…Gnomes… ![]()
Extreme end game disappointment!
I tried to summon the Ogres into the final string of battles but it said “You’re far beyond ogre ears…” I carried this stupid horn around for 100 hours for nothing!
0/10 worst game ever ![]()
Ok, finished the game. Great time, definitely got my $60 worth. Looking forward to an eeevviiiillll play through but probably not right away. I’d give it a 95/100 give or take a point. A few minor quibbles as discussed above and the final sequences started to drag a bit but I’d definitely recommend it to into RPGs, computer or tabletop.
A bit of advice about the ending that isn’t really “spoilery” but I’ll blur it anyway: Before the climax, you’ll meet up with the groups you assisted along the way (no surprise, it’s in your journal as “find allies for the final fight” and people keep telling you they’ll be there). Feel free to call on them and probably use them early if you’re going to since they’re less useful deeper in. Don’t hold back because you’re worried you might need them later.
My 100% Total Spoiler Character Endings
Lae’zel got herself a red dragon and is off to depose the Gith queen
Gale plans to retrieve the crown from the briny depth and present it to Mystra
Karlach was saved when, near heart-engine death, she agreed to go with Wyll to Avernus and hunt devils with him
Wyll is supposedly depowered by Mizora but the joke’s on her: he multiclassed to sorcerer like 10 levels ago
Shadowheart is sad about her parents being dead but happy that I’m not dead and we’re going to be together forever and ever
Halsin stood around like a stump, just like he did in game
Everyone else on the companion list suffered a grim fate and didn’t make it to the end; sucks to be them
I am curious how many hours people who have finished have played because I am 30+ hours in and can just barely see the end of Act I on the Horizon and I haven’t even been to the eponymous City yet.
I’m maybe 2/3rds of the way through act 2? Maybe less? At around 70 hrs. I also have not seen the city yet, though I did come to a waypoint called “Road To Baldur’s Gate”.
I clocked 175 hours. I did not do several things in late Act I/Act II such as the whole Creche thing and some Underdark quests from the science duo in Mushroom land though I did do another part twice after messing something up. Add in some idle time where I didn’t turn the game off and let’s call it 160+ hours of me playing actual content.
I’d roughly say it was 35% Act I, 25% Act II, 40% Act III
So what would folks like to see with inventory management?
For me, my top priorities:
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We don’t need all the clickable vases and all the containers with rotten vegetables and water. If I’m walking through a dungeon, I don’t want to poke my head into 10 vases in every room just to find they’re empty. I also don’t want to not click on them and trigger my fear of missing out. Neither one is fun. If a container doesn’t have anything useful in it, for God’s sake don’t make it clickable.
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I want more bags. Gimme an Armor bag and a Weapons bag and a Gem bag and a Potions bag and a Wares bag and so on, and have things automatically sort into them. You can call them different things if you want, I don’t care; I just want them to sort better.
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Gimme a shortcut to “add to wares” from a container. (I don’t think this is in the game). If I shift+click on something, it should go to the sellable container right away.
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Have some option for when I pick things up, they go to the appropriate party member. Like maybe folks can have different bags open or not. Karlach will have her weapons and armor bag open, while Gale will have his scrollcase open; and when I pick up armor, it goes to Karlach, and when I pick up scrolls, they go to Gale.
What else do folks want?
Shared inventory like in WOTR would be nice. Having to constantly switch characters to loot, or manage the inventory every time my dex/cha face skillmonkey tav gets over burdened is a chore. We are all in this together, no reason all our carry weight couldn’t be put together into a single tab.
I can agree that “Rotten fish” and “Spoiled cheese” don’t really add much to the game. I can’t even say they add a bunch of verisimilitude since I’d find some cultist with a pocketful of rotten fish and who does that?
Rations should just go directly to your camp chest (and inside a food sack) upon looting. You have no need to carry them around and, even if you wanted to sell five apples, that will come up a lot less often than needing to send five apples to camp for eatin’.
Everyone’s inventory should be accessible while in camp so I can shuffle gear without shuffling companions and getting people’s hopes up that I want to hang out with them.
I’d go even further and make every companion fully available in camp. As it is, I can leave Shadowheart at home and pull her into my party at camp for healing, but it’s cumbersome and annoying. What if instead my adventuring party had 4 members available, but my camping party had everyone?
“Wares” should be marked as junk by default. There’s never a situation where I’m going to need that ceramic mug I picked up by accident. Don’t make me go through my bag and mark each piece of vendor trash individually. Have it marked as vendor trash from the start, and let me just clean all that stuff out of my bags by clicking the “Sell Wares” button. Or at least have the “wares” designation apply to all copies of an item through the game. Once I’ve marked one mug as “wares,” make all mugs like that “wares.” Or failing that at least give me a hotkey for marking things as wares instead of making me click on it and select it from a drop down.
Patch 1 was so great, I’ve restarted another playthrough. I’ve lost count how many I’ve restarted overall. I know we can easily respec, but each character feels different.
I’ve got Vulkan graphics to work. The persistent tearing issue was caused by Triple Buffering. Lowering it to Double Buffering and it runs smoothly. The shaders on Vulkan are so much better than DirectX. It really improves the visuals, and that’s a high bar on this game.
I’m really enjoying this game. There are so many ways of doing things. On my latest playthrough, I found a new way to solve the Act-I Tiefling vs Druid crisis: I confronted Kagha with proof that she was conspiring with Shadow Druids and got her to stop the ritual.
Yeah, inventory management is the biggest hassle in the game.
1. Keep containers clickable, but have the mouse-over icon change depending on its state. We should have four icons based on four flags: already-opened vs not, and empty vs not.
2. Yes, more “type” bags. And have bought items get auto-sorted just like looted items. Also, ability to label bags.
4. You can kind of do this by clicking and choosing the character it goes to. Even works while you’re looting. I’d also extend it to characters back at camp.
5. Better automatic stacking and larger stacks. Identical consumables should automatically stack, or at least have a toggle to do so. Currently, I think only scrolls auto-stack. And maximum stack size is too small. At least my dye stacks don’t go over 20.
One thing I love about my runthrough is “The Adventures of Asterion the Rogue” is basically a backup feature in a comic book.
Cant fit in that tiny hole? Send for Asterion (who somehow can fit even though disguise self is an illusion not a polymorph). Worried about being seen breaking into a house? Send in Asterion. Oh he found a secret tunnel? Send him in.
Its also hilarious switching back to the rest of the party and imagining them just standing there tapping their feet, having a smoke, on their phones.
I think the icons already work the way you are asking unless I am misremembering. Gold means you haven’t already looked in it. Silver means you have. Closed is full and open is empty.
Wait, WHAT? I did not know about this! That definitely makes things easier.
I still don’t know what the advantage is to having an empty container be clickable, though.
There’s no icon for unlooked and empty. Which makes sense from a simulationist point of view–how can you know it’s empty until you’ve opened it. But from a gameplay point of view, it leads to a lot of unnecessary clicking.
I don’t think I ever found anything noteworthy in a vase. I’m not sure if I ever found anything at all but I’m sure there was always that 1% chance of a rag or 2gp. But if they just made vases non-clickable as containers, nothing would be lost.
I think I found a gem in a vase once.
I assume vases are there mostly for throwing.
Of course how would you know unless you checked it. My point is the icon tells you the status of the container.
Right–but it’s tedious to have to open every crate and vase before you know if it’s full or empty. A mouseover icon would save a bit of time, and if you need a simulation, could represent just a quick peek inside.
But better yet, get rid of 90% of the containers in the game as unnecessary.