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The General Suggestions Thread

Dialogue Immersion Role-Playing Mechanics Reputation Resolve User Interface

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#61
Kiel29

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3.   Where is the spell book page? Starting as a wizard I had access to the level one spells I started with, but when I leveled up and learned level two and three spells, they did not become available. Even upon resting.

 

If you right click on the wizards spellbook in his inventory, it allows you to choose which spell for each level you would like. Hopefully for it will be explained for people in-game somewhere, I only knew this from obsessively reading every update along the way.



#62
Zierry

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This can sound a bit weird but can you make bard in pubs/inns play happier songs or at least change few songs?


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#63
Karkarov

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Just reposting this from another thread because I think it is a good idea and should be given serious consideration.

 

Cabamacadaf, on 22 Aug 2014 - 08:38 AM, said:snapback.png

If they'd just named it Power instead of Might, some people might have one less thing to complain about. Then again, they'd probably just find something else to complain about instead.

I do concur here.  People associate Might with Strength, but it isn't Strength, it is a reflection of the "force" or "power" of your soul.  You could be a 100 pound weakling in Eora and have a 18 or higher Might.  Changing it over to Power would be a good idea and fairly simple to implement.



#64
PrimeHydra

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3.   Where is the spell book page? Starting as a wizard I had access to the level one spells I started with, but when I leveled up and learned level two and three spells, they did not become available. Even upon resting.

 

If you right click on the wizards spellbook in his inventory, it allows you to choose which spell for each level you would like. Hopefully for it will be explained for people in-game somewhere, I only knew this from obsessively reading every update along the way.

 

A number of testers, myself included, were confused on how to access the spellbook. This is a major UI omission. There needs to be some sort of spelbook icon along with a hotkey. The IE games had it right in this regard.

 

Tying a crucial UI to right-clicking an item in your inventory is non-discoverable.


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#65
Namutree

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Give us some form of xp that isn't related to quests. I've seen many people talk about this topic and there are consistent themes;

 

Some people REALLY want combat xp.

 

Some people want quest-only xp.

 

Both sides seem okay with exploration xp.

 

Go with the third choice and make almost everyone happy.


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#66
WebShaman

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I haven't seen any feedback on the crafting and enchanting parts of the game yet.

 

Is anyone actually using these?

 

I have slowly started to piece some things together, but I am really not sure if the rewards will justify the invested work.  Since one cannot outline ingredients with the Tab key, it means pixel hunting the whole area, painstakingly, for recipe ingredients.

 

I thought killing deer would surely give meat, but didn't (no idea why).

 

Then, of course, are the limited spaces in normal inventory.  Why would I want to hold onto that Rice for, say, hours (and take up a valued inventory space)?  So yeah, throw it into the Stash, right?  But then I either have to use up valuable rest resources when in the field, or head back to an Inn in order to access the Rice *sigh*

 

And what, exactly, do I get for my exertions?  Some...food.  Has some temporary effect?

 

I haven't even looked into enchanting yet - I mean, there is just not enough wealth to get basic stuff, let alone getting to enchanted stuff.

 

Is anyone else messing around with Crafting and Enchanting yet?  I think we need a seperate entry for these on the Beta Forum.



#67
Osvir

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Just reposting this from another thread because I think it is a good idea and should be given serious consideration.

 

Cabamacadaf, on 22 Aug 2014 - 08:38 AM, said:snapback.png

If they'd just named it Power instead of Might, some people might have one less thing to complain about. Then again, they'd probably just find something else to complain about instead.

I do concur here.  People associate Might with Strength, but it isn't Strength, it is a reflection of the "force" or "power" of your soul.  You could be a 100 pound weakling in Eora and have a 18 or higher Might.  Changing it over to Power would be a good idea and fairly simple to implement.

 

How about just naming it "Soul"...?
 

This can sound a bit weird but can you make bard in pubs/inns play happier songs or at least change few songs?

 

 

How about letting your own party Chanter steal the show at inns/taverns/pubs? :D


Edited by Osvir, 22 August 2014 - 09:56 AM.

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#68
Fluffle

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Please add feedback in the combat log for the interrupt & concentration mechanism.

 

It's really hard to tell how and if this feature works with no feedback at all.

 

A lot of people seem to think that it does nothing at all, while someone

recently compared a very high PER character with a low one and claimed to have seen

noticeable differences.

 

On the other hand, I did not see much when I tried a ranger with high PER.

 

At the moment it's like a black box.

You don't know when, why and how interrupts work.


Edited by Fluffle, 22 August 2014 - 10:01 AM.

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#69
CatatonicMan

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You can't zoom in any further. The closest zoom is the source art level. Any closer and you'll pixelate the background.

 

Better to have a blurry or pixelated zoom than have to run the game at a non-native resolution in order to see things.



#70
PrimeHydra

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Suggestion: Rotating Quicksaves

 

I didn't stick with Divinity: Original Sin for long, but this was a brilliant feature. You have up to five quicksave slots (the number is configurable in options). Hitting the quicksave key saves into a new slot or overwrites the oldest one if you're at the maximum number.

 

This minimizes the annoying, immersion-breaking process of hitting Esc, Save, and click a new game slot, while mitigating the fear of overwriting your one quicksave slot. With this in place I would seldom need to save the game "the hard way".

 

What do you guys think? Trial of Iron players won't care, but I would love this. It would be easy to implement, too.


Edited by PrimeHydra, 22 August 2014 - 11:08 AM.

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#71
CatatonicMan

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Suggestion: Rotating Quicksaves

 

I didn't stick with Divinity: Original Sin for long, but this was a brilliant feature. You have up to five quicksave slots (the number is configurable in options). Hitting the quicksave key saves into a new slot or overwrites the oldest one if you're at the maximum number.

 

This minimizes the annoying, immersion-breaking process of hitting Esc, Save, and click a new game slot, while mitigating the fear of overwriting your one quicksave slot. With this in place I would seldom need to save the game "the hard way".

 

What do you guys think? Trial of Iron players won't care, but I would love this. It would be easy to implement.

 

This should be standard in every game with an auto/quick save. No idea why developers almost never put it in.


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#72
wolfstriked

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Scripted interactions need voice to narrate the words.They seem bland from the videos I have seen while I have vivid memories of the IE end chapter scenes.

https://www.youtube....h?v=fJQvZ0hocM4



#73
PrimeJunta

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@Fluffle: Try a high PER and RES melee character dual-wielding light weapons. Then melee someone. Then watch closely. You will see that the other guy will jerk back a lot and barely be able to get any hits in. It is not obvious because of the lack of feedback, but it happens and is quite significant.

 

I just tried this with an orlan fighter named Pintsize.


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#74
Karkarov

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During some video cutting this morning I also noticed something else surprising, minor, but surprising.

 

The Rauatai is the only culture without a unique background option.  Maybe we can do something about this before launch?  I know it seems minor since it is only an RP thing but every other culture has one, why not them?


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#75
Polanski

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Suggestions for the character creation:

 

Assign the stats to start at 10 or so. 57 points is lot to divide. If you instead have to remove from a skill to add to another, it will make the trade off in abilities more apparent, instead of just putting everything in one or two stats and dividing the rest.

Have the Character Creation randomly pick what is shown as the character, before the player chooses the character. so instead of always having the same Male/Savannah human/Fighter/Aedyr character showing, it will be randomly selected so you have a Female/Pale elf/Chanter/from the living lands or a Male/Island Aumaua/Druid/Rautaui . Just to create atmosphere and serve as inspiration.


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#76
musim

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Just did my first run through the demo/beta.  

 

I'm used to the old CRPG's having a combat speed slider.  Is that something that can happen?  Its really hard to gauge the flow of combat currently.  

 

Also an autosave features that saves at the start of each battle and before screen transitions would be really nice.

 

I'll probably have more to add as I literally just played for an hour and those were the things I noticed.  Still have a lot to uncover.  Love the lore and art and feel of the thing.  

Also as with all CRPG's, pretty hard to gauge what stats mean what for whom.  



#77
Polanski

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In the character sheet, when you mouse over stats (stam. / Hlth. / Acc. / D.T. ...) it should bring up info about the derivations of these numbers, class abilities/stats so on ...

E.g. Health 136   should bring up ( + 90: lvl 5 warrior + 10: Ring of Health + 36 % Constitution)
 

I would also suggest that rightclicking a portrait in the inventory should bring up the character sheet.


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#78
Emitan

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Would it be possible to change "sex" to "gender" in character creation? It would be more accurate and inclusive.


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#79
Mr. Magniloquent

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There needs to be a component which mitigates friendly fire for Wizard spells. The usefulness of Intellect is severely diminished because it effectively forces friendly fire in order to use spells. The fray of melee is too chaotic, and I am frequently left with the choice of damaging/disabling my entire party with the enemies, or not using spells at all. With a Wizard that has an Intellect of 3, I can at least target in between friendlies and get some use out of my spells.

 

While I was a proponent of friendly-fire, enemies move too quickly, engagement is not yet effective, and PC initiative is too unresponsive to effectively time spells before melee is met. Please either introduce talents to screen friendly fire, or include a sort of tiered friendly-fire reduction within the Intellect stat itself.


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#80
Gromnir

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Would it be possible to change "sex" to "gender" in character creation? It would be more accurate and inclusive.

 

 

technically, there is two sexes for humans (and humanoids?) as is a simple biological distinction, but there is potential an unlimited number o' genders as gender is based on cultural and social differences. sex is not a value judgement.

 

our suggestion is to be making interrupts accompanied by a graphic or text indicator. am thinking interrupts is vast under appreciated, but as successful interrupts is largely hidden from the player, perception is getting an unnecessarily bad reputation. 

 

HA! Good Fun!


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Also tagged with one or more of these keywords: Dialogue, Immersion, Role-Playing, Mechanics, Reputation, Resolve, User Interface

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