' and I found it equally or more difficult to create a character romance that was actually good. Something about the face's and hair.

I tried to create a decent elf, and I'm already sick of his face.

But that's not as important as the stats and everything mentioned by you.

Hopefully they read this and look to improve in the area's you mention.
In other words, after the present patch, BG3 is buggier than hell...;) It was a noble attempt, but there is just so much that is currently incomplete about the EA that it is impossible to know what is a bug and what is just a poor design decision--or is it a missing feature that should be there but isn't? Yet...;)

BG3 needs to hit beta status before this kind of evaluation will really be possible, imo.
I agree that there needs to be an option for more party members. For those that like 4 they can play with 4, you don't have to fill every slot. I noticed that when the druid joined us for a short time it made a huge difference in the fights. Before that I was having a heck of a time with the goblin bosses and it is no fun getting wiped out all the time. When he joined us I was able to beat them, they were still hard but doable.

I really don't like how spells are done right now. With Shadowheart she gets the same spells for both 1st and 2nd level greatly limiting the spells she can cast. If I remove a 2nd level bless to add in a new second level only spell then I loose bless on 1st level too. I get that the spells are getting more powerful but I should be able to use a lower level of it without it taking a higher level spot if I don't want it to.

Yes they really need to give the MC a voice, I mean they ask you to pick one in the creation so lets use it. Hopefully the voice options will expand as the game develops.

Not sure what is up with the romance but I could easily romance the guys in the group if I wanted to but the the ladies wouldn't give my guy the time of day. I don't know if it has anything to do with they are both evil characters and my guy is a ranger but I hope they either become available or they add some more ladies to the game later.

They have got to do something about the camera and character movement. Please please please just link the camera to the mouse so we easily look around and give standard WASD for moving and exploring. the current system would be fine for combat, just enable the tactical view. Course it still has problems with you click on a spot to move and the game thinks you are trying to move to the floor above you.

I like the banter between the party members and hope that expands more as the game progresses It would be nice if we had an indicator of how party members felt about each other, some don't seem to get along at times.

I hate having to go to the camp to swap characters, it is so tedious.

I agree that when dealing with merchants that the highest CHA in the group should determine prices.

All in all I have enjoyed the game so far and hope they use our feedback to make it even better. It reminds me a lot of DAO which is one of my all time favorite games so I am looking forward to seeing how this develops.
Post edited November 18, 2020 by Lord_Graywolfe
If you have time, take look to BG3 Larian forum, section Suggestions & Feedback :
https://forums.larian.com/ubbthreads.php?ubb=postlist&Board=87&page=1

I have read tons and tons of accurate analyses and great ideas (gameplay, story, combat, interface, menu, items, magic management and so much more).

With all these contributions, Larian is obliged to produce a huge BG3 !

Let's hope they will take into account all this material from the community. And they have the ressources to treat that.
Post edited November 26, 2020 by Killdren
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Kohleran: I'm fine with four party members.
In fact it could be a player decision to play with 4, 5 or 6 characters or less.

In most RPG you can play with less than 6 characters. It means more XP for the party and more tactical fights. Some RPG lets you even play solo but it may be very hard without the proper build.

I'm unsure this point will be taken into account by Larian, but after all, it's not the most important point to be improved / changed right now.
Post edited November 26, 2020 by Killdren
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Lord_Graywolfe: Yes they really need to give the MC a voice, I mean they ask you to pick one in the creation so lets use it. Hopefully the voice options will expand as the game develops.
From what I read and exchanged in the Larian forum, having a muted MC doesn't disturb most of the players (for remind our companions have a voice...). Some players even like it this way.

On this point we will have to wait the end of the development to know the decision of Larian.
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Killdren: Equipment / bonus:
Right now it's early access act 1 so our equipment is quite poor with few bonus but when we will go further in the game, I suppose we will have tons of Big Bill equipment full of bonus. So to optimize my group I want to identify quickly which bonus is on which character and if the bonuses add up, or not, so I can move the equipment to another character. Equipment stats and active bonus could be detailed in the character sheet.
I would not be too sure that there will be items with tons of bonuses in the end game because of the level limitation and that is what bothers me the most, as soon as I hit level 4 and noticed it was capped I just got bored with the game and stopped playing, I just completely lost interest when I noticed that improving my party was no longer an option, they hit max power.

And I read somewhere that max level will be 10 for the final product.
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halldojo: I would not be too sure that there will be items with tons of bonuses in the end game because of the level limitation and that is what bothers me the most, as soon as I hit level 4 and noticed it was capped I just got bored with the game and stopped playing, I just completely lost interest when I noticed that improving my party was no longer an option, they hit max power.

And I read somewhere that max level will be 10 for the final product.
Well having a cap may be a good thing, or not. It all depends how it is managed in the game and what Larian plans for the future (DLC that will raise cap I imagine, like in many games)

In the middle of act 1 I was already level 4. And just as you I was quite disapointed by this unexpected cap.

If we are capped at level 10, why not, but if we can't still progress through items, well, it will be less interesting for sure.

And it's not the quality of the cutscenes that will raise the level -_-'
Post edited December 08, 2020 by Killdren
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Killdren: And it's not the quality of the cutscenes that will raise the level -_-'
That is true....

I don´t know how many games I just stopped playing after hitting a cap on progression for my character, it just gets boring after that, completely lost interest.
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Killdren: And it's not the quality of the cutscenes that will raise the level -_-'
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halldojo: That is true....

I don´t know how many games I just stopped playing after hitting a cap on progression for my character, it just gets boring after that, completely lost interest.
That is typical in MMO:S. You can still get more loot and gold and we do not know how expensive is high level magical items to buy.

If i have understood final game will likely have level cap about roughly level 10 likely exactly 10 that has been the plan. If you plan some high level 17-20 character forget it. Wizards and Sorcerers will not get the spell Meteor Swarm in this game. At least for initial full release. There might be exapansion but even then they could say lets increase level cap from 10 to say 15.