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Headbomb

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Everything posted by Headbomb

  1. No need to bump threads like this unless it's claimed to be fixed. If it's in the database, it's in.
  2. Second, the op suggestion make sense. Give a feat (generic bonus) every two levels, and a talent (class ability-specific bonus) every three. Plus one of each at first level. Talent should improve class variety or class specialization. What distinguishes two types of fighters for instance, should mainly be due to the choice of talents. Feats should improve general things. * 10% accuracy with bows is a feat. * Ranged knockdown is a talent. * 10% boost to duration is a feat. * Change duration spells to have double effect for half the length is a talent. * +5 to defenses is a feat. * Use fortitude instead of will is a talent.
  3. First what the crap is a gish? I've seen the term thrown around like it's common knowledge. Well I've played rpgs since pool of radiance and beat the wizardrys, played pen and paper 3.5 and the horror of d&d 4, pathfinder, and a billion others and I never once encountered that term.
  4. Bugs have priorities. This one is fairly low on the list of things to fix.
  5. Could have been going inside the alchemist's house though for the last one. Can't quite remember.
  6. I do agree that it's a bit jarring at first, especially to a player expecting an IE game experience. We've internally talked about possibly making it a combat only feature, which I think is reasonable. So far from my experience the highlights help a lot when trying to pick out a character in chaotic combat situations, and works wonders with AOE placement. For what it's worth, I love it. Making the character circle pulse instead could be a good alternative however. But overall, having feedback when you highlight the plants, characters and other interactables is soooooo much yes. Don't change how AoEs highlight stuff. Combat arrows are awesome. Keep those too.
  7. Please please release a hotfix for this one. It makes the game unplayable after just a few rounds of combat. Going at the inn doesn't fix things. Neither does a save/reload.
  8. After you've killed something in combat, the music keeps playing, and the encounter abilities do not regenerate 1) Get into combat (e.g. lions west of Dyrford) 2) Use encounter ability, kill lion 3) Notice the music keeps playing 4) Notice your encounter abilities do not regenerate Expect: Proper end of combat. Encounter abilities regenerate.
  9. Possibly related, this happens at Hendyna's I also have a stuck semi-transparent icon (close to the middle of the screen) after going at Winfrith's Reloading fixes the last one.
  10. By Odin's Manly Beard... someone did a polish run on this one. I mean it's not release quality yet, but just moving around... the sounds. The opening of stuff. The responsiveness... I've yet to take everything in, still didn't go into combat, but it feels so right... This feels like the first time you get a pair of glasses after you've spent a life seeing like crap.
  11. I went into Berath's temple, and... I realized that the interaction bubbles that gave you flavour text were all gone! Please tell me this isn't a design decision and really is a bug.... 1) Create game 2) Go to temple 3) Hover the candles, or press TAB 4) Notice there's no flavour text to be clicked on. Expected: FLAVOUR TEXT ERRWHERE!
  12. If you create a moon godlike, when you get to the appearance, you'll have facial hair 1/13 and Hair 9/15. If you click on the arrows to select the next facial hair, it says "no facial hair" and "no hair". 1) Create moon god-like 2) Make your way to appearance 3) Notice the "Facial Hair - 1/13", "Hair 9/15" 4) Select the next facial hair 5) Notice the "No facial hair", "No Hair" Expected: "No facial hair" and "No Hair" should always be displayed. Note: Possibly affects other races with no facial hair/hair.
  13. If you create a character, select the class, go back, and select a different class, the displayed abilities are that of the first class. 1) Create character 2) Make your way to class selection, select Fighter 3) Notice no abilities are listed 4) Make your way to the next screen 5) Notice you still have the class abilities of a Fighter. 3) Click back and make your way to class selection again, select Paladin 5) Notice you still have the class abilities of a Fighter. Expected: Class abilities should always reflect your current class selection. Note: If you make your way to the attribute screen, the class abilities will update to your current selection. So basically, the class abilities only get updated when you get to the attributes screen. It should update on the class-selection screen.
  14. If the issue is acknowledged, there's no need to bump the thread. In other cases... devs can answer that one .
  15. I'll point out that this mockup has two tab systems.... There's one on the left side of the grid. But I'm assuming that's MSPaint laziness. "Other useful stats" should be... what? I got Interrupt and Concentration. What else could there be? The crafting button, IMO, should be moved somewhere else. What's missing is a "skills and talents" tab or some such, where you can see the skills of your character, what talents and class powers, you have, etc... Or maybe there's no other useful stats and both the crafting and talents buttons could be there. I still prefer the character tab to be below the inventory screen, to match where it usually is in the combat screen (see 4th post in http://forums.obsidian.net/topic/67298-lets-be-even-more-radical-on-inventory-design/). It's not bad where you propose it, but the inconsistency is there.
  16. Agreed. Not really sure why it couldn't be treated like an enemy drop with a loot bag.
  17. If that's the issue, do item drop = destroy.
  18. Click and drag outside the inventory would be the logical thing to implement here. Or click and drag to edges in 720p.
  19. * I agree that the use of English curly quotes (“...”) would be better than English straight quotes ("..."). * French quotes are «...». * German quotes are „...“. To my knowledge, Swiss German tends to use »...« however, but the OP could be right that they match French quotes «...». Probably not super important unless you've got a localization specifically in Swiss German though.
  20. One single party inventory * Unlimited in the number of items * Limited by the sum of the carrying capacities of individual members * Not accessible in combat Each party members has their own personal equipment * Limited number of items (equipped items, 2 sets of weapons, 4-6 quick slot items) * Possibly limited by the member's carrying capacity * Accessible in combat Carrying capacity could be class-based modified by CON. Or just CON-based.
  21. Yeah, this has been discuss on the beta discussion board (http://forums.obsidian.net/topic/66936-attributes-review/), but I'm not super sure this would qualify as bug per se... But yeah there's an inconsistency here. I suggested giving dwarfs +2 con, +1 mig, -1 dex. There are other suggestions in the thread too.
  22. Yeah so? Don't want to use it, then don't use it. I for one will use it because the current inventory system is terribad, and this improves it to just plain bad instead.
  23. Egg scealent. I'll traï eet létor.
  24. Can we flay them alive if they do? Please! Also, any word on a possible ETA for the next BB update?
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