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About Joral

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  1. Same Issues for me as well. Mine was an import from PoE1. Everything is fine Eder finally has the right backstory, Vela is on the beach. but once I get to the ship she is gone again . Edit- Ok, weirdly enough when I switched to the deck after doing some stuff she was there having a talk with Sef, but I reloaded and she was gone again.
  2. I can't remember where the faster movement stuff came from, but it definitely wasn't me. I even tried to slow down movement speed before I enlisted Bester's aid. Thank you for the post. I was starting to wonder if Karkarov was correct and that the walk toggle was just an accident. I am glad it was not. What are your views on having a walk toggle in the game before modding ?
  3. I am hoping that the matter is still being considered. These are features that, even if not the whole community atleast a large portion would like to see this feature in the game, even if they never use it. I am still hoping that we can convince them to add the feature in.
  4. Or in a city market looking at various goods. It definitely adds to the game far more than it takes away. . Sorry it took me a while to respond been playing TToN (Probably like most of you), Sadly having to stop playing until they patch.
  5. Because they didn't care so they didn't even try. I think it was some loud voices on the codex that got them to do it. How hard was it to code? Don't know, but it couldn't have been too hard or Bester would not have done it as he didn't want to put a ton of effort into it. Here is the thing though. That was Eternity 1, on Unity 4. This is Eternity 2 with Unity 5. Just because it was "somewhat easy" on the old version doesn't mean the same is true now. We don't even know if they have made walking animations for the PC's, and if they haven't walking basically is a no go. They
  6. Solution for the programmer / designer in question: Download IE Mod, take a look at at the code regarding the walking toggle, integrate it into POE2 - done. It's already there, folks. They do not have to invent the wheel a second time. Just give the player access to it... (it's an RPG, so please let me roleplay.) Anyhow, I think Jerek is right and this discussion is going nowhere. Saw the same thing happen in the old thread(s) where people asked for a walking toggle and some folks came in and opinions clashed. I think an optional toggle with no gameplay mechanics attached to would be perfe
  7. And that is your opinion. Though you seem to be forgetting also from a business perspective that this is a kickstarter/backer project and that those who backed said project and funded its over 4mil budget, also have a right to request features. The fact it is a feature that you personally don't seem to want/like (going by the tone of your post) does not mean it is a feature others would dislike to see in the game. IE Mod one of the most requested features was the walk toggle. Some of us would like it for immersion as this is a roleplaying game, and as such the reason I backed the game. I loved
  8. Yikes. I am otherwise all for a walk toggle, even though I wouldn't use it myself, because it seems like something that would make a portion of players happier in the game without making it any less fun for people who don't care to use the feature. This suggestion is basically the opposite of that. People who enjoy RPing walking aren't all that likely to even experience being followed by guards because they're inclined to walk anyway. The people who have to deal with it are going to be the power gamers and the big group of people who RP a bit but aren't total sticklers for realism, and it's ju
  9. Dodging is visual feedback and clarity for the Player during combat. Of course, it isn't necessary because floating text "Miss!" works, or in the combat log (that feels like a Twitch stream chat window, i.e. you need to pause n' scroll a lot in the log to keep up with it). ​Walking is only for roleplaying in pretty much any game out there. Only game I can think of where they found good usage of it is in Assassin's Creed (Hiding/Blending). It's also mostly useful in slow escort missions or missions where you need to tail someone (Which are also some of the most frustrating missions because
  10. No I assumed trolling due to the fact you did not come in and comment that you are not interested in the feature, or think it useless. You immediately stated that the developers should not listen to any of us who want the feature, and then immediately stated how much you love big head mode.
  11. Though I am assuming you are trolling, I will respond. The fact that the animation is already in just means adding a hot-key toggle. This does not take away time for anything else, and the point that at this stage of the games development is when this stuff SHOULD be done or considered. Hence the point of a game being backed and the backers making suggestions and requests as to what they would like to see in the game.
  12. He said 6mil. and that he wasn't serious. And this REALLY should not be a stretch goal.
  13. Well hopefully both the walk toggle and the neutral color circles can be moved a little up the list then . There seem to be more people who are interested in these features than you guys thought . And thank you for responding to this thread . After the livestream I doubted that they would even be considered.
  14. So why not just make it hotkey-able? (That is too a word! :-P ). I don't understand why they can include bobble-head mode but not a way for my guys to walk, dammit! That is what we mean by a toggle . And I am of the same opinion on the bobble-head mode, used it once had a laugh never touched it again. However with the walk toggle (IEMOD) I use it alot. Sometime when going through an area for the 4th 5th time I will say F'it and run but then I go back to walking.
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