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Sensuki

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Everything posted by Sensuki

  1. Not action queues again, they really aren't necessary. You can do that, once you've set their action during their recovery period, you micro another character.
  2. Went to see Anathema play in Melbourne last night, which is the reason for no content for the last two days.
  3. This was actually going to be the topic of one of my videos haha, the encounter placement in this level is quite odd. I also find it strange that massive beetles roam in the forest, rather than being underground creatures, but YMMV. The Wilderness Area design in this level does not feel like a BG1 Wilderness area. BG1 Wilderness areas had cool design, even if the content density was "thin". I still might do a video on it, I'll write it down for another day.
  4. I actually agree with this, I don't have time to make a huge post about it, but I might make a video sometime. It's probably something to do with the Enchantment system design as well. I think the only items that will have unique values are the truly unique items that you make from item pieces (they said there would be some of those) but even THOSE might not have unique properties, which is a shame.
  5. The attributes aren't really impactful as it is (other than Intellect), I think bumping Dex would be better than Nerfing Might.
  6. Right, so you mean independent of weapon styles. Good post anyway, I think the general consensus was that Might was overpowered Dexterity is underpowered. I've seen pics of 19 Might / 3 Dex and it's actually really good lol.
  7. Weapon speed affects DPS. Shouldn't you be saying the other way around? You're calculating damage per hit, not DPS.
  8. Have you taken into account weapon speeds? Because I don't think you have Animation speed is 30 FPS Recovery time mirrors the action animation. Fast Melee Weapons have 20 frame animation, 20 frame recovery unarmored Normal 1H and 2h Weapons have 30 fps animation Weapon styles: Two weapons: not sure of exact mathematics, but the fastest combo is a rapier and a stiletto, recovery time is very small Single 1H no shield: +50% recovery time, +15 Accuracy 2H Weapon: +50% recovery time Normal 1H with no shield/no armor has 30 frame animation and 45 frame recovery 2H weapon/no armor has 30 frame animation and 45 frame recovery
  9. Yeah, which is why if it was actually mechanically built in that would be hilarious as a Druid with crush as their bonus damage.
  10. upload them to somewhere else such as http://www.upload.ee
  11. Jim Cummings. Portraits from the knees up like Icewind Dale. Complex Enemy AI.
  12. Seems to be quite a few strange things like that "If it ain't broke don't fix it" is a good saying and it doesn't make you a cargo cult designer either.
  13. Well one of the things is that it's far more subdued and not as striking. All of the themes for the IE games except for BG1 literally jumped out at you. I have said that I like the track, it fits with the main menu screen as well, just doesn't grab you very much - which I think might be intended. I have actually booted up PE HEAPS of times over the past few days because I've been doing a fair bit of bug reporting and suggestion videos, and looking for things to do in the future, but I literally cannot tell you one thing about the main theme off the top of my head other than it's subtle. I would literally have to play it to be reminded.
  14. It almost sounds like you are reading a description of what the inventory is supposed to achieve rather than what it does achieve. The fact that you put a weapon in your stash and then can't access it to see what it does is pretty dumb, but what's worse is you can craft an item in the blink of an eye and access it straight away, rather than having to go to a Forge or whatever like originally planned. Just seems like gross inconsistency to me. Quite frankly I really enjoy inventory management in Baldur's Gate 1, it fits in perfectly with the adventuring pace as well. BG1 is probably the only IE game that has that "going back to town" feeling like you would get in Diablo, Diablo 2. It's not really required in Icewind Dale, as due to the linear nature of the story going back to town usually coincides with the ending of a chapter, and the loot balance was probably designed around it.
  15. Yeah good point, it's not very memorable is it.
  16. It's one thing to say that but if you think it was leaps and bounds better, please give us an example of how it is better. The only improvement IMO is the sort buttons. The Baldur's Gate 1 Paperdolls were fantastic, it was the BG2 Paperdolls that sucked. The 1PP mod fixes this (it is glorious).
  17. Yeah that's one of the reasons why I like hostile maps completely black, helps with the feeling of exploration.
  18. I don't believe I'm alone in this, but Jeremy Soule's music has progressively changed in sound over the course of his career as a game composer. I think as he's gone on he's just become more boring, but that could also be that the "norm" of music composition has also become a bit more boring. Jeremy Soule did the Icewind Dale music in a similar presentation style to Baldur's Gate 1. The most different of the Icewind Dale and Baldur's Gate soundtracks is probably Inon Zur's Icewind Dale 2 soundtrack which is much more choral than all of them, he doesn't really follow the formula set by Michael Hoenig/Jeremy Soule. The IMDB Credits also have Jim Soule (Jeremy's Brother) listed as a composer, so it is possible that he also influenced the style of the IWD music.
  19. Isn't Fighting Spirit a Human Ability? You have it on for everyone.
  20. In the IE Games, double clicking your portrait would snap to character. This is something they should implement in PE too.
  21. Yeah I know you can have one pre-buff. In the IE games you could drink heaps of potions though.
  22. In my suggestion though theoretically you will be able to see the "beautiful map" after exploring the map. One of the problems with the IE games was that you couldn't reveal the full map.
  23. They have increased the size of the fog of war radius dramatically since the E3 demo though - go have a look at one of the vids for a comparison. People were complaining about the "cramped" feeling of the fog of war during the E3 demo and this huge radius is what they have given us now, likely to test the water.
  24. Agreed, I reported this in one of my videos (the area map one).
  25. Almost, but not quite. The IE games didn't show all the way down corridors like that.
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