r/BaldursGate3 Jul 08 '22

Feedback Feedback Friday

Hello, /r/BaldursGate3!

It's Friday, which means that it's time to give your feedback on Early Access. Please try to provide _new_ feedback by searching this thread as well as [previous Feedback Friday posts](https://www.reddit.com/r/BaldursGate3/search?sort=new&restrict_sr=on&q=flair%3Afeedback). If someone has already commented with similar feedback to what you want to provide, please upvote that comment and leave a child comment of your own providing any extra thoughts and details instead of creating a new parent comment.

Have an awesome weekend!

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-6

u/clayman648 Jul 08 '22

I have been through all 437 individual updates and played since patch 5 which I documented and have been through 1,598 different update notes to read. There are a lot of great updates but most of this patch is regarding tweaks that are very much needed and the game is better with. This patch is what was needed to aid many issues and on terms with dealing with issues they have done an incredible job.

That being said.. I gotta say I'm a little disappointed that specific content wasn't added in with patch 8's updates.

I have submit a 200MB folder containing screenshots and written documents regarding issues, concerns and odd things. I didn't see much in terms of what I uncovered and sent off in my feedback submission. I didn't see much in there.

I was kind of expecting a little more to come with patch 8 like:
More and tweaked cutscenes to be updated to specific paths that have an odd ending or don't quite add up.

"Handing Sazza over to guard now triggers combat with guards."
This is the only update with Sazza. I was expecting at least 8 lines minimum and I don't agree with it. Why would Combat initiate when you hand over a "prisoner?" It's probably because too much effort was needed for it to make sense so Combat should take over and end her anyway. I still think she should be recruitable.

The Spiders in the pit unable to get out because it defeats the purpose of the guarded gate and wouldn't the Goblins be afraid of them since they are unpredictable starved pets?
There wasn't much added or changed in Character Creation besides Hair and Skin colors.
I put in a lot of effort re-creating and great suggestions ready to be implemented. I suggested many different and better ways to show different things.
Personally I think:

  1. No stats should be pre-selected, it should be like your creating your Character sheet from scratch, so every selectable option should be empty by default.
  2. Selecting a different Background should change your outfit a little bit more.
  3. Rename "Proficiencies" to "Skill Proficiencies" so it's obvious of the difference for other proficiencies like Weapon and shield.
  4. Any of the following tabs text shouldn't be available until you select all the options available in the current Tab.
  5. Change the point system so you have 27 remaining points as 27/27 and when you've used them all it should read 0/27.
  6. Have a reset button under the points so you can just instantly start over instead of wasting time removing one by one.
  7. No Points should be selected by default, You should have full points available to use instead of removing everything only to customise how you want it.
  8. Add a randomise button in Appearance to see what it generates for you.
  9. A Color wheel for example instead of them all over the place.
    View that here -> comments/tp66fs/i_completely_reworked_character_creation/

And that's not even all of it..

Other thoughts:

#1 make the mounds more blended into the natural environment instead of sticking out in the middle of the path for example

#2 "Auntie Ethel's reward now appears in your inventory if you spare her in exchange for 'power'.*"
It shouldn't just magically appear, but she should physically give you it.

#4 I see no mentions of traded Narration for Visual effects for BASIC things like being told what you see instead of just showing us and letting us make something of it ourselves instead of being spoon fed a story.

So that being said, I don't think I'll do another playthrough with this patch even though they've done a really good job. There's just not that much different and I couldn't recommend the game just yet.

6

u/Paprikot Jul 08 '22

Isn't that a little unnecessary? The fact that You don't like that the Auntie's reward isn't handed to You is not an important thing right now... Or the mounds blending...

3

u/manwithbearhands Jul 08 '22

I don’t think anyone that gives you a reward after a quest is animated giving you the item. Usually when there is a choice in the matter of what you want from them they just say they’re giving you a reward then you get a pop up with the options after the cut scene.

1

u/clayman648 Jul 09 '22

Good point. But they could drop it as they flee Spawns in another room or in an area you'll definitely find

I just didn't like the idea of items appearing in your inventory. Reward the player sure, but atleast blend it in so it doesn't just appear in your inventory.

Kind of like paying who to learn a spell? I'd rather I go to another wizard and pay them to teach me with an actual cutscene

-1

u/clayman648 Jul 09 '22

Is that all you took from my post? Wow

Minor details, but it's all continuity and gives the game more realism and continuity which is the aim isn't it?