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Gairnulf

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Everything posted by Gairnulf

  1. No ability to make room in your inventory or stock things in a limitless one. Limitless inventory. Come on mate, at some point you have to pick one thing to hate, disliking both doesn't make that much sense. This is either a very sorry attempt at trolling, or you don't understand what I've written. I call the stash "limitless inventory". I want to be able to put things back in containers if I don't want to keep the things. What part of this didn't you understand? Great, that's something CaptainMace can't understand. Generally everything I write is an opinion, unless it's obviously a fact (like a "the Earth revolves around the Sun" statement). Just in case though, I usually explicitly state that I'm just giving opinions. Regretfully there are many people on the forum who haven't played the beta much or at all, feel very hyped up, and jump at people's opinions if they are critical of the game. There's a word for such people of course, and I couldn't care less about their opinions. I'm just giving my feedback to the devs. That's what I come for on the forum. If anything, I'm happy we are down to criticizing minor details and features, because I think these are such. If people were criticizing major issues, this would have meant something different about the game as a whole, and probably I would see no point in criticizing anything anyway. From what I see, it's obvious they will release a great game. And part of what makes the difference between a great game and a classic are these minor features that people here spend the time and effort to criticize. My opinion anyway.
  2. Oh, another aspect lost in transition, by the way. I liked to see what was in the loot bag more or less before looting. Icons for scrolls, weapons and armor - all of that gone and replaced with 1 generic loot bag. The sneaking away of varied loot items didn't go unnoticed for me, but I gave it a rather low priority. I agree with you. I have a Josh-style fix. Why don't we improve area looting with auto-looting, and then whenever you find items that are superior to your equipment, they are automatically equipped, and inferior items are automatically converted into gold. That'd solve a lot of the looting problems. Also, let's make looting not require clicking even once, it's done automatically by the game after the fight is finished. And fights should be resolved automatically, at least make an option for that for god's sake, cause all the clicking, ugh... You should make that suggestion at the Bioware boards. They'll love you for it. If that's your argument, then it's pretty weak: It's still more fun than navigating a loot interface with two rows of items and a scroller. I hope you haven't forgotten how the loot interface looks: In a situation as the one in your screenshot (which is a fairly rare case), I would simply skip many of those containers because I wouldn't feel like going through all of them. Someone else wouldn't. It's up to the player's choice. Call me whatever you want, but I feel rewarded to open containers after a battle and pick up the loot left by enemies, or no longer guarded by them. And so do many players. When I'm unpacking 5 presents I prefer to undo 5 wrappings. Yes, I know it's impractical but it feels good, and feels fun for me, and ultimately that's one of the most common reasons to play a game. The "rational thing to do" is to have area loot. And the even more rational thing to do is not to play games on your computer, isn't it, but we don't go that far. Do we really need to explain that overlapping containers' contents being shown in the same loot window and area loot are different things? If yes, I'll leave it to Sensuki At least this nonsense can be modded out it seems.
  3. BTW, that's got to be the best Sensuki video so far Either he is getting better at finding exploits or Obsidian are not making progress plugging the holes.
  4. That's what the previous versions' default clicking sounded to me. I find this one to be better, as long as they do away with the "release button" sound. My impression is that if you turn down the sound effects discerning between the two sounds is very difficult and they sound like one sound. Probably that's the reason I couldn't hear it the first time around. Also, there is some construction works going on outside which have been driving me nuts all day
  5. If by some people you mean me in particular, yes, but I doubt that was their intention. When you click fast, you really hear one sound on top of the other, so this doesn't add variety However, the changed default clicking sound is better IMO, and the different sounds for clicking on different interface elements are an improvement.
  6. Like I wrote in the impressions thread: http://forums.obsidian.net/topic/70927-480-discussion/page-8?do=findComment&comment=1582311
  7. Unfortunetly (or maybe no), I can't feel performance hitches, my CPU is too fast As for the reverb, I agree, but I guess there's nothing that can be done now Upon testing (well, listening more carefully), I see what you mean, but I think this is Working as Designed ® There are indeed two sounds, but that seems to have been done intentionally - one sound for active state (mouse button down) and another sound for leaving active state, when you let go of the mouse button. I share your opinion, we're better off with just one sound, and I believe it should be played only on "mouse button pressed".
  8. The new click sounds are tinny as, they're the opposite of what I want to hear from click sounds in this game http://forums.obsidian.net/topic/70939-480-issue-with-new-click-sounds/ Tinny sounds upset people Interesting, I watched your bug report video, but I think I'm not having this issue myself. I didn't save my game before exiting and I'm just going out, so I'll test later.
  9. + New Music, music no longer fades out and stops completely for me. There was a mention of a bug related to that, but it seems to be gone. + New inrerface sounds! Thank you so much for removing the old universal click sound. The new dialogue option click is less bothering, but IMO it's still redundant, especially when there is also a character's voice to be heard in the conversation, in reply to the click. It reminds me of something like the main player character conversing with voiced characters through a khoisan clicking language + Also, well done on allowing a one handed weapon to cause a swap of weapons with a two-handed weapon when inserted into the same weapons slot. It was kind of inconvenient how you had to first remove your bow from the weapons slot and then take an axe from the inventory and add it in the bow's place, and you weren't allowed to just drop the axe on top of the bow. + Redone solid background texture. Well done, thank you! + Huge thanks for the voices slider. At least that counts as a way to turn off the selection/command sounds for the people who don't want them. Voices indeed seem to be quite loud (which I count as a good thing, for those wishing to experience the voice acting in conversations better), but the slider prevents this from becoming an issue. Those were the immediately apparent things. I'm running through the beta as a Cipher currently. Will collect more impressions. Oh yeah, the loading time when starting the game was times shorter.
  10. A voice volume slider has added. So that list item can be counted off. Nerds have the right to form and voice their opinions just like newfags.
  11. I have the same experience with around 80 hours of playing the BB. I've never been much interested in the combat, more in the story and characters, even in the IE games. Probably that's why I've played BG much more than IWD (series). The moment I start getting interested in combat is when I reach an encounter which stops my progress, only then I normally start researching ways to optimize my party's combat performance. PoE will be one of the games where I know the most about combat at the start from all RPGs I've played.
  12. Going through all the features that Obisdian has introduced into PoE, or that were present in the IE games and have been removed, I can hardly name any improvements: Engagement - I agreed with it being buggy and hoped it would be fixed. Exploits are still possible. All-Party stealth No projectiles for ranged weapons - also, I am one of the people who ask "Why is firearms' damage based on Might?" Please, come tell me to "STFU". Thanks for the balance there. No ability to drop items or leave them inside a container in the world once you've taken them. The stash - welcome to your limitless inventory. Such fun. Characters running by default, no way to switch to walking - actually PS:T had this too. I don't think it was an improvement there either, but that's just me. HUD interface, combat log - a mess, no configuration possible through options Sounds sliders... Pickpocketing - cut Now this - clicking a container to loot its contents is too much common sense, let's unite the containers which are close by. None of these is the end of the world, but taken together they make me think Obsidian should have stuck to replicating the IE games more, and spent less time and efforts in trying to improve them. New things I can think of, that I think are positive, and even very positive: Scripted interactions The in-dialogue descriptions of characters' expressions and body language The long/short-term health ... help me out here. If there is anything else, I'm having a hard time trying to remember it.
  13. Playing games is troublesome now. I need an Awesome button.
  14. That's almost the same level of annoying as being unable to drop items or the full party stealth. Please make it optional, especially after it has been working right for so long. Is it really that hard to add one more toggle in the options? I'm adding this to the "Features I'm Sure I Did Not Back" list. :/
  15. I hope it will, if they aren't already busy with other stuff for the Day 0 patch. I just don't know how bad they are behind schedule.
  16. I wish the Stereotypical Huge Stitches would be removed from clothing textures. Other than that, I can't think of anything I'd criticize about the art style.
  17. I saw an interview today, where Josh actually mentions this whole problem and that he has put some efforts into solving it:
  18. I think I just became a life-long Chris Avellone and Obsidian fan Also, everybody should watch this!
  19. About the game - I understand. I thought it was something very well known which I haven't heard about.
  20. Great, can't wait to see the rest of it Which was the cancelled game btw? Yeah the openin felt like a horror movie, but in a fun way
  21. Thank you for making me search for this panel. Absolutely hilarious. Link, anyone?
  22. shipping a game is an insane adventure. Better you than me As a small-time web developer I know enough to know that a good game is one of the most complex projects imagineable. Especially if that good game has to be an RPG. I used to wish for being a game designer as a student, but now I'd settle for just playing
  23. I'm pretty sure this would involve hand retouching of the areas, and with so many outdoor areas, there's no way for this to happen quickly/cheaply. I just read this little report on the PAX presentation: http://nichegamer.com/2015/03/pillars-of-eternity-pax-east-gameplay-video/ and I see the guy noticed something which made an impression on me too - how natural the developers were during the presentation and how they were genuinely having fun demoing the game. It was a really cool thing to behold, especially when we have so many companies who try to behave like bigshots, bombarding players with meaningless sleazy salesman talk (don't make me link to Witcher 3 interviews or their presentation on this same PAX). The fact that Obsidian devs don't treat their fanbase as if it's composed of retarded children, but instead talk sincerely about their game really counts for me, as it creates a bond between devs and their core public. I hope this sincerity ends up being rewarded with sales coming from word of mouth and player reviews. I also hope Paradox don't infect Obsidian with their clumsy "PR mojo". I don't know why they believe if they behave like a "AAA company" players will like them better.
  24. That's excellent, looks pretty much like I wanted it. Any file size, dimensions, file format requirements on the background textures? I'd love to start working on one.
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