EA suggestions on game difficulty, dialogs and UI

Redglyph
Level 12
4 months ago (edited)

Can be completely discarded, I copied the relevant suggestions in the Steam forums 

I've already posted how much I enjoyed the demo and the EA is fulfilling all its promises and more! The overall presentation is great and spot-on, I'll detail the positive feedback in another subforum, I'll just post a few suggestions here that I think would improve the presentation even further. Since it's a suggestion, it means that it's subjective of course, coming from the influence of BG, NWN and the like ;-)


Game

- The radar blip on the compass and the big exclamation marks on the "quest NPC" are giving too much away, an option to remove those would be welcome to give more immersion and let the players think by themselves. I hate it when there are big pointers telling me where to go, it's so much more rewarding to find that by oneself. For example, the initial indication for "Meet Carran at the Legacy Council" is spot on, you just give some indications on where to go (North until that landmark, then West, with a sketch on a map), that alone would have been perfect. Add the option to satisfy both beginners who are easily lost, and experienced players who don't want the game to hold their hand.

- (said elsewhere) A way to skip the tutorial would help with testing, assuming the same loot is given when we do so.


Dialogs

- The "1 answer per character" is not convincing, I hate it. Firstly, it doesn't make sense and will have coherency issues (how to choose who will say what, is it done in function of their personality? Secondly, this is a big restriction to limit to 4 answers, for example if there are puzzles or tests in which more answers could be given to choose from. Thirdly the presentation can only give short answers. Finally, it doesn't look serious, it's the kind of solutions we find in kid's educational games, not in CPRGs, hard to explain but the theme just isn't right. Please get back to the usual and proven list of answers.

- A keyboard shortcut to select the answer would be welcome (1..9 should be perfect).

- A "rewind / scrollback" to see the conversation would be appreciated during the conversation. The dialog has no pause and there is no way to repeat it, so if one is distracted while a character is saying something (s/o rings at the door, phone call, ... that happens), there is no way to see what has been said since the beginning of the conversation. It's good to have that in the journal, but it would be very usefull to have it during the conversation as well.


UI

- Why the 'ALT for more info'? Directly show the whole of it, it's usually what the player is looking for. For instance, the duration of the spells or their range. Or the comparison with other weapons. Or their price. All that is primary information, and there is no reason to hide it with this 'ALT' key feature. I would rather have an option with a delay-to-tooltip, or to remove them altogether.

- How can we see the details on the NPCs? It would be nice to have a right-click contextual action, for example, with "inspect", and see a little more info than just the name of the NPC, for immersion and story-telling. Actually, clicking on 'Attack' or any spell requiring a target, then placing the pointer on the character will open an info window, it would just be easier to see it another way.

- Barter window: it's currently not possible to see the buy/sell price of individual items, only the total, it would be add that.

- Mouse scroll in menus and lists is very slow.

Redglyph
Level 12
4 months ago

UI

- The North is not indicated on the map (which is otherwise very good!)

Ragnarok
Level 6
4 months ago

I saw North on my map. I assume you mean the minimap?

Redglyph
Level 12
4 months ago

No, I see North on the minimap.

If I open the map (default 'M' key) there is a 3D isometric map we can turn around, but I don't see a pointer to the North.

Redglyph
Level 12
4 months ago (edited)

UI

- It is necessary to let the user split items in the sell/buy window, because they don't necessarily want to sell all items of a type at once. It's possible to split them in the inventory, but not in the trade window.

- The 'interested factions' on the item info panel are not clear, it's really guess work for the user.

- The journey map used to travel between areas is the best I've ever seen! I would add an auto-pause before the end of the journey though, for the transition and also to let the user a chance to check what happened before closing this mode.

EDIT: the events of the journey are reported in the journal though (this journal is fantastic!)

Redglyph
Level 12
4 months ago

UI

- The item comparison between the inventory and the equipped items is sometimes confused. For instance, my rogue has in primary a rapier and a dagger, in secondary a shortbow. No matter which I select as current, if I put the mouse over a crossbow in my inventory, it will compare to the dagger of my offhand.

I was expecting the comparison to be done between the inventory item and all the items of the current configuration (main hand and off hand).

Redglyph
Level 12
4 months ago (edited)

UI

- Spell descriptions should be complete, currently there is only a summary (the devil is in the details).

- When preparing spells, the domain spells and cantrips should be in colour, not greyed-out, since they're available. Otherwise it's confusing.

- The combat event window should remember its height, it always resets to a small-sized window.

- Shortcut consistency:

    - in the inventory, not possible to select characters with Tab or F1-F4

    - local map and journey (world) map have different mouse buttons to move the camera

Lynxfire
Level 4
Kickstarter Backer
4 months ago

I would also like a dialog selection option with a number key or something similar. As for quest markers I don't agree with removing, but having a toggle for on/off would be fine. 

For the interested factions I had to go into the journal and factions tab to view the symbols to figure out which was which, but yeah its cumbersome right now. 

Redglyph
Level 12
4 months ago

Character creation

- When leveling up a character during character creation, the new one should be added and not replace the existing one. A user who levels up a character won't be able to use it in the main quest anymore.

- The editor should remember the choices and not forget them when going back & forth in the creation steps.

- It would be nice to be able to import a character from an existing one, in the editor (for modification). This implies the previous suggestion to be implemented as well (in order to be able to modify at any step).

- Import / export characters.

Redglyph
Level 12
4 months ago

UI

- During combat, an option to disable the camera "focus on action" would be good, at least if like me, other people don't care much for that kind of arcade game effect.

Redglyph
Level 12
3 months ago

UI

Re-order inventory should not be counted as inventory action during combat

Redglyph
Level 12
3 months ago (edited)

UI

Barter screen:

- The "YOU SELL" hides a part of the inventory, it's not possible to see the bottom row.

- Some prices are not completely readable, such as "1 2.." (with dots because it's too long to display, I assume)

- Some items are greyed-out for some members of the party and not others, it's not linked to their ability to use them, it's really not clear why that is so. Probably a bug?

Redglyph
Level 12
1 month ago

I think most of those are still relevant after the Winter update.

Redglyph
Level 12
1 month ago

ping (since those forums don't show all user's threads and I won't be able to keep track of it)

Redglyph
Level 12
1 month ago

Can be completely discarded, I copied the relevant suggestions in the Steam forums