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Sensuki

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Everything posted by Sensuki

  1. Yeah that's right, still have a feeling they're a bit small, but we'll see /nitpick
  2. This is actually bad because TAB should remove tooltip delays, rather than having this function, as it does in the Main HUD.
  3. Nice to see the targeting reticles, the triangular parts look a bit thin, however.
  4. This was one of the advantages of the BG and IWD design, the portrait menu was always usable for changing characters in menus. I think Obsidian shot themselves in the foot a bit with their UI design.
  5. I have a feeling a lot of people didn't play the last build that much ... with all the reports of "wow it's so much better!" It's actually a lot more broken (but a lot easier) I also have the Serpent in the Staglands to play and it's kinda funny but combat speed is already better than Pillars of Eternity, they even have the BG1 pulsing animation
  6. PE maps are smaller than Baldur's Gate / Baldur's Gate 2 maps going by number of screens. I do recall Josh saying that he personally prefers Black Isle style areas and he also prefers smaller areas (IIRC). So yeah I think we will find that exteriors in PE will be smaller in general (with a few exceptions) than the IE games, particularly in height. Something to bring up for future installments I think.
  7. It will be 3 weeks as of Thursday since the last one. I expect this patch will take a bit longer for some reason, but congrats - you're the first to ask about it
  8. Enemies such as spiders, forest lurkers, menpwgra also teleport. It happens to me when I pause the game, they instantly teleport to their destination.
  9. The stupid thing about BG:EE at least is the default zoom is below source res ... yuck.
  10. I didn't get that from what he was saying, not sure how you did. Pretty sure he meant that they wouldn't have put as much effort into the combat systems if combat wasn't the main focus. Not sure that's done them much good though, some of the new systems just don't seem to be working - good ideas but bad implementations so far. Still, they have about 5-6 months to improve them.
  11. Combat is the primary resolution mechanic in the game. Many quests will have non-combat options, but there's still a lot of fighting to be done. Dunno what reviews people have been reading but I recall Josh saying that if you don't like combat, then maybe PE isn't for you.
  12. No, one of the files contains a small image (like 1024x1024 pixels) or something of the areas, and there are tools out there that can extract these files. If the other areas were shipped with the beta, the beta download size would be a lot larger. There are currently ~100 areas visible in the game files, and there's supposed to be around 150 or so. Maybe they haven't painted over the other ones yet. I do recall Josh saying there was at least one 8x8 area in the game (15360x8640px). Defiance Bay Copperlane District, Ondra's Gift and Heratige Hill look to be pretty large maps, the first area of the game looks pretty big (we've seen it in the IGN video etc) and there's a couple of dungeon levels and exterior maps that *could* be big, but yeah it's hard to tell from the small images in the files.
  13. Endurance relative to damage taken isn't that different. At max a Wizard frontlining would probably take one less hit from a monster such as a beetle than say a Fighter or something would (given the same CON). I'm nearly finished an IWD playthrough and aside from the Ogre at the start of the game, incoming damage relative to HP is pretty low overall. There's a few enemies such as Frost/Fire Giants and melee attacks from Armored Servants or whatever that do fairly high per-hit damage, but with max HP per level it feels very well balanced compared to PE, perhaps a bit too easy though. Big difference is that stats don't give bonuses to ranged damage, whereas in PE they do.
  14. I think he's referring to art. I think Baldur's Gate 1's stylization (particularly the colors) of terrain and some of the tree models are magnificent. I'm pretty sure they just purchased the tree models rather than doing them from scratch. I've had a look at a number of PE's Wilderness areas in the game files and they all look strange. It's like whoever created them thinks that trees don't grow in clumps and must be arranged in specific patterns.
  15. The fact that they're in a 16:9 format also makes them feel "thin" as well, would be nice if they were taller / in 4:3 or 5:4 format instead. such as 1920x1280 per screen.
  16. Precisely. I have played the game and combat in the lower camera sucks, like really bad.
  17. You are not going to be able to play the Dyrford Ruins or Lle A Rhemen with that system, even I only get 25-30 FPS in those areas. It would be nice if they fixed the issues with those so they were actually playable.
  18. The worst thing is actually the lower camera angle, it looks so bad in comparison.
  19. I prefer BG2 content density in cities and BG1 content density in wilderness areas (although a few more quests would be nice). The nerfing of the encounters in the Dyrford Crossing did make it feel a *bit* more BG1 but the way in which they did it made all of the encounters pretty banal/easy.
  20. You can check the dialogue files to find hidden stuff. There's some extra options for the Ogre that aren't in the beta. I haven't checked the others. Agree about the Bard.
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