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Posts posted by Rumsteak
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Feels weird to me that the log bar is taking all that space with not so much text. I'm not a designer though, just bringing my 2 worthless cents!
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I want to be to drop items on the ground PLEAS! many backers are asking for it.
I still don't get this. Why do you want to drop items on the ground? You have INFINITE INVENTORY, there is no reason to not loot what you can and no need to drop something to make room.
Maybe you want to forget about a specific set of objects that you consider useless. Maybe you do not want to see those objects uselessly bloating your inventory/stash and adding some unwelcome cognitive load because you have to ignore them every time? #DontMakeMeThink. Either that or an ignore list.
But if there are no such thing as useless objects in PoE then yeah, not useful.
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Hi guys,
I thought everyone could benefit from sharing their secret list of resources to keep in touch with PoE community and official news. The more informed, the better. Here's mine:
- Obsidian forum
- Obsidian forum Dev Tracker
- Something Awful PoE thread. Josh Sawyer is "rope kid". I do not know if any other Obsidian devs are posting on it.
- Something Awful "Josh Tracker"
- Youtube search ordered by most recent
- Rpg Codex forum
- Josh Sawyer's Tumblr
- Google alert with the term "pillars of eternity". Triggers a lot during events such as Gamescom or after official announcements.
My current "process" is as follows: all the relevant links are bookmarked in a folder in my browser and whenever I feel like it, I just middle-click on it to open them all at once. I was considering adding Twitter searches to the mix but there is a lot of noise.
If you guys have other interesting resources or different ways to keep informed, don't hesitate to share.
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Yeah. If it is possible to reduce animation speed in and out of combat, without having a feeling of slow-mo like in the movies (or like the PoE current slow time feature), then why not. As long as it feels natural.
PS: I think Obsidian should eventually drop the slow time feature when they get their combat pace right. Right now it's only used because combat is not easily playable. I don't like it, it feels like a cheap workaround.
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Some people paid more in order to play the beta; pretty weird that it's only to test stuff and not enjoy oneself, so I can understand the bitter feeling. Not sure this was written on the tin! Or maybe there was some hidden small print somewhere?
It'll probably get better in time though, so you may get some value in the future. Meanwhile you can rationalize by thinking that you paid for the privilege to possibly bring some of your beta feedback/suggestions/ideas into the final game.
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Gairnulf, we may indeed have different definitions of UI. By UI I mean HUD, rendered graphics and mouse/keyboard interaction (everything else being game mechanics).
Maybe I understood something wrong, so can you elaborate more or give examples of what you mean by animation speed? Because at the moment I assume that it means that you basically want some sort of "slow time" mode constantly enabled in combat. If this is correct, then by "half real-time" I meant slow time and by "take responsibility" I meant that devs should not make concessions with a slow time constantly-enabled feature.
Reducing walking speed and/or action speed means you get hit less soon and/or less often, so for me this is a game mechanics proposition (not a UI one) because it has an impact on combat.
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- Firstly, I propose that the animation speeds are cut to about half when in combat, how much precisely is a matter of trial and error, with the resulting about x2 increase in action cooldown periods across the board, for all weapons, spells and talents5.
Firstly, this proposition is about changes the game mechanics of "real time" to "half real time", which makes your "problems are in the UI not in mechanics" argument wrong.
Secondly, I strongly disagree with this point: if we're going down the real time with pause route, then when not in pause it should be real time, not "half real time". Either you take responsibility and go full real time, or you revert to turn-based combat (which I suspect this post is actually all about), but you do not settle with a half-assed solution like this.
As you suggested a mechanics improvement, let me suggest possibly better mechanics improvements (these have actually been discussed over and over again in the forums): reduce walking speed or action speed, reduce speed of certain effects, making some damages less huge by tweaking their base value or tweaking damage calculation, etc.
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Awesome! Way better than IE games. Can't way to play "no mouse style" with character selection shorcuts + abilities shortcuts.
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Can you assign a same shortcut depending on the selected character?
Like for my mage R would be fireball and for my rogue R would be something else.
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You incidentally made the first full-length video of the new 333 build on the Internets. I don't play the beta but I've been eager to see by myself all this rage about the talents/skills, so thanks for that. With this patch I feel like PoE is slowly but confidently coming together, which is quite reassuring.
Also, +1 for everything that has been said in this video.
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Haha, nice doge! "Much role-play. Such fun. Amaze."
wow
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I disagree with this proposition.
In Age of Empires II, Warcraft III and other strategy games it's useful because you don't want to scour the whole map for idle workers. But it's pretty obvious who's doing nothing on the current screen.
Since most of the time in PoE all your characters will be visible on the current screen, as long as it's visually obvious that they're doing nothing (like, standing completely still) then I don't see the need to have a button like this.
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Makes sense, but let's see what they'll release in 5-6 months before making any conclusion.
PS: I fully support the PoE team, thanks for everything guys! Can't wait to play the final release.
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I am rather surprised that they seem to only be using a forum to collect bug reports. I don't know how extensive it is to set up a bug-reporting system in the actual beta program itself, but I would think that would work a lot better, automatically categorizing and sorting the bug reports before they even get to the team, AND making it that much more convenient to snap a screenie, type a report, and attach and send, then continue playing.
*Shrug*
They're copy/pasting forum bug reports into a bug tracker of their own. So it's fine really, they don't have too much overhead (as long as people follow the general actual/expected/etc structure). Most of the time they don't even need to copy/paste since most bugs were already reported by their QA team.
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Edit: discard this message (I should get more sleep!)
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Nice video. Bel effort!
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They are working on it. They mentioned it several times fairly recently (one week and a half ago)
here:
Hello, everyone [...] We are still working on the Mac and Linux builds, so they are not currently up there (we are working as fast as we can on them, I promise).
Adam is working on the Mac build right now. It has a recurring crash and Adam has tracked it down to our use of our string database. There are also some other issues that are most likely due to file path differences that will need to be tracked down and squashed.
But yeah, looking forward to it. Would be great for those of us who cannot afford a PC. #troll
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Good news! Would be even more relieved if they could stretch the definition of "early 2015" to April/May 2015.
Hope the devs will take their time, have good nights of sleep, and take excessiiiiiiiiively long holidays.
Good occasion for them to reflect on things, take a good step back (especially from the constant forum flood), think out of the box, and produce something that will be an inspiration for us all.
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The current character creation tab layout is perfectible but good enough for me as long as they remove the Aedyr +1 resolve bonus bug. I don't feel any particular urge to change this layout.
Sensuki's layout gets the job done too though, so I have no particular preference or expectation.
The derived stats panel is an idea to explore yeah. I could feel overwhelmed by it at the beginning I guess.
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Understanding how the game attributes interact with each other is more of a science project in POE than it should be. This has the cummulative effect of making the game less accessible to folks who arre not number crunchers or D&D veterans.
Agreed.
My experience has been that when you build a fighter and emphasize Might Dex and Con....you do not get a tank. This is wrong. There is something off about such an outcome that needs to be addressed
Agreed.
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Boy, this escalated quickly! The OP made a spontaneous post and clearly meant no harm.
Maybe the devs chose these sizes so on purpose, or maybe not, it doesn't matter. But you should be able to post what you think — as long as it is well written — without getting the usual sarcastic/passive agressive/offending answers, geez! At worst, the thread does not get a lot of answers/views, but that's all.
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haven't played the new build. in previous builds you could simple click attributes banner After choosing your culture. functional you could re-distribute your +1 ability point however you wished.
HA! Good Fun!
From what I can discern, its a minor thing on the flow of the character selection screen i.e. knowing where all your attributes are rather than finding out you had a +1 on Resolve already factored in from being from Aedyr and you've just changed that. Very minor.
Maybe the current layout is fine as it is, as long as the culture bonus is actually added after selecting your culture.
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Everyone agrees with having culture before attributes.
And I'm sure developers know all too well that doing so would break this nice symmetry with attributes at the center:
Now they may need to do a deep reshaping of the whole thing.
Weird that they didn't seem to think about this problem before.
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That may be a good idea Gladius. I don't remember if enemies had a delay in IE games.
The General Suggestions Thread
in Backer Beta Discussion
Posted · Edited by Rumsteak
Good question.
I often "Take All", especially when I am a beginner in a new game because I do not know what is useful for me and/or do not feel like managing my inventory at that moment, or when I feel pressured because enemies are around and I do not want to get distracted with inventory management at that moment. So I "Take All" and do my inventory management later on when inventory gets full or when I am in a safe area.