Everything posted by Sensuki
- Are they even listening to our feedback?
- Josh Sawyer visually explains Attack & Recovery
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Possible bug with Will Defense
I have inserted a picture but it's not showing up unless I try to edit or quote the OP.
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Possible bug with Will Defense
Is there any particular reason why Fortitude and Reflex are always 12 points higher than Will at level 1? [steps to reproduce] Create any character that does not get a bonus to Intellect or Resolve (as they increase Will Defense) Do not level up any attributes, make sure that Intellect and Resolve are both at 3 Start a game and open the Character Record Will Defense will always be 9, whereas Fortitude and Reflex will be something like 21-24 [Expected Behavior] Not sure because the Class Descriptions in the Character Creation Menu do not have any values for Fortitude, Reflex and Will and the values in the Inventory and Character Record do not have any mouseover tooltips explaining where the bonuses come from [Other remarks / Comments] The game is applying Intellect and Resolve to Will, but I don't know if it's applying any starting class bonuses that they're supposed to have, OR Fortitude and Reflex have been accidentally bumped by 12 points at level 1, and should actually be 9 each at 3 points in their respective stats.
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Backer Beta as presented by Jorge Salgado and Rose Gomez
What class though? I imagine that wouldn't have been hard with a Chanter, Cipher or Druid PC.
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Here's the maths. Enjoy: DPS spreadsheet VERSION 2! Calculate DPS based on 17 different variables. Also MIG vs DEX revisited.
Yep, they all have too much and it makes Dexterity pretty trivial overall.
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The 8 Companions
I know 7 of the companions as found in the game files, PM me if you absolutely must know as I don't want to spoil it for everyone.
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Backer Beta Patch Coming Soon
I personally like how the DotA 2 Dev forums are run, they have comprehensive known bug lists - http://dev.dota2.com/showthread.php?t=127919 That said, I believe that requires manpower.
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- backer beta
- patch
- pathfinding
- AI
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The General Combat Thread
Well in the IE games you knew when combat started because the combat music started blaring the moment you ran into an enemy. It also helped that the combat music was pretty full on in a lot of the titles. BG1 for example. If you had the music off you had to look at the combat log / if one of your characters was hit, their marker on the map would flash red as would their portrait outline.
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Pallegina's voice acting
I agree, lock thread pls
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Pallegina's voice acting
I found a lot more than audio files
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Josh Sawyer visually explains Attack & Recovery
You're onto something super-slick and intuitive there! It really would benefit from simplification. It will be part of my next thread, I've got a bunch of combat tuning suggestions lined up, probably going to include attributes, animations, recovery time, weapons and some other stuff edit: with the maths to back it up
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Josh Sawyer visually explains Attack & Recovery
I'm probably going to suggest that at least for weapons, animation & recovery lengths be determined on a per-weapon basis like they are for ranged weapons (where they have longer recovery depending on the reload) AND that the Base Attack Time (Animation + Recovery) be displayed on the weapon, where the actual value with modifiers can be displayed in the inventory next to a damage per hit tooltip. I also think the weapon style system is a bit ehhh as well, I think TWF Half Recovery speed and removing the 50% slowdown from weapon style and shields would be much better. Then you can tune the speeds and damage ranges of weapons individually for more variation! This way it's a unified system with transparency, more room for variation and only ONE exception - that TWF is quicker
- Josh Sawyer visually explains Attack & Recovery
- Josh Sawyer visually explains Attack & Recovery
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Sensuki's Suggestions #004: Area Map Functions (with video)
Awesome (Y)
- Josh Sawyer visually explains Attack & Recovery
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Pallegina's voice acting
Her voice is sooo similar to the IGN chick
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Pallegina's voice acting
I think that means Sound Design and music, not Voice over recording which AFAIK is done right at the end after the writing is finished.
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Sensuki's Suggestions #015: Animations & Model Collision
It could also be to do with the Pathfinding system as the character appears to 'run into' something. Hopefully it's fixable anyway.
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Pallegina's voice acting
Well the IE games were a bit cheesy in general. I think the VO direction reflects the overall tone of the game.
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Pallegina's voice acting
They also changed design directions many times, sounds like a nightmare of a project that really should have been Diablo 2 with 3D graphics.
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Pallegina's voice acting
I didn't post the thread and even over at the Codex where I posted the files I said that I thought it was temp I thought it was passive aggressive because it was an indirect aggression, but fair enough. I've also been digging through the files to get a feel for "how the sausage is made". I've discovered that modding items should be fairly easy to do as long as there's a program that can re-pack data into the Unity files (which I *think* there is, but not 100%). ADDING items will be more difficult though.
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Pallegina's voice acting
Three, although one of they may or may not have undergone a sex change (unsure at this point) dat passive aggressive
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Pallegina's voice acting
I know 7 of the companions as referenced in the game files but I won't post them here for those that want to stay spoiler free. Feel free to PM if you want to know