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Sensuki

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Everything posted by Sensuki

  1. What do you mean you can't scale it? The button in the top left scales the log as far to the left or as high as you want.
  2. Those things are more of a peripheral vision thing tbh and I definitely think they'd be better at the bottom - but that's not surprising because we seem to have the opposite opinions on many of those Main HUD things.
  3. Remember that JPEG screenshots also distort the image, they are clearer in the video. They could possibly be a bit dark I'd have to compare them against the IE games.
  4. Here is my Backer Beta Version Review for v333bb. For this version review I changed the format and the order of elements in the video. I start out with positive features of v333bb and showcase most of them in the video. Then I move onto controversial and detrimental changes. I had to make two videos due to a menu bug. In the video I say I was going to do a section on Main Issues and Suggestions, but after some consideration I think I will change the way I do my version reviews and no longer provide a summary or detailed lists of issues with the game, and instead just focus on the version review. I will release periodic videos that showcase all the current major and minor issues with each area of the game separately from now on, and hopefully create those videos from short clips of each issue and then do a voice over narration or something. That way they will be shorter and more concise. I wanted to get this version review out early because the next patch is only a week away. Previous Suggestions: Combat Idle Animations into Recovery Time Animations XP Rewards Version Review v301 bb Recovery time should not pause while moving Revamped Character Creation Show Derived Stats during CC Talents and Feats Inventory Mockup v2 Desynchronized Character Movement Version Review v278 bb Cultural Gear Selection Navmesh for AoE Targeting Animations & Model Collision Inventory Mockup Dyrford Crossing Area Design Main HUD Mockup Beta Version Review v257 bb Fog of War Inventory & Item Tooltips Combat Feedback Comparison Re-wrote CC Class Ability Descriptions Item Descriptions and Contextual UI Rant Area Map Functions Main UI Tooltip Stuff Selection Circles and Targeting
  5. Selection circles are not too thin, they've made them thinner twice actually and they're now fine. That blood shouldn't be obscuring the circles I don't think, because it's supposed to be on the ground (under the character).
  6. I didn't say they weren't an improvement. I said that the lack of different animations was a bad design decision. Personally I find them superfluous but I can understand why other people like them.
  7. Right well anyway, I did a full playthrough of IWD recently and I didn't need actions over portraits I won't play the Enhanced Editions because I don't find them to be "Enhanced" at all.
  8. On the top? :/ What kind of design sensibility is that? In pretty much all games that have character portraits, bars like that are always at the side or bottom of portraits.
  9. I haven't played Icewind Dale:EE but in Icewind Dale there are no animations like in BG1/2 - Black Isle removed them and all characters look idle when not doing anything in combat. Not sure if IWD:EE is like that also.
  10. Further Demo of how Targeting Reticles are displayed in BG2 in frame-by-fame - note that the left and right sides go into the middle further than the top and bottom
  11. Mousing over a character that is being targeted by another breaks the reticle and just does standard mouse over blinking Demonstration from BG2 of how it should work:
  12. Yes it does, and it will matter more if combat becomes a bit slower. Then there's the people using the slow function, and people playing without Combat HUDs to consider (people playing without Combat HUDs is the primary reason why I've been advocating it, because I want to be able to disable them and be able to play the game without suffering from lack of feedback).
  13. Nah I don't like that, I'd prefer a bar underneath them like this Really bad mspaint mockup This would also have issues interacting with Monk, Cipher and Chanter resources and Animal companions ... but yeah it could be made to work.
  14. In the BG2 one The Priest, Monk and Sarevok (guy with Halberd) are making attacks. You can clearly tell that my Kensai chick is not because her weapons are down. In the PE one only the guard and the Orlan are making attacks. BB Priest and BB Fighter are not making attacks, but it looks like BB Priest is doesn't it ?
  15. I have been thinking the same thing, because the health display above your own characters that have a portrait is superfluous information that only clutters the screen. I don't think they should be OVER the portrait though, but rather underneath them - and also should be able to be disabled. But yes that has absolutely nothing to do with speed, Shevek made the statement that changes to UI would fix the issues with the speed - I would like to hear him explain how.
  16. That's not what I asked. You tell me what UI changes would improve combat speed ?
  17. Here's an example Which characters are currently performing an attack and which ones are completely idle ? BG2: PE:
  18. Sorry but that's bull****, you can always tell in BG1 and BG2 when a character is performing or not based on their current stance and animation.
  19. That's because there's a lack of animation feedback. If you could see at a glance whether a character is in recovery time or not based on their current stance/animation then you wouldn't *need* a bar above their head. Yes, I also find health bars for characters superfluous because you have a portrait that displays their current health/endurance anyway. It's fine for enemies and summons etc but superfluous for party members.
  20. Not just awareness, but the acceptance that it is a problem. There are things that I believe Obsidian do not think are an issue, but the reality is that they are.
  21. What UI exactly? Without an explanation, UI could take us to the moon. Refer to my posts on the reason why I think rounds require less pausing. Note that I also did not say that the game should use them, only that I think that the IE game implementation was actually good, rather than what the developers have told us "WE DONT NEED ROUNDS WHERE WE'RE GOING HAH"
  22. The IE games have a thing called "Speed Factor" which kind of doubles as Initiative, it adds a delay to when characters start to attack.
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