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Sensuki

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Everything posted by Sensuki

  1. Off topic but anyone who enjoys 2D isometric should check out STASIS (music composed by Mark Morgan of PS:T fame as well) http://www.stasisgame.com/
  2. They don't have a collision system I don't think, which is really really really strange. Units *cannot* overlap one another in the Infinity Engine games. Same with the 3D models and clipping into each other.
  3. Classes in PE have worse balance than a party of optimally made AD&D 2E characters at the moment.
  4. I can, because I haven't even begun to uncover half of the changes. There were lots of changes made to abilities ... and the corresponding Ability descriptions were not updated to reflect them. It's not very helpful if you don't release documentation to go with important changes like this.
  5. I'm going to give the same feedback regardless, to many people's displeasure it seems. You should ask yourselves what you want. That's what they want to hear. You shouldn't need to be told what to look for.
  6. Technically though, that process has been delayed, due to the delay (unless they state otherwise).
  7. Which is why I asked about it. Like what? If they're planning to keep narrative designers - Eric, Carrie, Matt, Robert on for the duration of the project, what else should they work on? In the OP, I was asking if there's more time for extras, and then I said if there is - here's some stuff that I'd like to see. That's feedback.
  8. I *think* boasting is categorized into the "Clever" category, but I'm not sure. But yeah that's a fair point.
  9. I don't even think they need a toggle key, it should just do it automatically when you mouse over it tbh like it does in GD/TQ (corresponding to the tooltip delay) - color coded better/worse is also something they could do.
  10. I'm the opposite, I plan to rigorously test the whole beta, one piece at a time. Currently I'm focusing on the Dyrford Crossing - and I have been getting complaints that I'm focusing on the Dyrford Crossing too much, well I'm not finished with it yet. Then I'll move onto the Ogre Cave, Dyrford Village, Dyrford Ruins, Stormwall Gorge and Lle A Rhemen later in the beta. v301 has a lot of changes, it will take a long time to even get through all of the changes to classes and abilities and it is disappointing that these were not documented.
  11. We all know that PE has been (thankfully) delayed for further polish. We all know the main areas that need to be addressed in this time. I am wondering how the extra time affects the Narrative Design though. Chris Avellone stated that he finished work on his companions a few weeks ago. I am not sure whether the narrative team was scheduling to be finished on time or not compared to the rest of the project. If this was going to be the case, or relatively close to it, I would be interested in knowing what extra things could be done with this extra design time other than obviously, polish; or if it was relevant getting feedback on what things Backers would like to see. One thing that comes to mind is reactivity. It would be nice if more static reactivity could be instilled in the NPC dialogues, rather than solely relying on the reputation and disposition systems. Reactivity to sex, race, class, items or specific quest outcomes spring to mind - where it makes sense of course, rather than being forced in. I would also like to know if this would give enough time to add a couple of the missing Deities into the Priest deity list, such as Galawain, although I have a feeling they are possibly being left out for story reasons. More companion interjections & ambient dialogue pieces would also be nice. Anyone else got any additions?
  12. Yeah it's not the navmesh. There are navmesh issues where certain bits of areas don't have pathable terrain where they should and there's a black hole at the Drake Egg where all of your characters can get stuck in the same spot.
  13. They did it to make structures look better, I don't think they considered the fact that it would cause issues with combat. It's a shame that they didn't catch it before they started doing paintovers
  14. Yeah that would probably be the best option, although with a delay into March and then an Expansion ... an API wouldn't come out for a while afterwards I wouldn't think
  15. I'm not too concerned about stuff that is moddable (such as attributes) but I am concerned about stuff that is in the prefabs - areas, abilities, items and the like because currently those will not be moddable, as they are a Unity file format. Obsidian is storing their TextAsset files in binary format rather than plaintext/XML so they're pretty much unreadable.
  16. I pretty much always state that whatever suggestion I make is one of multiple possible routes to take - particularly in videos and I usually always give a reason for why I don't like something. I completely understand the reasons why I attract hostility, but I don't really care about thinking about 100% politically correct wording all the time as that would drive me up the wall, personally. I speak plain. Some design decisions I do think are wrong, most of them are on the right track and just need improvement for me to consider them acceptable for release.
  17. Yeah I'm not really enjoying playing in the lower camera angle. It just doesn't work very well for combat.
  18. Does it really matter who gives the feedback? Try to see past the poster and look at the post itself, and see whether you agree or disagree with the suggestions/points. Some people can't get past that. If I started a new account and bought a beta key and started doing the same thing in an unrecognizable style, people would be going "wow great job!" rather than "oh no not another sensuki thread".
  19. If you want to take a look at the pathfinding source code tdphys I can tell you how to do it
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