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Ink Blot

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Everything posted by Ink Blot

  1. [DESCRIPTION] When selling items from your stash at a merchant, if you have a long string of things to sell and just start clicking to add them to the sell window, when you have your cursor over an item the item name/description pops up. Sell the item and all the items shift to the left to fill the empty spot. But in doing so, the new item under your cursor does not change description. The old popup remains unless you move the cursor off the item and back on. [DETAILS] Put several items in your stash, then go to a merchant to sell them. When you have the store panel open, click on your stash to sell the items. Put your cursor over the item in the top row, far left. Wait for the popup description.Then, click on it to sell it. Note how the stash items all move to the left to fill that now-empty slot. Note also that the description popup stays as the sold item. [EXPECTED BEHAVIOR] I'd expect the popup to disappear when the item leaves the inventory and when a new item appears under the cursor that a new popup would appear with the proper item description. This is a relatively minor issue, but it's annoying, since you can't see what the new item's value is unless you move the cursor off the item and back on. So it may just be an issue with functionality as opposed to an actual bug. But either way, I think it would be good if this were addressed.
  2. Not really. What if you're trying to TAB for something else, like a small door or a container. You'll inadvertently wind up highlighting any plants in the vicinity as well. Not that I care, I hit TAB all the time, precisely because I want to see what i can interact with, but those that like the pixel hunt won't like it.
  3. No, I think it's a concern as well. There don't seem to be very many single target choices in the beta, and there are very few that don't also have friendly fire (the full release may have a much wider selection though).
  4. No, nor do they highlight with tab. As G says: pixel hunt.
  5. I don't know, I think the devs can probably understand that most people mean better balance when they complain a battle is 'too hard'. Especially when they provide details as to the issue they feel is paramount in that battle. Those people that don't provide any details are more than likely ignored anyway.
  6. Same here. Hell, I haven't even played on Hard yet. I decided to test the Normal mode as I figure that's more than likely the setting most people would use. My reference to Iron man simply meant to play through as far as you intend without saving. Not for any bragging rights (really, who the hell cares about my skillz - or lack threeof - in a freakin' video game?) but just to minimize any issues.
  7. Yeah, you gotta go 'Iron Man' mode in order to reduce the issues as much as possible, I fired it up last night for an Iron Man run, as I was getting issues with being unable to complete quests and other oddities. LOL - for the first time in many tries, I got completely waxed by the spiders in the Ogre cave. TPK. End of run. No quest completion. *sigh* Gonna try again this evening.
  8. LOL - I completely forgot about that bomb. That would be perfect for the game!
  9. Waiting for the appearance of the Holy Hand Grenade of Antioch spell...
  10. You do to replenish your number of casts per day. But you can change the loadout on the fly without resting.
  11. If you're still around, I'll comment that I complained about this aspect as well. It seems every spell, ability, class unlock, and talent (and even some skills) are oriented to make you better at combat, which doesn't make sense to me if the game is supposed to be designed to give you lots of options other than combat. I'm hopeful that this is something that will change in the final release and we'll see a lot more things aimed at the non-combat side of things. Anyway, I agree with your points here. I'm just thinking that the beta is set up to have you engage in combat more than the actual game would so we can test the mechanics and find the bugs easier. There's still time for tweaking and adjustments to make this something you may like a lot better.
  12. Seems to be, although we haven't seen a whole lot of levels yet. You can change the spell loadout at any time (although if you do it during combat, you'll lose the ability to cast. Not sure for how long. I think until after combat ends).
  13. I've not played a WIzard yet either, but isn't the fact you can put more than one spell of each level into the Grimoire the actual bug? Ah, I see Sensuki responded as I'm typing this. Yeah, so you have no need of putting more than one copy of a particular spell in that level.
  14. I wasn't making a pronouncement on whether it's enough or not. Just answering the OP's question. FWIW, I agree with you on the murkiness aspect of the info.
  15. I don't want to get into a drawn out "This is how you properly roleplay" debate, but I disagree. The two are not mutually exclusive (if this is not what you meant, then my apologies) When I play an RPG, I like to know the mechanics of the game so I can make the most effective character possible. I like to play my characters as completely exceptional as compared to the regular denizens of the game world that have no or as few flaws as possible. The technical viewpoint determines how I build my characters. The opportunities that arise during the game determine how I roleplay them. The more options I can open up with my character's build (stats, skills, talents, etc), the more choice I have in how I roleplay him. To each their own though.
  16. Can't argue with that. I don't recall the Might option in the convo trees. I'll have to do another run...
  17. No, I love replay value. You missed my point (or, more likely, I just expressed it badly). My point was, it looked like you'd only get convo options aimed at very specific stats, not spread out over the whole array. In other words, it was looking like if you didn't have high PER/RES/INT, you wouldn't get many extra convo options at all, which meant you wouldn't have any replay value unless you wanted to skip all the roleplay opportunities on your subsequent run and build a combat-oriented character. But this was rendered moot by Matt's point in the 5th post in the thread. I don't often jump the gun and make assumptions, but in this case it looks like I did. Egregiously. But after playing the beta over and over, it began to seem like there were only a very limited range of character stats that were going to offer anything extra to the player.
  18. Put your mouse over the character in question. The circle(s) under the enemy/enemies that have them engaged will flash.
  19. Awesome post, Matt516! This is why I threw this thread onto the boards: to try to get my thinking cleared up, and to see things from a different angle. You've resolved a lot of it in this one post. Yeah, I can see how they could use the other attributes in convos, and hopefully that's what we'll see. As to the 'non combat' stats: that's actually not really how I think of them, it was just a way to categorize how differently those three (perhaps with the exception of INT) look in the current build. So, yeah, your post: /Thread as far as I'm concerned. Kudos.
  20. Good point, but it seems to me that you're pretty much pointed in the direction of making a middle of the road character with the way the game works right now.
  21. Did you have a Chanter in the party as well? And what Priest spells did you cast (if any)? I noticed this as well last night but was thinking it had to do with either a Priest spell (unlikely, as I've not noticed it before) or the Chanter using his chant. I thought it may be the Chanter as I haven't used one since the original beta release until last night, and that's the first time I ran into the issue. I don't think I had Piglet at the time.
  22. Yeah, I got a lot of corrupted saves on this build as well. Crashes, freezes, black screens. You name it. In the Discussion forum, Marceror suggested the best way to play this build is to do it 'iron man' style (don't save the game), since saving still causes so many issues. Thread is Here. I'm thinking he's spot-on.
  23. Okay, tongue firmly in cheek with regard to the topic title, but here's a thought that has occurred to me over the past few days when considering different aspects of the game and the beta: - in convo checks, your main character's stats are the only ones the game looks at. Companion stats don't matter. What does this mean? Well, it appears to mean that if you really want to have any hope of passing those moderate to high PER/INT/RES checks, you need to build a character with high stats in those areas. This means moderate to low in the 'combat' stats. Good thing or bad? - so you want to be able to open all or most of the options in the conversation trees, and this means a 'weaker' combat character. But you can build your own companions to hire later. That's where you build your combat specialist, I guess. So you want to build a good, effective, strong Fighter, Paladin, Barbarian etc. as your main, but you also want to be able to handle the convo trees? Good luck with that. I'm obviously making some big assumptions here based on the limited amount we've seen in the beta. But taking that as an indicator, I'm thinking the player is pretty much pigeonholed into building a character that's weaker in the combat stats unless they want to just forget about being able to navigate most of the extra options in the convo trees. But this may not be a big deal since, other than gaining a bit more marginally useful information, in the beta there doesn't seem to be a huge advantage to running through the extra options opened up by the convo checks. And for those of you wondering: No, I don't want to be able to do everything with a single character, but I would like to be able to do almost everything with the entire party. If the game only looks at the main's stats in convos with NPCs, I don't see how that's going to be possible unless you build your main as the 'diplomat'. Any thoughts? (Hopefully I've gotten the gist of my point across)
  24. Yeah, I can grok that idea. Would love to see how everything relates and how all the numbers are crunched. That's one of my big beefs with many games (especially RPGs): they tend to be very sparse with info on the actual mechanics of the game. At the very least, I hope OBs details all this stuff very clearly in the game manual. But in-game access to this information would be ideal. On a side note, this is one of the reasons I love my two-monitor/dual-rig setup. I can look up this stuff on one screen while still playing the game on the other.
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