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Sensuki

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Everything posted by Sensuki

  1. You can rotate the formation though. Why would you want a default always pointing a certain way formation that doesn't have an inbuilt cancel ? Using RMB formation was very useful in the IE games, because it meant that you couldn't also accidentally select something, as there was no select tied to the right mouse button. Also if you are trying to position your party next to the edge of the navmesh, left clicking (due to being tied to select) doesn't interact properly with areas with no navmesh. Right clicking the position you wanted to move closest to placed the party in the closest positions around that area.
  2. In this video I showcase the difference between left click move and right click move, notice how the right-click move formation never changes (and it also doesn't have an inbuilt cancel) Notice that they are both identical in Baldur's Gate 2 (and all the other IE games)
  3. No they haven't but I will be making a big thread about it soon, I just need to record some videos and possibly make some ability mods and stuff.
  4. Here's how Warcraft 3 handles it The unit fades instantly, the FoW fades shortly after. IMO the best way would be to have the unit and FoW fade at around about if not the same time, maybe fading the unit instantly after their whole selection circle has been obscured ?
  5. Units fading in and out of the fog of war looks a bit messy, and is handled cleaner IMO in other games - including the Infinity Engine games. The bright ring on the edge of the FoW also doesn't look very good/looks unnatural when moving. Here is a PE Demonstration Here is a BG2 Demonstration BG2 handles it a little bit cleaner IMO by doing a full instant fade of obscured units, although it's delayed slightly after the FoW covers them.
  6. I don't know about that because it killed two characters in a single hit
  7. Not the same issue, but the game doesn't remember the difficulty setting upon exiting the game.
  8. Pretty much. Reducing the number of spells would be p sh1tty. Color coding them (blue / white for defensive), yellow for self-buff, red/orange etc for offensive - that's all that's needed here.
  9. One of the (many) things making the wizard a bit droll is the small per-day limit of his spells.
  10. It's pretty simple man, player input. If you don't react to the enemy running past your unit and you didn't position yourself to stop him in the first place, then you should have to live with the consequences of that decision. If you're in the middle of a sword swing against another guy and some guy runs past you - bad luck. For the player it's pretty easy to do this by pausing and mousing over enemies at the start of combat to see who they are targeting and then work out a strategy to thwart it.
  11. I don't think action recovery time is worth looking into yet (for classes), the problem is the percentile amount of endurance that per-hit damage represents. Slowing Recovery speed will make creatures drop a party member in 2 hits a tiny bit slower - aka not a big difference. It would be better IMO to tune the action speed AFTER the per-hit damage and Endurance values are fixed. I don't really have a problem with how many spells are there, it's just that I don't know what all the spells do yet and the icons don't really help. BG games had color coded icons which made stuff real easy to follow. PE doesn't.
  12. Make sure you get your Monk damaged and then get him to hit everyone for 100 damage each - works gr8
  13. Does that mean The Collector's Book is 11x8 inches though? I don't care that it can be bought after release - yeah whatever, but 11x8 inches, then I'll be p mad. This is a proper ****ing art book At least it's A4 size though I suppose
  14. Yeah, otherwise there will be lots of double-clicking the portrait and having it move the camera down and left
  15. If he was a Cyclops he could do a laser beam out of his soul eye I guess
  16. Yeah I have, although thankfully I haven't read too much story stuff, just know some specifics. Getting a head start with modding and learning how things work also helps facilitate better feedback as well. More important for me to try and help the game become more fun to play / not as annoying to interact with than it is for a completely fresh story experience. I care more about the combat than the story and NPCs.
  17. I'd already seen most of the those areas from my snooping (albeit from very far out).
  18. I dunno if PE is that much better at the moment. Probably a little bit, but eh. Bioware know they can sell copies so it's all about a cheap cash grab
  19. I was more talking about the whole (leaked/unfinished) soundtrack, than just that piece.
  20. Maybe that's the new fireball FX that doesn't completely obscure units ? ;D
  21. I think Justin Bell has a preference for laid back mixing. I said that the music so far lacks the foreground melody of the Infinity Engine games and he said that's not how he's doing it (unfortunately too imo). Definitely sound smore like TES Jeremy Soule than IWD Jeremy Soule.
  22. Only the player will tactically retreat, and Crippling Strike is already in the game. Currently it's a always use at the start of encounter ability - that would at least give a reason to save it, to stop enemy movement in melee / save a char that is retreating. That's tactical.
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