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Sensuki

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Everything posted by Sensuki

  1. DT is applied before DR currently. Personally I'm not overly phased, I'll wait and see how it plays.
  2. That's not what happened. They're removing DR and keeping DT. Matt516 is not impressed.
  3. http://jesawyer.tumblr.com/ Josh was kind enough to reply about the armor changes
  4. Yeah no doubt. That's why I provide in game examples for pretty much everything I do. I prefer the method competitive games like DotA 2 and Starcraft use for balancing.
  5. Also I'd just like to update this one. Since 94 is rolling a critical, the hard coded values should be 96, 51 and 6.
  6. Action Speed is not really the problem, though. TBH I prefer actual problem identification and analysis to inexact doubling and halving methods. Should be pretty easy to identify yourself what feels better.
  7. Well characters (and creatures) have always been doing too much damage, so that's no news to me
  8. Interested to hear about the armor change, since that did need addressing. Also interested to hear in why you think combat is too fast (I agree it's too fast, but maybe not in the way that QA/devs do) and how you plan to tackle the problem.
  9. No way. Tomorrow, earliest.
  10. I am not special, they reply to pretty much anyone. Lots of people I know have sent a PM and got a reply within a couple of days.
  11. Assorted v364 Bugs Current Dialogue Node not removed from list when on current node
  12. You could always PM one of the devs to ask. They always reply when I ask something.
  13. Here is a demonstration of how the current dialogue node is often not removed from the list of dialogue options to navigate a conversation tree Here is a demonstration of how the current node is never displayed as an option when on the current node in the Infinity Engine games The current node should never be displayed when the player is on that node in the dialogue, it should only display once the player has chosen something else.
  14. I don't have time to record all of these at the moment, but before the new patch comes out I thought I'd throw these up here Every now and again, the "Show Me Your Wares" option when talking with Hendyna for the first time doesn't go into her Shop Interface When you kill a Wolf, their VO seems to linger too long after they die / plays after they are killed Some colors in the color picker look bad in the model viewer because of post-processing The SFX used for hits doesn't seem to be implemented correctly, blunt hit sounds are used for way too many things Button click sounds are buggy, the click sound is 2-3x louder when clicking on certain elements, and seems to have a double click sound Can pick talents like Greater Wildstrike before Wildstrike as a Druid, and I think some of the Priest Interdiction ones before Interdiction When an enemy Priest is casting a heal spell and you pan down the camera during the spell FX playing, sometimes the FX bugs out and creates strange yellow lines vertically from their character Attacking your own characters can have strange effects, like attacking themselves or the attacks coming from other party members. This one I have a video for There currently seems to be only one Quick Save slot, which overrides other quick save slots for other characters. Grimoire Cooldown should not occur at the start of a game / at the beginning of a loaded save, because if you enter combat immediately, the Wizard can't cast spells at the beginning Auto attack should only occur after certain abilities have been used (Flames of Devotion, Crippling Strike, Knock Down etc) and after a player controlled unit has killed an enemy. Player controlled units should not auto attack after a move action, and auto-attack should not override any player issued commands The change to ability tooltips is impractical - the actual raw numbers being shown on the tooltips was very useful, having to right click to see them now is annoying, but it is good that you can right click them. I would suggest removing the right click for details line and restoring them to how they were, but keeping the right click function and adding a loading tip about it When you ALT-TAB back into the game, the highlight VFX for displaying a currently toggled on modal ability bugs out for a second or two before returning to normal shape I find it ironic that a "Disable AoE Highlight" option was added into the latest patch, when that is pretty much the ONLY instance that the highlight shader on units is useful (as demonstrated by the bug that GordonHalfMan found the other day). I would prefer either a disable all unit highlighting option (like the option that I requested from Bester), or two seperate options for Disable AoE Highlight and Disable Highlight for everything else. When a unit gets in range to attack a target and they are not in recovery, they do not immediately begin their attack animation. There is a delay caused by the animation blending from the run/move animation into the attack animation and this can cause issues in the instances where the attacking target is not engaging the target they are chasing/attacking. If their target moves out of range during the time between when they stop to attack because they are in range, and during the animation blending, they cannot get their attack animation off. This is not an issue for all weapons (it seems to work pretty well for Estocs), but is a problem for other weapons/attacks. I plan to record videos of this in the future, and I believe it could be solved by automatically playing the attack animation without blending when units are in range/attacks not being cancelled if a target moves out of range. While not part of the beta, the recordings for female VO lines added in with the new patch are extremely sibilant, which would get very grating in the actual game - may require some EQing or something to correct, (eg. all female player voice sets in current beta files.) FTR I do not have a naturally sibilant sound setup - ASUS Xonar Essense STX and Sennheiser HD650 headphones
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  15. Do you really need words in the middle of the screen telling you the game is paused if nothing is moving and the sound isn't playing ?
  16. I wouldn't be surprised if the game is $45 partially because it got delayed. Part of paying for that time is likely the higher price for the game, meaning more return on release. Paradox's delay tax on the consumer
  17. http://forums.obsidian.net/topic/67653-combat-readability-analysis-graphics/?view=findpost&p=1488936&hl=justinian Read that
  18. I would like the selection circle blurring removed that was added in v364. Also light blue for NPCs please and a selection circle slider to control when they are displayed.
  19. That must mean that in the game code, the ability mod is not removed immediately if the attack is interrupted by those status effects, but rather at the end of the next attack. Good job figuring it out.
  20. Allow us to swap it's position on the screen so we can read it from our natural left side.
  21. Oh right, you're referring to the Tagousz Khosann exploit. What you do is you go to the bandit camp as a recruit where you have to fight Tazok to prove your worth, you use Algernon's Cloak or a Dire Charm scroll to charm Tagousz Khosann and get him to kill Tazok off screen. Tazok dies, and does not appear in the final battle at the end of the game. It is an exploit, but I like it because I think it's cool that you can change the story a little bit by doing that. It's a good example of the player being creative to create a story through the game mechanics. I can't recall if Tazok has any good items on him or not, I think he might have a Gauntlet of Weapon Focus or something. I don't think it has a huge impact on the game, because you only have to kill Sarevok to win the game, you can completely ignore Tazok in the final battle anyway.
  22. Nope. I'm doing testing. In the Infinity Engine games I do not rest spam, I don't spam web and cloudkill combos. If you want to watch how I play the Infinity Engine games, I have a Let's Play of Icewind Dale right here - https://www.youtube.com/playlist?list=PLIRfCmyR7ijJU11xQVn2SXIwmeuajTkom (which of course, you probably don't) I power game, but I play fairly. Nope. That's not what I did. That's just what you're saying I did. You didn't read what I wrote. I was asking you to explain exactly what I exploited in my BG1 example - not Pillars of Eternity. That's you not reading posts properly - and I'm not the only one in this thread that is calling you out for it.
  23. The take all button is definitely a good addition to the loot UI.
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