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Semelle

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Posts posted by Semelle

  1. [Description of the issue]

    When going to the setting page for checking and changing the controls, some names (in French) are too long and go onto the textbox where the controls are displayed.

     

    [DETAILED list of steps to reproduce the issue AND what to look for]

    Example:

    1) Launch the game

    2) On the main menu, go in Options

    3) Then select the controls setting

    4) Scroll-down to check if any title are too long

     

    5) On the Fr translation:

    "Mettre des caractéristiques en surbrillance" is way too long.

    "Activer des caractéristiques" is right at the edge.

     

    [Expected behaviour]

    All the title should be displayed correctly, and if too long, should go to line.

     

    [Files]

    Screenshot attached

    post-110605-0-67240600-1408797594_thumb.png

  2. So, now to the negatives :

     

    As has been criticized, the inventory is a horror.  It is just sooo clunky, unwieldly, and horrid.  I don't know what is what, everything is very small, and there are limited spaces (besides the Loot chest) to put stuff.  I soon lose track of everything.  I have no idea which weapons are better than the others, and only a bit of info for armor.  It is very difficult for me to tell which armor is what, being that the icon is so small, meaning I have to constantly right click to see what stats it has.  No comparison function, no "equip best" or any other type of helpful stuff.  I can't even sort according to condition X (or type or whatever).  It is painful drag-n-click, again and again.

     

    Don't even get me started with accessories,  trading, etc.  The whole inventory system is negative IMHO.  I would suggest scrapping it and going with something else.

     

    Doing spellcasting in combat is very confusing for me at the moment (perhaps this will change?).  I do not know what most of the spells do (familiarity, but also pretty much a total lack of description on how magic works, etc).  Damage spells seem pretty self-explanitory, but some of the status stuff, and special abilities are like...WHA?!

     

    There is as mentioned very little in the way of informative feedback in combat (I see some graphic effects, I see some red, etc, but I don't really know what it MEANS).  What I would prefer are indicators that immediately inform me of what is happening (did I hit, miss, or what?  That strange graphic effect on my peeps, what is it doing?  Is it good, bad, what?).  I do like the little blue dots (HPs, I think) that reduce when taking damage, but they are really small.  Thankfully I can slow things down with the S key to see them.

     

    Looting (picking stuff up) seems to have a problem near Icons (like doors, map edges, etc).  It is impossible (for me, anyway) to pick stuff up that falls in such places!  Either I end up closing/opening the doors, or exiting/entering a map area!  The same problem with targeting enemies by such icons - it is impossible!  I once had a Wolf attacking my party that I could not directly target because it was at a map edge under the icon.  I had to move the entire party away (and take hits) so that it would follow to a place where I could target it.

     

     

    I haven't played a lot yet. Just creating a character and discovering a lil' bit the city. But I'd like to highlight those negatives part as they are pretty easy to catch at a first try (at least from my experience). 

    I felt the same about all these negatives. 

     

    I'm gonna check the bug trackers but I saw some weird stuff in the option section (first thing I've done before even start the character's creation). 

     

    The overall experience is still great. It feels good to be back on a familiar IE-like game and to see also few things that show we're not in the past but living also with our time. 

    The music is a gem too. And I can't wait to read more of the lore, the quests and so on. I'm kindly into that type of things and the small amount I saw just excited me as hell. 

     

     

    A little question though (I might put this somewhere else, maybe?). 

    As a curious tester, I decide to see what happen when you dedice to kill a merchant. So I killed the armor/weapon guy and nothing happened. 

    How the guards (if guards there are) should react? How is the assassination system working? And the honnor/reputation of my team? Any reaction from my party members according to their faith/moral?

     

     

    I definitely love how it looks like and I'm sure it's gonna be an awesome adventure when the game will be released! 

    Keep up the good work! 

    Happy to be part of this! 

    • Like 1
  3.  

    Well, having played through a bit of the backer beta, I can confirm two things: there's loot in them that hills (I mean to say that you find stuff when you do optional fights), and the fights were still just as fun without a "+XP" indicator popping up after each kill.

    I have also played the beta for a few hours and I most definitely disagree with that last part, and some of the first part. I was exploring. I found a dungeon. I entered it. I came to a room FULL of Shades. It took every single tactical bone in my body to come out victorious. I literally felt fatigued when it was over.

     

    And what did I get for it? Nada. It's like the fight didn't count. It's like the game didn't intend for me to kill them. It's like the game laughed at me and said: lol Sucker! here, have a fist full of NOTHING for all your hard work hahahahahaha.

     

    Side note about loot drops: There's a small group of Hags guarding the entrance to that dungeon. this encounter did reward you...sorta - with crafting supplies. If you can call crafting supplies loot. I haven't crafted anything in this beta yet so I have no idea how "valuable" 4 pieces of Bark are going to be.

     

     

    I didn't had the chance to start playing the Beta yet, and I'm not that much familiar with all this Kill XP and other XP mechanics (I'm gonna read more about it when I'll be away from work) but I find this post really interesting and precious as a Beta experience feedback. 

    Not saying that there is something to change about it. 

     

    But more that I'd love to have some comments from the devteam about this particular experience.

  4. To have some names lore depending on the culture sounds interesting. 

     

    What I like to do when looking for a name is to take a common name like in Glen Cook's books (Silence, Madam, etc.) or Neil Gaiman (Wednesday, Shadow, Lady Door, etc.). That's how I came up with my actual name here: Semelle. 

    A french word meaning "sole" like a shoe's sole.  

     

    Sounds weird at first but could become a true and evocative name (don't we have some girls called Patience or Marguerite in real life?). 
     

    I'm curious to know how far we can go with such names and still be fitting the PoE's lore names.

  5.  

     

     

     

    I didn't watch the stream, but if Adam didn't immediately try to kill the wood beetles he was in for a beatdown. Their poison is pretty damaging, so you usually want to go after them first.

     

    Yeah, he seemed to be focusing on the rock beetles, in those battles. He also seemed to forget some of the characters, at times. Was it the rogue that was left idling most of the time?

     

    The rock beetles are burly, but that wood beetle poison will kill a character pretty quickly. If a few of your party members get poisoned it can be tough to recover. We may end up toning it down depending on feedback from the beta.

     

     

    In IE games, poison was one status effect that, if you weren't hauling around antidotes or cure poison scrolls, could easily wipe out your party. I specifically remember a spider infested house in Beregost for example.

     

    How many ways are there to deal with poison in PoE?

     

    One thing about the poison in IE games, however, was that it affected you MUCH slower, something like 1 or 2 hp every round, so you could finish a fight, mess around for a bit, and eventually decide to drink a potion. Here it seems to knock you out in a matter of 3-4 rounds, you need to be right on top of it to catch it :p

     

     

    And I was wondering if there was different types of poison, some more lethal than other. 

    Like a poison affecting you with a 1 or 2 hp/round and another 4-6hp/r? 

     

    I don't know a lot about poison, even in the IE games and would love to read more about this.

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