Jump to content

Sensuki

Members
  • Posts

    9931
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Sensuki

  1. I agree that many of the changes appear to be poorly thought out. Even the lower camera angle is turning out to be problematic.
  2. Obsidian didn't actually implement anything unique to our paper, and I don't really agree with the removal of Interrupt from the attribute system. Still offering a v278 Attribute system mod for anyone that wants it
  3. This is a new thing hey? I'm not sure I like the single mouse over showing all of the bonuses. Some of them are unnecessary as well. I equipped some magical boots and it added a "buff" that showed extra endurance. The game should not show that as a buff, as it's from an item and it's permanent as long as you are wearing the boots.
  4. I disagree with this idea, but I do agree with a few things: The Combat HUDs in Pillars of Eternity were created to give better feedback to the player because combat is confusing. I understand that. However they actually increase the confusion of combat by their mere addition and they do not solve any of the problems inherent with combat confusion. In the Infinity Engine games, combat was pretty easy to follow. No combat HUDs were needed to tell what was going on. The action speed formula was pretty easy to understand once you got the hang of it and characters had a different stance for combat idle and "waiting to perform action". When a character is doing nothing in combat in the Infinity Engine games, they look like they're doing nothing. When they are waiting to perform an action they have a guarded stance and their model is "pulsing". This is very easy to understand visually without any UI Help. Baldur's Gate 1 and 2 absolutely murder Icewind Dale 1 and 2 in this regard because the Black Isle developers hackily removed the BG combat idle from their game. The creator of ToBEx was able to preserve the pulsing animation while removing the fake attacks - big success. I personally think that showing party health bars are completely unnecessary because you already have a UI for that - the character portrait and health bar. So that is a superfluous addition to the screen. I do understand the need to show enemy health, but currently it is handled in a very unintuitive way. An actual health bar rather than five dots would be better, because then you get the exact granularity of their health state. This is not something I would use however as I prefer the IE style mouse over text. I also understand the need to show unit actions and recovery times, although I think having them all on the screen at once is a huge clutter. I believe you should be able to control the granularity of when combat HUDS are to be shown, in the same manner that you should be able to for out of combat text HUDs and in the same manner that you could control selection circle visibility in the Infinity Engine games. I think the TAB function in Pillars of Eternity that shows every text HUD on the screen needs to be separated from the TAB key and combined with a function that also shows all of the Combat HUDs in combat. There should be a slider in the options that controls when the Combat HUDs are displayed a) all the time for party members, enemies and NPCs b) all the time for enemies, on mouseover for party members and NPCs c) on mouseover for everyone d) never show party member or NPC HUDs, show enemies on mouseover and e) disabled [like in expert mode] Currently there isn't much point disabling them because they are required to tell what's going on. IF/WHEN a different animation is created for recovery time, then expert mode players and the like will be able to disable them and still understand combat. I agree with the action bar being in the center of the screen, but they should still be above the portraits, which is why in my UI mockup I moved the portraits into the middle and the combat log onto the left so it's actually readable on the fly. I don't think having the current action over the portrait or above the portrait is a good idea.
  5. Hormalakh made that Those icons all need work though because large text numbers do not fit inside them
  6. I know a lot of intelligent people who are absolutely terrible at multiplayer FPS games (competitive and casual), while not combat itself they don't have good aim or game smarts and choke under pressure and don't have the determination to get better. A guy I know who's a bricklayer and who can't even type a sentence without making five spelling mistakes is amazing at them - he has ridiculous aim, great game smarts, performs well when losing or under pressure and always manages to give the best players a challenge.
  7. I agree that the OP isn't a troll. Even I've expressed my concern about releasing too early to him in a PM. I am concerned that the game won't be as good as it should be on release. Do I have really high standards for it? Yes I do. For some people the game is already good enough, bugs aside, but there are many of us expecting something that achieves not only the broad Kickstarter goals, but actually achieves combat and exploration gameplay comparable to the Infinity Engine games, proper UI feedback, good quality animations, stances, spell FX, good performance, better mechanics and balance.
  8. Did you not listen? I swapped the dll back to the original and then verified it with steam. MoonDog has also been able to replicate the issue, although I was getting it way more than he was.
  9. It's not just me getting it. MoonDog has been able to replicate the bug. I have restored all of my files through Verify Integrity of Game Cache.
  10. Previously reported by CatatonicMan http://forums.obsidian.net/topic/68453-v278-alt-tab-map-texture-error/
  11. Seems to be an old bug http://forums.obsidian.net/topic/68308-v278-minor-char-with-arquebus-unable-to-attack-until-reload/ http://forums.obsidian.net/topic/68530-rogue-ranged-problems/
  12. Might be possibly related, but Elfya doesn't go hostile when you select to attack the wurm hunters
  13. Not a bug, but Interrupt rolls are not shown in the combat log, when they really need to be.
  14. yeah it's not fixed - MoonDog and myself were both still able to reproduce it on easy, hard and potd difficulties.
  15. No it's not, the Might bonus would be applied to the weapon damage. The Might Healing bonus would be applied to any abilities/spells that have healing. I just copy pasted Hormalakh's icons.
  16. Nah. I'm not a huge fan of the wireframe look through walls, I prefer the shader style the IE games used.
  17. Glad to know it's not just me. Try verifying your game cache and see if that fixes it? Here's my old thread btw: http://forums.obsidian.net/topic/68244-v278-bb-rogue-and-bb-wizard-do-not-have-correct-health-value/?hl=health
  18. All male models are a bit whacked if you ask me. They're too square. But yeah they do have skinny hands.
  19. I managed to fix it by validating my game files on steam, one of the files failed the check. I was not using any modified files though, if I was using my mod - backer icons, melee engagement UI, the new highlighting system would all be modded out and my attribute system would be working. I'll see if it pops up again though, because I was also having this issue in the last patch. I reported it a few weeks ago.
  20. A Verify Integrity of Game cache fixed this for me (including my save games). Strange though because I was not using any modified files AND I'd already validated them previously like 2 days ago
×
×
  • Create New...