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piercehead

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Posts posted by piercehead

  1. I think this is a case of mountains and molehills. So they're going to balance town encounters as if you'd got all your abilities and resources available? So what.

     

    "a heavier emphasis on efficiency and tactical precision"

     

    That stands to reason, and does not suggest to me that all fights in towns will be much much harder than anything else. Obviously it's something that needs a balance, and that's something that they'll do on a per-encounter basis like the rest of the game.

     

    As to the fact that it's being done because of another game mechanic that's in the game? That's the way it is. Sure they could scrap the rules on resting and healing and getting spells back...or they could just tune a few fights.

  2. I disagree on point 1. More options are always best, and it's the reason why contextual inputs are very often bad, particularly in console-to-PC ports.

     

    It's good to have these actions split up. Say for example you know you just want to attack a certain unit, having an 'attack' command means there is no way you can accidentally misclick and move your squishy wizard into harm's way, for example.

     

    The keybinds using modifiers don't currently work for Shift/Ctrl/Alt- i.e. you can't set it to 'Shift+' (or 'Shift+None' as it's displayed) though other keys mostly work. No doubt they'll be fixed before release. I'm sure the same goes for extra mouse buttons being bindable too. 

  3. And in any event, the expectation can't be for players to have kept up with all the kickstarter updates.  Either a message when you try to pickup too many or a UI thing like listing 2/2 or 1/7 or whatever about the number of camping supplies so it's clear there's a limit.

    Straight from the "How To: Game Basics" link in this section of the Backer Beta forum:

     

    "The amount of Camping Supplies you can carry is dependent on the difficulty setting of the game. Higher levels of difficulty will have more restrictions on supplies."

     

    Edit: I'd imagine in the full game it'll be introduced early on as well as be in the release manual.

  4. Stop deluding yourself, this VO ****ing sucks.

    Which, as we've tried to point out, doesn't matter yet.

     

    If it was heard in-game and sounded naff, then sure, blame away. As it stands, there's nothing to say that it's not placeholder. Placeholder stuff is generally rubbish. Hell, I've worked on games where the placeholder VO isn't even done by someone of the same gender, usually just a dev for example.

    • Like 1
  5. More options are always good, especially when it's something that'll be present almost all of your game time.

     

    As far as the selection circles, it's like everything else associated with combat feedback - there needs to be more of it. So, like shrubber said, feedback for targets of aoe (flashing models/circles etc) and as Sensuki says, selecting/mousing over a friendly should also highlight their target's circle/model.

    • Like 2
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