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PrimeHydra

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Everything posted by PrimeHydra

  1. It might be simpler to have an icon in the corner of a portrait showing what the character is doing, like in the Baldur's Gate games. If they're casting a spell, show the icon of the spell, otherwise show the icon of their active weapon if they're attacking. Idle characters would then be easy to spot due to having no such icon. This also solves the annoying problem of not knowing/remembering what a character is currently doing.
  2. I always check the Known Issues thread before posting. It wasn't listed, though I might have missed it.
  3. Upon entering the blacksmith's shop in Dryford, some sort of random unclickable loot pile appeared on the floor. It looks like a spellbook and an axe. Savegame attached. The unclickable "items" were still there upon exiting and reloading the save. This also has occurred in the Inn, with what looked like a shield and weapon on the floor. None of my characters have dropped any items at any point. Edit: Please enable permissions for .savegame uploads so I don't have to keep renaming attached savegames with a .txt extension. Thanks! quicksave.savegame.txt
  4. Oh, come on. You totally get wolf hides, beetle shells and stuff. Makes it totally worth it! Can't tell if sarcastic /Sarcasm radar fail Wait, I get ****in' lion's teeth and wolf pelts? Who needs levels? That's BADASS.
  5. Portraits could really use some diversity of skin tone. If you only allowed us to pick lighter skin, it would make sense. One or two token black portaits is not going to cut it. Just saying This isn't out of a desire to be PC--I genuinely like having a variety of races--and colors--of characters in my party.
  6. Oh, come on. You totally get wolf hides, beetle shells and stuff. Makes it totally worth it! Can't tell if sarcastic
  7. edtate: You're not alone. I've having a hard time sticking with the beta simply because striking out to explore and fight baddies is unrewarding. Don't mind the users who troll you for daring to create a new post on this hotly-debated topic--without bothering to point you to the current XP thread.
  8. I'm having a hard time sticking with the beta simply because combat feels unrewarding. When I defeat a slew of tough enemies (and most enemies are tough), I often get...absolutely nothing. It feels decidedly un-Baldur's Gate and un-Icewind Dale. It feels like we're being denied combat XP simply because it would require effort to balance such a system. But such a system is sorely missing from a combat-heavy game.
  9. Combat needs some sort of auto-engagement; there are too many times when my characters are just standing around. The player shouldn't have to set auto-pause-on-target-destroyed. In the IE games your characters automatically attacked the next enemy when their current target was gone. We don't need even need full-blown AI scripts, just very basic "duh" prevention.
  10. Loading a game does not restore your previous auto-pause options. I set auto-pause on Combat Start, Low Health and a few others. Saved game. Loaded the game today via Continue button on Start Screen. Went into Auto-Pause options, all are unchecked.
  11. No, nothing intrusive like that; I'm just talking about a little indicator in one of the corners of the portrait, or above it, etc. Not talking about a dialog that appears saying OMFG U ATTACKTED THE DURGN
  12. At the very least. But when the game is paused, I don't want to scroll through the log to remember what hero number 5 was doing. This information should be visible at a glance.
  13. You've hit upon the crux of the confusion: Health and stamina should be reversed. It makes no sense that healing spells restore stamina, while sleeping is the only way to heal. When my character's portraits start going red, it's an alarm. I immediately think "damage". They're trying to evoke Baldur's Gate with this image. Why switch it around? Health should be restored via healing spells and potions, at is always has been in RPGs through the ages. I understand the intent of their design with this dual resource. It's simply backwards. Stamina should deplete with travel and exertion, as it did in Baldur's Gate, requiring rest to restore. It's the natural limiter on the adventuring day. In the BG games you had a little "weary eye" icon; in PoE it's made quantifiable with a stamina bar. Bravo, except--what, that little green bar next to my character is the health bar? Their portrait is half-crimson due to loss of stamina? So confuse. I'm not sure we need to complicate the picture further with temporary heals/band-aids. That's trying to make health act more like stamina, when your initial instinct was correct--health should be stamina, and vice versa.
  14. Holding Tab really ought to highlight dropped piles of loot, as well as other things you can pick up such as herbs. Never had to pixel hunt in the IE games, and would prefer not to start in PoE!
  15. The time/pause icon could really use an indicator showing whether you're in normal, half speed, or double speed. Then we don't have to tap the "D" key just to toggle and see what the state is.
  16. Revisiting the beta after the first patch. Combat is still very confusing because at any given moment I'm not sure what my characters are doing. When the game is paused (as it often needs to be for tactical reasons), we need to be able to see any given character's pending action. Are they attacking? Are they in the middle of casting a spell? Using an ability? I like the way the Baldur's Gate games solved this problem, with a little icon in the corner of the portrait of a weapon (if attacking with it) or the icon for the spell/ability they are using. A little feedback here would go a long way toward making combat sane!
  17. Thanks! Something like this would be great, even if it's a separate "Dev Tracker" link like in the Torchlight 2 forums. (Not that the Torchlight 2 developers have been heard from in over a year )
  18. It would be great if threads which OE responds to were marked with a little OE badge, like on some other popular game forums. Clicking the badge would filter and show just the OE responses in the thread. (Or at the very least jump to the first OE post.) This will make it much easier to see which topics already have an official response and what it is. Thanks!
  19. As the code exists now, my guess is it would be easier to streamline and augment the RTwP system. Going to turn-based would require a lot of new UI such as "action points", not to mention loads of balance changes. While I don't think TB is lame per se, it would be a major break from the IE game feel. They don't need to go this route.
  20. Ah, sorry--my bad. I didn't see anyone claiming that turn-based-combat was a must-have, though. If so they are mistaken!
  21. I never meant to imply that this is an OMFG issue, but it's a relevant one worthy of discussion: How can real-time-with-pause be made to work better? Maybe you've had a different experience with the backer beta than I have, but I really miss having a basic level of AI for my companions. Maybe calling it "AI" is a stretch, but a simple script that will auto-engage a new enemy when my current target dies, would go a long way in this regard. Nobody ever said the game is boned without turn-based combat. Please don't misrepresent my post.
  22. I tended to use the very basic scripts, preferred to do all activated abilities and spells myself. But I didn't mind letting Keldorn and Minsc hack up level 3 goblins without my intervention.
  23. Well, David Brevik did turn Diablo from turn-based to real-time at the last minute. Maybe OE can do the opposite
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