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Vitek: Most are good "complaints" but I wouldn't want this one at all. It would make the dialogues too game-like, less "real" and would feel out of place. In RPGs I don't want to have my decisions "forced" by what status they changed, I want them to be in character.
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8BitGinno: See, the problem with that is sometimes a response isn't clear as to what trait it will increase. Shouldn't it be obvious? Plus I don't want it to ruin my stats, ya know?
You seem to be missing the point of RPG. You make your response 'in character' with your toon. To know what result you will get beforehand -- to have it broadcast -- is the same as responding to a prompt: "tick here, please".
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8BitGinno: See, the problem with that is sometimes a response isn't clear as to what trait it will increase. Shouldn't it be obvious? Plus I don't want it to ruin my stats, ya know?
No, I don't think it should be obvious. I actually think it would be much much worse. I am not saying those things because I want the bonus, I say it because my character would say them according to his personality. And even when does it only for stats I don't think the game should shove it straight into your face.
I know some people play RPG more for making best characters with best stats and don't care about it but it would seriously harm immersion if it was there.
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Hickory: toon
Anyway, I'll elaborate my opinion in the next response.
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Vitek: No, I don't think it should be obvious. I actually think it would be much much worse. I am not saying those things because I want the bonus, I say it because my character would say them according to his personality. And even when does it only for stats I don't think the game should shove it straight into your face.
I know some people play RPG more for making best characters with best stats and don't care about it but it would seriously harm immersion if it was there.
To each their own then. I'd think it'd be better, in my own opinion of course. I play it just as a game, for fun ya know? I also like numbers and such, so I'm interested in the stats. Probably why I restarted so many times now, haha..

Sure I'm role-playing as my character and his personality, but I don't take it THAT seriously especially if it'll create an undesirable outcome like a fight with an NPC I wanted to talk with. All I'm saying is the responses can be vague, and your character could come out implying "no" when you meant "yes". Weird and extreme example I know, but it's just the idea.
Post edited July 18, 2014 by 8BitGinno
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HereForTheBeer: You can do that now; just had an NPC repair a piece of inventory from the character that did not initiate the dialog and it worked no problem.

It will also allow you to repair items that anyone is wearing / using. Choose another character while in the barter dialog, and then near the top left click the button that shows two swords. This will display only the 'active' inventory items (the stuff on that character's paper doll) and you can have the NPC repair them without the need to unequip those items before starting the barter.
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MadyNora: Hmm It didn't work for me, maybe just a a random bug.
Roderick spoke to the merchant -> identify -> "costs X gold, are you sure?" window -> lost gold, item identified
Within the shop window I switched to Scarlett, who also had some unidentified stuff on her -> identify -> "costs X gold, are you sure?" -> no gold loss, item not identified (she did have the necessary gold on her). Same with reapir =/
It only worked for me if the item was in the same chars inventory who started the dialogue. It was very annoying, but it could have been just a random bug it seems O.o
Odd. I'll try again later to confirm and to get better details on the process.

Edit: just tried again, with the vegetable vendor in the Cyseal market. It worked fine: Talked to her with one character, switched to another, chose the equipped-items tab, clicked the repair button, clicked the item to repair, and accepted the price. The vendor repaired it to full strength. I'm guessing it glitched on your attempts.

Now, off to try hot-keying my hammer and whetstone...
Post edited July 18, 2014 by HereForTheBeer
I wish ... this game wasn't so addictive. I just finished it and immediately started over again.

Otherwise, the only other thing I'd wish for is that the selected character would show up for equipment comparison when bartering. That's really irritating.
- I would wish i could sell items directly from my backpack, one i specifically use to store useless but still valuable items

- I wish that when selling something the "barter inventory" would be the same as my normal inventory, not everything semi-randomly placed and i had to check every single thing to find what i wanted to sell, unless you have photographic memory and remember or recheck before bartering

- Perception would highlight buttons, i hate those damn buttons...

- Perception would highlight EVERY thingy you can interact with, instead of forcing me to pixel hunting from time to time

- More Physical Debuffing spells, something reduce armour effectively

- The Bully ability would work with Blind opponents? Why it doesn't? I found more then an enemy EXTREMELY resilient against knock down or slow, but pretty vulnerable against blind, where he practically do noting, it's just like it was paralysed or something

- Intelligence and skill would limit up what spell you can learn, not level

- Gaining Xp when lock picking something, as it is, using the blacksmith ability to repair melee weapons doesn't cost anything, and both the repair hammer and the repair prong have unlimited uses, why bother by wasting a lockpick?

- Gaining Xp when bluffing someone into letting you in without a fight, as it is killing everything that moving and is not a main NPC is far more effective

- Actual consequences for your actions. Killing or not, usually doesn't change things much, often at all

- A better aiming system for spells, so many time i nearly missed or actually missed a target because i was unable to focus correctly on them, now i pretty much force the zoom at max when i want to use a spell on someone, annoying

- That my spells won't get blocked by a rock, i mean a 1cm high rock. Or a goddamn grass blade

- Fog won't impede area effect spells. I May understand concealment inside steam, but why i can't target the ground with a fireball? Do i need to see the ground for that? Really? Seriously?

- More balancing between magic schools. Fire and Air have most damaging spells available, with water having barely 3, and most earth spells are actually poison

- Bow damage being influenced by dexterity and or skill, as a blade damage is influenced by strength. Perhaps not with the same efficiency, but still

- Ranger, Scoundrel and Mage elemental abilities doing something beyond 5th level. Men At Arms does with a more then a few perks

- Bartering actually doing something with less then 5 level in it, without it all merchants rip you off consistently

- More enchanting/Improvement capabilities with items, like armour, weapons and such

- The keeper of secrets actually knowing a few secrets.......as it is she barely give you hints, and very few of them even

- The Wet status reducing electricity resistance? Why it doesn't again?

- Seeing what collateral effect various statues effect has on opponents. As it is you see the details only when affecting your characters

- Being able to tell someone to go f*** themselves if i don't actually want to do a quest

- A journal that actually Help me keeping track of quest and the like, not this absolute mess

- Being able to place differently coloured banner on the map. Not just red. This way i could easily identify what kind of notes i left on the map instead of checking them all hoping to find what i am looking for (Like Blue for Quest, Yellow for Curious thing that i still can't access etc)

- An auto sorting for inventory based on filters

- The possibility to name backpacks and send items there but with a click (Am i asking too much?)

- Less lava traps....i am serious here, after a certain series of event i nicknamed this game "The Lava Game"

- The possibility to actually DISARM ALL traps. Not just some. Also it would being nice to actually seeing the traps when your character has an hight Perception BEFORE your party step on them

- More elemental traps, because as it is being immune to fire or even having a resistance beyond 100% make actually convenient for me to step on them, free healing!

- Denying the possibility to solve quest in reverse order. Because yeah, i actually defeated certain bosses for the "final time", before actually meeting them at all, or i found out the "good doctor" hidden lab and got the message to confront him when he was already dead....nice

- The character level wouldn't influence your damage output so much. Sometimes when playing this game i have some serious deja vu about borderland

- Crafting dependent on skill and statistics more then level

- Unique legendary items with actual unique and legendary characteristics

..................................Nice game, could be faaaaaar better tough
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Catrhis: - I would wish i could sell items directly from my backpack
Use a basket or crate, and you can sell the entire thing at once.

You can use the portraits at the top of the screen in combat to target opponents with skills or spells.

Gold is not hard to come by, even without Bartering.

A high enough perception will identify traps before you step on them.
Edit 2 (readability):

I wish...

- I could rotate the camera more than about 90° to easier access bookshelfs on the inside of the front wall and doors on the opposite site of a room (through roofs) more easily. (e.g. the Library in Cyseal and the Medic's House Entrance).

- Pause-Button. It is goddamn annoying as hell if I want to talk to someone moving and accidentially move things in their room, therefore causing them to lose sympathy (Because I moved a Candle? WTF?). Or running into Traps. Also playing Baldur's Gate at the time, so I often press Tab and Spacebar (even through combats, which made me die several times). Not even in Singleplayer?!

- Option to play with 4 Individual generated characters and co-op with 4 people.

- Way more obvious Trading Button. Took me hours to actually figure out where to buy stuff, because I searched for dialog options on Trading. And a more reasonable trading system. I have no clue why i am supposed to pay twice the items value and only get half for mine.

- Better Dialog System. I don't want to ask every person the same 5 questions everytime i talk to them. At least mark them as already asked.
- My chars would make useful comments on behavings. I'm wanting to talk to a guy (story related) and move to the place where he was all the time. obviously he isn't there, but my chars don't even mention it and I can not ask other people about him.

- Using telekinesis to pick stuff up is cool - the first 5 times. But it is WAY to slow and annoying as hell.

- Talk about picking up stuff: Why the hell is it so annoying to pick up more than a handful of items?

- Why is there no "single use" marker for things like trap disarmers (don't know the actual english term) or a effect time for potions? Do i really have to save and try every single one?

This is everything i can tell from scratch, maybe there is more :)

Edit:
Found another one:
- A better group linking. This chain thing is really bad with 4 charakters in the bar. I don't want to change order everytime i unlink somebody because the charakters under this move up.
Post edited July 21, 2014 by Hecke
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eightspoons: I wish ... this game wasn't so addictive. I just finished it and immediately started over again.
I wish I could actually FINISIH for once. I've restarted like 5 times now trying to make the perfect pet summoner. I think I finally got it this time, so I'm the farthest I've been yet in the game!
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Hecke: I could rotate the camera more than about 90°
Game options, 'Camera' section: Unlock rotation.
If you want to just change the limit, rather than enable full rotation, see the topic 360° camera rotation - How to.
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Hecke: I could rotate the camera more than about 90°
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Raze_Larian: Game options, 'Camera' section: Unlock rotation.
If you want to just change the limit, rather than enable full rotation, see the topic 360° camera rotation - How to.
Ahhh thank you! How could I not see this? But this option states there could be grapical bugs in the main story. I hope they don't occur, but it should be a common thing to at least design the levels based on the restricted camera if you make this default.
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Hecke: But this option states there could be grapical bugs in the main story.
It is more lack of lighting and polish / decoration in areas you wouldn't see with the default camera angle. There are a couple screenshots demonstrating this in the 'how to' topic (before that option was added in the game, for mod support).
Another example is behind the King Crab tavern; if you rotate the camera to face the wall, you can see some light from the fireplace; it isn't a bug per se, it was just that when it was designed for a fixed camera angle, there was no point in blocking the light that you couldn't see anyway. If you enable full rotation, you'll occasionally see stuff like that.
1. Make portals less noisy. Also sometimes the noise gets stuck and I have to quit the game back to desktop (main menu not enough) for the portal-noise to stop.
2. Make the bombardment of fire or poison traps less noisy. You try to solve riddles and next door there is the permanent noise and shaking when the fireballs of the last trap still hammer onto the ground. This creates immense stress on my side to finish up this area quickly.
This is experienced with a 7.1 audio system, not being set to load. The effects are on ~20%, so is the music and only voice is full.
3. It seems a lot more stuff stacks now in 81? yay!
4. I love the bridge trolls in the second map :)
The screen shake can be awkward, indeed: in the clifftop trap house, I had trouble clicking on objects because the screen shake would move them around under my mouse pointer. If I misclicked, my characters might treat it as an instruction to walk into danger.
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VanishedOne: I had trouble clicking on objects because the screen shake would move them around under my mouse pointer. If I misclicked, my characters might treat it as an instruction to walk into danger.
I have similar trouble with character animations during battle. How many times have I targeted an enemy and fired, only to have their animation move (effectively negating the target) right at the crucial moment. It's infuriating when it costs vital action points, all because target toon is doing some over-exaggerated boredom/stance-shifting dance. Such animations should be disabled during battle, considering there is a penalty to-hit anyway.
Post edited July 21, 2014 by Hickory