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aartz

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Posts posted by aartz

  1. I don't think this has ever been mentionned but, for Quality of Life :

    • I wanna point out that you can't change Game Speed on the World Map. Say :
    • You were dealing with some Quests in Tikawara [Welcome !... :lol:], at Normal Speed, and you wanna travel. So you get on your Ship.
    • But if you want to Travel Faster at any time, you have to re-enter a "Location", change the Game Speed to Fast, & then get back on your Ship.

    So, yeah maybe add this if you can.  :thumbsup:

     

    You should be able to change the game speed on the world map via the hotkey you have it mapped to. It defaults to unbound, but if you set one in the controls it should work on the world map.

  2. Yeah, this is a nice bug catch, but a pretty nasty nerf if somehow intended. I really hope CDiaz and the others still go through our bug posts here. I can see tonnes of bug reports unconfirmed going back for weeks and counting.

    We're still here! Lots of work to be done so it's kinda hard keeping up with everything  :sweat:

     

    I took a look in to this and came to the conclusion that 1: this is working as intended currently, and 2: I think it feels pretty bad that int has this little of an impact now.

     

    I talked to the devs and wrote up a bug, bringing up this thread specifically and comparing it to PoE 1's int stat. At the very least it's in our thoughts now

     

    Thanks a ton for the posts =)

    • Like 6
  3. You should still be able to attack your friends. As blotter mentioned above, the only time it won't let you is if you have your entire party selected (since you'd be telling one of your party members to attack themselves, which isn't possible).

     

    The attack key can still be bound, it just defaults to being unbound now in favor of the camera controls. You should be able to bind it yourself and get to attacking again! Or you can click the sword icon in the bottom and do it that way.

     

    Hope that helps =)

    • Like 4
  4.  

     

     

    P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff.

     

     

    Heya Maxquest,

     

    This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =)

     

    Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need.

     

    Didn't i say that you need to provide at least a bit documentation? Never thought that „Prefab“ could create Creatures.

     

     

    I try to help out and give you guys information whenever I can, but I'm honestly not sure what I'm allowed to share most of the time, so I tend to stay on the safe side =P

     

    This one in particular I asked Josh about to make sure it was alright, since I don't really see the harm especially because you guys would probably just find it eventually anyways.

     

    I would like to say, please keep in mind that using console commands like this will potentially put your game in buggy/messed up states, so try to refrain from posting bugs on the forums with crazy debug repro steps =)

    • Like 4
  5.  

    P.S. It would be great if new patch also included some sort of target dummies. Could be even simple spores (stationary, with low attack, high hp and without abilities). If we could spawn them via console, it would ease testing stuff.

     

     

    Heya Maxquest,

     

    This is actually already in the game (and the backer beta). If you use the console command "SpawnPrefabAtMouse CRE_Dummy" you'll spawn a little dude that you can attack and test stuff out on. =)

     

    Looks like we didn't include his name (Dummy) in the beta build, so it'll show up as "Missing String 97", but he should still provide ya with what you need.

    • Like 8
  6. Hey guys,

     

    Thanks for making this =)

     

    I think this is a great idea! It would be real nice to have all the typos in the same place like we do for the missing strings.

     

    Unfortunately I have no idea how to pin a post (or if I even have that kind of power here), but I'll ask someone to do it tomorrow so this thread will always be at the top of the first page.

    • Like 1
  7. Thanks for the bugs!

     

    I believe the infinite combat bug is a problem that can be easily repro'd with Mule Kick; some of our creatures don't have animations to play after getting knocked in to the air/prone, so they just get stuck there and you can't target them. It's a bug that's currently being tracked internally, but I'm sorry you guys have to experience it. =(

     

    Same goes for the "shadowboxing" bug (which I love that you named it that... makes me want to go play Monster Hunter). You should be able to stop this one by just issuing an attack command to the character that's experiencing this (tell him to punch something, even another teammate will work); it'll force their animation to reset and they'll realize they're being a big ol' dummy and sheath their weapon/fists.

     

    I hadn't seen the godlike hair bug until checking out the forums, so thanks for that! I've written it up and added it to our database =)

    • Like 2
  8.  

    in relation to this, I would like to add that several talents, spells, and abilities have descriptions that are way too generic. This is something others have pointed out as well, but I figured I'd put it on QA's radar.

     

     

    Thanks for bringing this up. 

     

    I agree that our descriptions could use some tuning in order to clearly communicate what exactly each spell/ability/talent does. I'll write a blanket issue for now that expresses the need for clearer stat blocks =)

     

    Usability and user friendliness feedback like this is super valuable, so please keep it coming

    • Like 1
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