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Gairnulf

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Everything posted by Gairnulf

  1. How would you like a function where you right-click on an item in your inventory and it is converted into cp and added to your party cp?
  2. I wasn't aware of anyone asking for this feature. One of the things I find amusing about it is how nobody seems to have had any trouble with having to check every loot container seconds until Obsidian announced they would put area loot in as a feature. Then they do that and suddenly we learn that this has been a burden for some people. Hey, I've always been complaining about that! (Just not on forums... I don't think people need any more complaining here.) Do I now get a cookie? Not from me. I'll be interested to know how you'll like it in the game.
  3. I wasn't aware of anyone asking for this feature. One of the things I find amusing about it is how nobody seems to have had any trouble with having to check every loot container seconds until Obsidian announced they would put area loot in as a feature. Then they do that and suddenly we learn that this has been a burden for some people.
  4. Ok, ok... no huge priority for me either. I don't know how much effort is needed is all.
  5. This tells us some things about yourself actually. It's a good joke actually. I didn't think it was said as a joke, based on previous things I had read by him. You are making up problems that do not exist. Don't they? We'll see, but I think they do. As I have described, you do need to know which item is in which container if you want to know whether you've checked every container or not (duh).
  6. You disable taking things from it but not putting things in it. Yes, and once I have infinite inventory and the ability to roleplay a vacuum cleaner after each battle, this "contributes to dumbing down the game" as I already described. You can do one more circle around this statement if it will help you understand it. I described how it does change more than a bit. Less likely, because the effort needed to do so would be greater without area loot. See, you actually get what I mean. That's one reason I don't want area loot - it makes the vacuum cleaner behavior easier. The other reason is more subjective, hence I'm not putting it forward so much - I like checking out containers. When a few containers get grouped together this takes away something I like to do. Checking containers is part of the game. If someone finds it tedious I think they shoud not play the game instead of coming up with a "you win" button. You are getting too worked up. So you are going to vacuum cleaner mode because of area looting. Now who's fault is that? Nobody is focing you to go OCD. And I have a feeling that you would still pickup everything even if you had to click on every corpse individually. Area loot at least makes this more comfortable. And if you don't want to pick up evertything, you will simply don't do it area loot or no. Yes, I would still check every container, probably, depending on what I expect to find. Whether or not I'll pick everything up depends on whether or not I feel like it. It doesn't depend on inventory space because of infinite inventory. No, area loot doesn't make the process more comfortable for reasons I described above.
  7. The argument was that stash mechanic combined with area loot mechanic is bad, not area loot mechanic itself being bad. Loot checking and selection. If you wouldn't vacuum every item left in every loot container, and you only use area loot to check a few enemies' loot at once, then it would save you time and clicks, obviously. You would still run into the problems I described above. The argument was that stash mechanic combined with area loot mechanic is bad, not area loot mechanic itself being bad. Oh my bad. then I agree with you, unless the stash is enabled everywhere, which is an option, I don't see how area looting is much a problem combined with it. When you decide to enable the stash access everywhere though, it indeed leads to shoving everything in it without paying attention, 'cause you can, which fits more farming oriented games that how IE games handled loot and rewards in general. But that's an optional mechanic. Still people wouldn't be that upset if area looting was optional which is understandable, and I don't see any reason not to patch the game after release, since they probably don't have time right now, to make it so. My argument is that both are bad and they are even worse when put together. Also, as I already said - putting items in the stash is enabled everywhere. What's not enabled everywhere is taking items out of it.
  8. Do you suggest the outcome would have been different otherwise? "The outcome" being what? Well, no matter which side initiates battle, part of the enemy group will usually be melee fighting characters and another part will be ranged-fighting. Engagement pretty much determines that you will have one small group of loot containers where your tank/fighter/character who was closest to the enemy group used to be, and a few more scattered loot containers where the ranged enemies were. Some additional confusion and uncertainty come from the fact that you can't visually tell what are 3 meters in-game. Questions and wondering begin: "Now that I clicked this loot container, how many enemies' items does it contain actually? Should I go and click the farthest container in the cluster as well? Or is that one close enough to be grouped under the 3 meters rule... Maybe I should click it just to be safe I'm not missing something... But wait, it shows some items I saw previously and also some others but they are identical to the items I saw when I clicked the container on the other side of the cluster of containers... So what belongs to whom now? As for those two far-away containers I'll probably have to click individually, the 3m rule doesn't apply to them." I don't know who needs that and I can't imagine anything good coming out of this mechanic.
  9. Nice. Then you need area loot just to be able to check out most/all bodies at once?
  10. My personal preference is grid or Strength based inventory. But working within the system we have, Im going to loot everything and I appreciate a convenient way to collect and (potentially) sell it. I myself don't feel a gain from individual looting or difficulty in selling, but I understand opinions vary. Strength based inventory is what I would prefer as well, but then we would need weight allowance on per-character basis. Currently there is no weight allowance whatsoever. It's a really dumbed down - I'll say it again - system. I guess someone thought managing inventories and deciding what to take and what to leave was not fun and inventory should be just a formality - you can own any item and have it in perpetual storage, accessible one-way everywhere and two-way in civilized areas.
  11. You disable taking things from it but not putting things in it. Yes, and once I have infinite inventory and the ability to roleplay a vacuum cleaner after each battle, this "contributes to dumbing down the game" as I already described. You can do one more circle around this statement if it will help you understand it. I described how it does change more than a bit. Less likely, because the effort needed to do so would be greater without area loot. See, you actually get what I mean. That's one reason I don't want area loot - it makes the vacuum cleaner behavior easier. The other reason is more subjective, hence I'm not putting it forward so much - I like checking out containers. When a few containers get grouped together this takes away something I like to do. Checking containers is part of the game. If someone finds it tedious I think they shoud not play the game instead of coming up with a "you win" button. You are getting too worked up.
  12. If by "dumbed down" you mean "convenient", then I agree. However, "dumbing down" usually means something requires less smarts. I fail to see how much smarts you needed in order to check out loot of the fallen foes. *click* *click* *click*
  13. I appreciate that this game is trading on nostalgia and that therefor changes like this can change the "feels" of the game in an upsetting way for IE superfans but the idea that it's "dumbing down" the game is absurd. I'm pretty sure that no one has demonstrated how smart they are by showing that, yes, they can click on loot containers. This tells us some things about yourself actually.
  14. I'm pretty sure I'll pass. Too much IRL stuff to keep me busy. I wish luck to anyone who goes into it though. And it's never a bad idea getting proficient with Unity. You can start getting job offers at some point, if you are into this kind of work.
  15. I agree with this, as I've said the same thing elsewhere. Maybe a poll inside the forum would have been a better way to demonstrate how much support this opinion has, but I do support the opinion that loot area when added up with other decisions contributes to dumbing down the gameplay
  16. I have two little requests to make: 1. if it's possible, can you swap the order of item properties and description text in the item description window? 2. I know it only takes a click to skip it, but can you cut off Paradox' logo just for to fun of it?
  17. Last ample evidence of that - november 19/21st 2014
  18. The release version is expected to have a bug free critical path. This isn't the most damning evidence of the game being less than ready for release, but still, look at the version number. 480, sounds like "wish we could have another six months or so to do more polishing, but there you go". Most of the changes in later patches will not be feature additions or bigfixes which everyone will notice. I'm imagining a lot of rebalancing though. The real betatest of the classes and talents will begin on release. So yeah, I'm expecting a stable alpha on the 26th which will reach gold status when the expansion comes out next year. Be advised. Something nice I saw and I keep forgetting to mention - the character models and textures seem really improved now. I only saw two classes whose models retain the silly giant stitches. Overall everyone's textures look better to me and the models are improved too.
  19. Isn't that, well, pretty much what the entire forum is for? Discussing the way in which we're able to do something in a game, I mean. Because if we're not... we're not really discussing the game, are we? No, actually I thought the forums' point is just so there is a place where I can come and declare how much I love the game. Because that's what everyone is very interested in seeing.
  20. Stash(aka infinite inventory)+area loot results in exactly this: Open loot container -> Click the "Send all to stash" button, without even looking at the stuff, because hey, limitless inventory! -> go to the merchant -> Cash in the junk. No hassle involved. All thanks to advanced mechanics designed to remove "troublesome" aspects of playing. Like challenge. Or any obstacle to getting so rich that money is not a factor in the game any more. Personally, this makes me feel treated like a retard or a 3-year old: "Look at all the shiny things! Collect them and you get gold!" Merchants with limited gold would have been nice to see but I can understand they aren't there because they weren't there in the IE games. But you know what also wasn't in those games - limitless inventory and area loot weren't. Removing challenge is in effect removing fun from a game. Of course there are players who want no challenge or next to no challenge, but I think they aren't this game's target audience. Please Obsidian, take a moment and consider your motivation for changes like that...
  21. There are slider positions where it becomes normal, relative to the other volumes, just that these positions are quite low.
  22. I understand. But do you really need me to point out the differences in both these cases? I don't think you can compare the stash to a) random containers in the IE games, or b) to "owned" containers. Dropped items or items placed in "public" containers would disappear over the course of some days, unlike items in the stash. As for owned containers, that's not the same thing either, because you have to walk a long distance to that container, so there is still choice about what to pick up from it, and this is a more important choice than what to leave in the stash, because the stash is accessible in more places than the one place the owned container is accessible for. I thought all this was obvious, but I'm describing it anyway. I can understand that what me and other people make noise about looks like the most idiotic nitpicking in the world for people who have only the big picture in mind. I'm as happy about the game as anyone, and those things like the inventory issues are certainly not a deal breaker for me, as I have explicitly pointed out previously. After hours playing, this is the kind of details I start noticing and commenting about. I think it's natural to do so on the game's forum.
  23. I want to say thanks in this thread for the voice volume slider, which I think was mentioned earlier wouldn't make it into the original release but was to be added in a patch. So thanks a lot. I'll leave the criticisms for other threads
  24. Oh man, it's not fair, I want my digital version now!
  25. It's great for reading, studying or work though. Well, depends on the subject of reading/studying/work of course. It is known! Did someone say... It is known again? Lemme post another picture of Roxanne McKee I wanted to drop in just to say, Justin, the more I listen of it, the more I find that the music is exceptional. I was playing today and that's what I thought - "this is Baldur's Gate II-level of epic".
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