I actually interviewed Josh via email about the Act Structure for PE and he said they were following "classical (Aristotelean/Horatian) concepts of an act structure within a story"
Which is three acts
http://www.rpgcodex.net/content.php?id=9547
The bugginess looks fixed, but Rose played her party as Fighter tanks while every other party member spams from range, which tends to be the most effective way to play atm (which is pretty banal) - something needs to be done about that.
Running away should be legit if you don't have any unconscious party members.
The area transitioning is pretty strict atm. Can't even go into a house with 1 party member.
Dunno, just felt a fair bit of rigidity from Josh during past UI discussions. I think the following is pretty reasonable:
Split the UI into three chunks and be able to juggle the order of them and add some extra menu buttons and have a solid background artPortraits Menu Log
Portraits Log Menu
Menu Log Portraits
Menu Portraits Log
Log Menu Portraits
Log Portraits Menu
2. As per my suggestion - move the log to the left and add some extra menu buttons
To be honest #1 is probably the best solution, Wasteland 2 was able to do it
I'm glad it's not just me that thinks both the Main HUD and Inventory need work
Cheers, but I am pretty unoptimistic about any changes to UI screens other than the stash window becoming larger, nevertheless I will fight to the bitter end!
It's already in, is my point. No point editing it out, because it's cool. You can't use the pistol after the first shot already, your character just attacks with the melee weapon.
If you want to re-use the pistol, equip it as the only weapon in a set.
The Witcher 1's soundtrack blends with the environment but they mix instruments in the foreground which adds quite a lot. I can't understand how everyone assumes that just because many of us like a more forward presentation that we like simple, catchy, instantly recognizable epic melodies or forceful music. It is simply a matter of production style and mixing. I prefer more of a chamber music production style to orchestral. It's more intimate. Everything mixed to the back is simply not as exciting. Bringing the melody forward can add so much more to the presentation and that's what I found with the Baldur's Gate 1 and Icewind Dale 1 soundtracks (and many of The Witcher 1's pieces). They don't even have to be massively forward either: Here's a good example of slightly more forward mixing of vocals, cello and organ pieces to have a larger effect, the whole soundstage escalates as the song goes on
Yes that's correct. I posted this in July
http://forums.obsidian.net/topic/66462-understanding-combat-mechanics-or-how-i-stopped-analyzing-weapons-and-started-to-love-the-game/?view=findpost&p=1466474