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Sensuki

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Everything posted by Sensuki

  1. 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
  2. gui.stringtable - In D&D, Will is always refered to as Will, it's not shortened. FORT, REF, WILL currently the strings are FORT, REF, WIL
  3. 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.
  4. http://www.twitch.tv/twitch/c/5027673 2:50:30 ish Outline of first action bar slot visible after area transition.
  5. New build v271 at Pax Prime 2hr 43 min http://www.twitch.tv/twitch/c/5027673
  6. 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.
  7. 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
  8. 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!
  9. 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.
  10. I am absolutely looking forward to giving some critical feedback on the core systems once the bugs with the core systems are fixed!
  11. In a perfect world you'd have a pistol in each weapon set and one sabre, and when you switched sets, it would just switch the pistol out
  12. You quoted my post. You generally do that when you want to address someone.
  13. Why bother making it a Talent, it already works now.
  14. You're making an awful lot of assumptions purely spawned by the fact that you disagree with me in UI Presentation.
  15. 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
  16. My thoughts as well - System and UI design are my biggest issue, some gaping holes in those.
  17. 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
  18. No, I think he chose the production style.
  19. Radial menus should only be used in turn based. You can't be expected to use them in real time combat.
  20. Additional Supply Depots Required. Oops wrong game.
  21. That approach worked for Dragon Age: Origins, too. Oh dear
  22. Wholeheartedly agree Arsene Lupin. Pretty much every other isometric game has this.
  23. You're way overthinking it, you only get to fire the pistol once. Count it as Two-Weapon Fighting.
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