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HoneyBadgerMan

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Everything posted by HoneyBadgerMan

  1. I would very much like to play the outer worlds. But the game will not allow me to bind my core movement keys in the location that I have bound them for every other game I play. One does not simply ignore thousands of hours of muscle memory. For me, being unable to re-bind these keys is game-breaking. I got the game close to its release, and have yet to play more of it than the opening cutscene, because I cannot re-bind my keys here. Please modify the game, so that I can bind my movement keys to IKUL, where they belong.
  2. Seems like there are a few people that this problem affects:
  3. I want to bind my movement keys to I K U and L, but I can't do it because I is inventory and K is character menu, and the UI doesn't let me re-bind them to something else. This is a big enough problem for me to not play the game at all. Please help, Obsidian.
  4. Even if I used the *normal* WSAD keys, this location for the inventory and character screen keys is awful. I have to take my hand off the movement keys to reach those buttons. ++bad design. That sort of thing doesn't matter in a top down pauseable isometric RPG because a lot of the time with those games it's just point and click with the mouse, you don't need to be pressing keys all that often. But even then, Baldur's Gate allows you to change which button is assigned to open the inventory and character screens. On the other hand, in any game which has mouselook and is played from a first person perspective, keyboard inputs for movement are continuously happening for pretty much everything you do in the entire game, so having a UI that prevents players from having the keys that they want is ACTUALLY A BIG DEAL.
  5. So, I was looking forward to playing this game, I got as far as getting through the character creation and watching the intro sequence, but then I was in game, and I needed to set my controls. I use some, shall we say, unusual key binds. i = move forward k = move backward u = strafe left L = strafe right. Perhaps, on the basis of this, you can already see what the problem is, Obsidian. I can't bind my movement keys where I want them because someone really clever in your UI team decided that the i key couldn't be bound to anything except 'inventory' and the k key couldn't be bound to anything except the character menu. Now, I know it's a role playing game and that the menu binds are important. I get it. But do you think, perhaps, that you could not treat your customers like children, and maybe let them bind the keys that they want to bind, um, I dunno, wherever the hell they want to bind them? Actually enough to completely stop me from playing the game. Forced key binds are literally the worst, dumbest, thing you can do in UI design. Someone needs to be fired. 0/10
  6. I don't think they do really. If they did they would have released a version for backers just before launch. We wouldn't all be sitting here wondering why there are no steam keys...they are worried about new buyers not those that paid them.
  7. [Description of the issue] Customising some controls doesn't work. Specifically, I want to set the "Highlight Interactables" key (Tab by default) to Right Alt. I can set the button in the controls screen, but pressing the assigned key in game does nothing. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Go to the controls screen 2) Set "Highlight Interactables" to Right Alt. 3) When in an area where there are interactable objects on screen, hit the Right Alt key and watch nothing happen. [Expected behaviour] Assigning "Highlight Interactibles" to Right Alt should allow me to "Highlight Interactibles" by pressing Right Alt, instead of having to move my hand to the other end of the keyboard and press Tab. [Other remarks / Comments] This problem has been there since the first version of the backer beta that I tried using. [Files] N/A [special] N/A
  8. Very pleased to see a 'philosopher' background. As an avid student of philosophy all of my characters will be philosophers. This I can roleplay.
  9. I feel like they're probably doing the right thing pushing it back and getting it sorted before they release the new version. Don't get me wrong, I'm as excited for this game as everyone else here. But, having said that, I'm patient enough to wait till they get what they want to do done, and I'm sure that the experience of playing the game will be better for the delay.
  10. I can see the quest-only xp system having a few problems if left as is, but I can also see that there are a couple of solutions to the problems it brings up that would be pretty easy. One solution would be to have some sort of 'full clear' bonus xp for totally exploring areas. Another part of the solution would be to partially randomise item drops from automatically hostile monsters. What I mean by partial randomisation is that the same monster does not always drop the same objects, but if you were to kill all of the hostile monsters on any given play through, you would always get the same total sum of drops. That way, if there is always some hostile monster in the game that will drop the awesome sword of winning +6, but you don't know which one, you've got a good incentive to play all of the encounters. This approach could be further enhanced by balancing the power of the items dropped to some extent by the power of the items dropped. Perhaps there might be 6 dragon encounters in the game, because of the risk associated with the dragon, you could be certain that all of the dragon encounters would involve great loot. You just couldn't be sure which loot you'd get from which dragon. Similarly, if you were fighting beetles at level 5 or something, there'd be a good chance that you wouldn't get anything at all, but there would also be a chance that one of those beetles would drop that long sword +1 that can drop from a hostile monster early in the game. You've got no way of knowing.
  11. I've had this same issue as well. But on one occasion it went the other way and my rogue started applying ridiculous amounts of damage, just one-hitting everything basically. When that happens, though, the combat log shows it as many different attacks
  12. Although this isn't exactly a bug, it is annoying. It would be great if the mouse could be locked to the game screen while playing. it would be even better if the game could be changed so that the game window doesn't minimise when application focus changes. An example of another game that doesn't minimise when that happens is QuakeLive.
  13. So if the release is winter this year, we're half way through August already. They must be very close to a finished product, because that only really leaves 4 months till release. Short beta period.
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