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Fiebras

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Everything posted by Fiebras

  1. This tends to happen most often with any character that gets downed and gets back up. It affects stealth as well, resulting in you skiing through the floor at normal speed while the rest of the party stealths as normal (though there are instances of the party not using the stealth pose even while stealthed. Restarting the game tends to solve it).
  2. Im not sure about Wasteland 2 but every new RPG thats come out has had a "barber shop" mechanic hidden somewhere. Witcher 2 had it in the first town, Divinity:Original Sin had it with the mirrors at the end of time, etc. Its a pretty common thing nowadays. You shouldnt be able to change race, gender or skin tone though unless its like a potion of polymorph or something. On the note of mechanics that have been made increasingly common in RPGs I wonder how much people would like skillpoints or atribute respecs. But maybe thats a can of worms best left unopened.
  3. http://forums.obsidian.net/topic/68878-pillars-of-eternity-early-2015-beta-feedback-and-game-polish/
  4. I know the "correct the guy when you think you KNOW hes wrong" urge is strong on the internet and loves to be acompained by sarcasm, but why are you nerds still arguing? Anywho, the best way to show Obsidian your apreciation is to document as well as you can any bugs you find and discuss any changes here on the forum.
  5. I was secretly hoping she was gathering herbs down by the river and that broken box-thing was hers but she was missing an animation. Oh well. Keep up the good work!
  6. I think the ability order is dependant on what ablities you get first upon level up. Ive had that happen with my own PC Rouge. I can see arguments for and against that mechanic. IF its an intended mechanic.
  7. And now people can shut up about their "game rushed" worries and go back to reporting bugs/glitches/reviewing game systems/art/music so their own worries become unfounded. Or we could go back to complaining.
  8. That makes sense, though I dont think it should apply to bows. Theres no "reload" timer on bows as far as ive seen. Its a way to balance firearms (though it makes Crossbows useless in comparison unless you give them much shorter reload timers than guns) by forcing you to stand still. Im hoping we get a "ranged" tower shiled to add deflextion to ranged users (You can place it like a trap and it becomes a lootable container. Using the skill gives you a deflection bonus modifier that goes away if you move even a little. Or something like that.). I mean if we are at the firearms technology stage we should have this as well:
  9. Or just looked more fish-like in general. Fish-faces. You know who I though about when I first heard of the Aumaua? I dont think the movies did him justice.
  10. Im not sure how much it would affect gameplay to have recovery times continue while moving. Melee attacks would be fine but I think stuff ike gun reloading and spells should be interrupted while moving for obvious reasons.
  11. Ive also had abilities and orders being randomly cancelled. Particulary the Priest´s with stuff like Consecrated Ground and Holy Radiance.
  12. Is this the thread were we ask for character model changes? Can we give Aumaua shark heads please? Pretty please? + =
  13. 1. If youre gonna make closeups on character models part of your UI you better polish those models. PoE´s models, thankfully, look way way better, prettier and much more polished than W2´s. They have some clipping issues though. 2. Ensure that at least the first 5 hours have as little bugs as possible. 3. You will send out a hotfix/patch within the first 3 or so days of release. There is no avoiding this. 4. Your forums will be flooded with newbies, noobs, trolls and other internet fauna for the first weeks and then some asking the same questions/posts over and over and over again. Prepare both closed and open stickies for mods to link to when they close the excees threads. The discussion must be funneled SOMEWHERE no matter how incoherent. 5. Something catastrophic will happen. You will forever be haunted by the feeling "I could have done better" even if you have been on crunch time since kickstarter started. Apply that knowledge to the next project. 6. The afterparty never stops.
  14. Female Death Golikes have pretty good heads, especially the helmet one. Male Death Godlikes look better now too. The only complain I have about Male Death Godlikes is that the red horned head looks wonky at certain angles, particulary from the back. Not sure how it looks isometrically though. Also, the Mohawk Nature Godlike was in the last patch.
  15. @curryinahurry: Yes, the icons will take up just as much space regardless of where they are placed but placing them that way ends up with a whole lot of dead space. This: I Ï I I I I I I_________________________ I I | I I-------------------------------------- I I I I I I Is far more disruptive than this: | | | | | | | _________________________________ | ------------------------------------------------- I I I I I I I I I I I I I I I I I I I I I I I I I I You will not end up losing 1/3 of the screen at the bottom because the screen is rectangular ans as such the icon placement is far more stretched out. At most it ocupies 1/5 of the screen. Its also much more common for movement to be from right to left than from top to bottom and even then having all the icons at the bottom is better since you have one continuous rectangle instead of a square that is broken by horizontal bars to one side. I disagree with you on the icons. I do not think asimetrical combat should apply on this. And if you want to bring a point about easier recognition its also easier to see which of the models on the field you just ordered to cast a fireball is with the current system. And its not particulary hard to see which models are the enemies, tis the ones with a red health bar and red selection circle. I dont think you can get any clearer than that besides painting them a shade of red when you highlight them, but we dont wnat that now do we? Also, Colapssing the HUD makes it look even more broken up and while it means the combat log has more space which is nice it also means you have to find somewhere to put that HUD. TL;DR: No, I still disagree.
  16. @ Indiralightfoot: I think having the skill icons in the center as oposed to next to their portrait feels wrong. Too much mouse movement distance between the two and on large monitors its gonna be distracting. @curryinahurry: Your suggestion looks good to give an "IE feel" but since we have so many skill icons and combined with skill submenus and tooltips you esentially ocupy 1/3 of the screen, comparable to draging the Combat log to its maximum height. I feel there would be many situations were I would have to move the camera to the side to see what was going on or be able to target something being blocked out in the menu. It works in that screenshot because its ocupying a dead zone of the map. I like the idea of a combat action icon near the portraits in addition to the icon on top of the character model. If you remove the icon on the character model then you have to do the same for the enemies, which makes it much harder to see what they are doing and makes combat confusing if you arent paying close attention to the combat log.
  17. Was this a thing before?
  18. This may not do anything, but have you tried uninstalling and re-installing the beta? Its possible you fiddled with something when you were moding and looking at the code.
  19. Because its about overall strength/power. Which means both healing and damaging is affected by it. It makes sense to me, though renaming it "raw power" would probably help people understand it better but I doubt thats gonna happen. @ Hellraiser789: Also consider that PoE´s system is only just being defined while D&D´s systems have been around for so long that people are familiarized with the ins and outs of it to game it to hell and back for many years. Its also been nutured, refined and changed over several years, though I dont think PoE´s system has years to be developed and be refined for this game. Consider this a bumpy start if anything.
  20. ... wait shouldt this be merged with this: http://forums.obsidian.net/topic/68827-sensukis-suggestions-023-revamped-character-creation-mockups/ ? Like I said in the other thread, yes to having Health, Endurance, Deflection, Accuracy, and all those other values visible in a way you can see the chages a non-intrussive way. On the other hand they already put a lot of effort into the character creation screen and the diferences in atributes between each class and such are detailed in the descriptions. Many IE games didnt show you all the useful information during character creation as well which was also a problem.
  21. Props to the team for these. It all gives me a Reinassance vibe which I love. Especially the stripes. Now if only girdles, boots and gaunlets changed in the character model as well. You know, Im a fervent proponent for hiding the face with helmets. In every single game that has given me the option for a "hide helmet" button Ive never used it. Every one of them. I love helmets. To bits. But theres something about PoE character models that make me like how they look without helmets. I like how they look in armor without a helmet. Some of them look really good. I might just play a Godlike to not have to worry about this or not wear helmets on some characters. Then again, I havent seen proper helmets and I always give BB Rouge the Hood and everyone else Skaen Cultist Head Veils.
  22. I find their location rather fitting since its really tucked away. You have a chance of missing them if you arent looking. Can you see model outlines/selection circles through big units like you can through walls?
  23. Cool stuff. I think however the extra window with all the numbers should come up during the very Class selection though. That way you can see how much each class difers. Im rather curious wether its low enough that Aumaua´s model or a Godlike with Aumaua body and very big horns gets blocked. They are pretty tall after all. After character creation you can at any point right click an ability and see a detailed description popup. The same should happen in character creation. I can see why Obsidian wanted to have Culture + Background after character selection, it is a more seamless way to make the backstory of your character. However they gave Cultures atribute bonuses so they probably should be before you do the heavy attribute fidling.
  24. You did your research, nice. Many of those are situationally good. Im still loading my clerics up with healing spells for the most part. Ah sequencers. Good times.
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