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Sensuki

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Everything posted by Sensuki

  1. somewhere half-way between BG1 and BG2. There will be Wilderness Areas, just not as many as BG1.
  2. The Satellite Reign animator used some PSVita cameras in his office to record some p. sick animations for their game.
  3. Sorry, one of the guys I played CoD4 with used to sometimes use the JSF alias. I've been reading your name as that forever.
  4. I think you might have a different definition of an action queue to me. The action queue I was referring to is like the ones uses in the NWNs, KotORs etc, those that change the nature of selecting and cancelling actions - other RTS games have the ability to shift queue a couple of actions together (such as blink stuns in dota) - that stuff is fine to me although I'm not sure they'd be as applicable in PE due to the semi-vancian system as someone pointed out before.
  5. No, I assume that after you've played the game a few times you have a certain way you beat each encounter. That's normal, but I don't think that's a good reason for an action queue.
  6. I think it's Josh that has trouble differentiating shades of green (so green circles on green grass = X) and Tim has degenerative color blindness. I remember he mentioned it off-hand in a post about 18 months ago.
  7. You shouldn't have to though. Every game should come with resolution settings. D:OS, Wasteland 2, Shadowrun Returns and E:C all have them, and so does pretty much every other non-iPhone game. I already know about that, two of the developers (Josh Sawyer and Tim Cain) have color blindness and that is the reason why the PC selection circles are blue instead of green, because color blind people can't see them. That's fine, but like I said - NPCs should have a different color -at least-.
  8. From memory the standard AI would attack enemies on sight. The PC character in the BG games didn't come with a script though. Companions had a default script that had auto-attack on sight. I think in Icewind Dale, characters would attack if attacked, and if you ordered them to attack any unit, they'd keep attacking enemies of that type until they were all dead. I think if there was a Worg and a Wolf, and your character killed the Worg, he would not automatically attack the Wolf, unless the Wolf attacked him.
  9. Pure laziness on your account. I've made hundreds of critiques about absolutely everything I've seen in the game since we saw the trailer, from Spell FX design, attributes, amount of attribute points, character stances in combat. My post about splitting the steam beta from the final game months ago likely attributed to the fact that they've avoided the same mess that WL2 and D:OS had with theirs and yes I make critiques of things that some people think are very minor, irrelevant things. Anyone other than me find any combat log bugs just from watching the videos? And I'm going to continue to do that all the way up until release. If you ever go back and read what I said you might pick up on the fact that there is - actually - a difference between the way you give orders and cancel orders in games where there is an action queue and games where there isn't.
  10. Baldur's Gate 1 is not a very good example of tactical combat. There's really not much to it. Baldur's Gate 2, however is a much better example. Sure there are ways to cheese the crap out of encounters, but you would not have known those cheese combos, you would have had to either learn them through lots of play or (most likely) read a DSimpson walkthrough or some other online information that says how to beat encounters easily. This is because there is a lot of OP spells and **** in the IE games. PE is being designed with much more balanced gameplay so that hopefully there will not be one solution to everything. If you do the same **** over and over again in that situation, that's your choice.
  11. Strategy is where you perform prescience about a situation. Reacting to the current situation is the essence of tactics. I didn't say anything about game balance. I am talking about the way that you issue orders to the party. I outlined it pretty damn clear in my above posts how adding in an action queue will alter how you command your units. Have you guys never played an RTS in your life or something ? Where does this fear of micromanagement come from?
  12. You just ignored my above post. Adding an action queue to the game will change the way that everyone gives orders to their party. Example: No Action Queue AI auto-attacks, and you override those actions with actions of your choice, and you are free to override your choices if you change your mind Action Queue AI auto-attacks and queues up an attack action in the queue every X often, you add an action to the queue, however if an auto attack has already queued before you want to do an action, you have to cancel the auto attack before your character can perform the action (annoying) or you just let it run through and be late (not great for harder difficulties). If you change your mind about what you want to do you have to manually fkn cancel everything in the queue and then queue them up again. It is literally the most aids thing ever. There is no way that I will support an action queue for this game. The IE games didn't need them and neither does this.
  13. One problem with that view buddy is that adding an action queue into the game will most likely change the fundamental nature of how you give commands to your party. In KotOR for instance, in order to get your queued action in as the next action you had to cancel the actions in the queue. For automation purposes the game would queue up an auto attack for you every so often, and in order to get your critical strike in, you'd have to cancel them. Also if you wanted to change what you wanted to do, you'd also have to cancel the actions in the queue. VERY_FKN_ANNOYING.COM It's not something you can opt out of.
  14. An action queue is not necessary for this game. Action queues are generally for console games where you do heaps of repetitive actions over and over and generally know what actions you're going to do. If the game is interesting tactically at all, you should be reacting to the battle, making your decisions upon what is happening in the moment, not having a pre-determined idea of what you're going to do. That is, I believe, one of the design goals - to try and engage the player in the combat mechanics and have slightly more active micro management of units than what the IE games had. There should be no need to just go in and queue up the same spells and ****, or a chain of spells. I really do not want the feel of the game compromised by what I see as a "consolized" feature. Use the pause button and the slow function and micro manage your characters. All units have a recovery timer, and during their recovery period you can assign them their next action which will override their auto-attack.
  15. September 30th - Sad Panda November 3rd - Tankallex November 11th - Bogeyfox November 13th - Labadal November 17th - Malekith November 18th - Sarex, Immortalis November 19th - mstark November 20th - Sedrefilos November 25th - salo, Fatback, Bryy November 26th - Texoru November 27th - Macrae November 28th - Karranthain November 30th - TheTeaMustFlow December 1st - Zinnwaldite December 2nd - gamerdude130, Forlorn Hope, Loarth December 3rd - Trodat December 4th - curryinahurry, HiroProtagonist December 5th - Doppelschwert December 6th - Elerond December 8th - NothingToSeeHere, Arouet December 9th - Sensuki, PieSnatcher, zhoom455 December 10th - Grace85 December 11th - SqueakyCat, artyom December 12th - IndiraLightFoot, wolfdyne December 14th - Namutree December 15th - Lephys December 16th (full) - Karkarov, MasterPrudent, Bendu, Urthor December 17th - Night Stalker December 18th - ashtonw, Pidesco, Zeckul December 21st - exodiark December 22nd - Arden December 23rd - ShadySands, vril January 5th, 2015 - Flow January 13th, 2015 - ManifestedISO January 15th, 2015 - nikolokolus, h^2 January 18th, 2015 - Lysen January 20th, 2015 - Sondai January 28th, 2015 - Gorbag January 31st, 2015 - JSFOCC February 6th, 2015 - BLnoT February 14th, 2015 - evilmiera March 10th, 2015 - MikeTheRed March 17th, 2015 - Lord Gorchnik April 1st, 2015 - gromnir June 16th, 2015 - Grunker
  16. I'm not sure if the Resolution bar is interactive or not, but I think it's a recent addition to the graphics menu. I don't recall it being there in the Gameplay demonstrations done at the UK. I hope it's interactive because I am planning on getting a monitor that I would run at 144Hz on the desktop and 120Hz in games (due to the availability of G-Sync and ULMB Modes at 120Hz) and it would be annoying to have to change my desktop resolution every time I want to play the game. Regardless it might be a good idea to have two boxes for Resolution and Refresh Rate, unless you are literally pulling the available modes from the graphics drivers (which is fine, as long as the game detects all the available refresh rates - I plan to do some beta testing on my CRT monitors, because I doubt there'll be many people that will be testing 1280x960 or 4:3 resolutions like that). Hide Selection circles however just simply does not cut it for me. So far the selection circle style and design seems to be tailored in the Icewind Dale feedback style with ToEE art style. Someone on the original Icewind Dale design team decided to change the default option on the Feedback Slider for their game down two notches from the maximum (which was used in BG1) which does not show the selection circles for NPCs or Enemies unless highlighted. The selection circle style in Pillars of Eternity seems to have been designed in the same style as Baldur's Gate 2 - which is the second highest feedback slider option in the IE games. Selection circles are always shown for party members and enemies, but not for NPCs. The only problem is that there has been basically no consideration of the fact that the IE games had any other settings. This is what the IE games had to control selection circle feedback - a slider with six different settings Minimum - picked character Low - picked or selected (moused over) character High - picked, selected or targeted character (Icewind Dale) Higher - picked, selected, targeted or hostile (Baldur's Gate 2, Pillars of Eternity) Maximum - all creatures and characters (Baldur's Gate 1) I played Baldur's Gate 1 first, and it was literally one of the only RTS/RPG games that had selection circles for everything. I thought this was unique, and cool. So I used this setting throughout all of the IE games. Currently however, Pillars of Eternity does not offer this option, but I would like it to be added, please. Even Serpent of the Staglands, a BG1 & Darklands homage game has selection circles for all units. What is color blind mode? I wrote this but it may not be relevant, depending on what color blind mode does. I also think that custom selection circle colors should be an option as well, so people can choose their preferred color for player controlled and NPC units, it would even be cool if you could give party members different colors like the BG:EE games (not something I would use, but I know a lot of people liked that - my personal motivation for this option is so that I would be able to use green selection circles for the party, like in the IE games). And finally I think that in the spirit of the "IE feel" that the Infinity Engine style single-pixel non-aliased circles should be used for units, rather than the aliased, thicker ToEE style. This is an Infinity Engine style game and "IE feels" are very important to me - this is a major thing that would make the game "feel" like an IE game. Even though the characters are 3D models like ToEE, the selection circle style would go a long way into making that element feel more like the IE games than ToEE. Once again though, not sure what color blind mode does - it could make it more "legacy" looking. But options are good. As for further possible graphics options - you should probably add some stuff to turn off some of the post-processing and 3D effects for lower end machines, maybe in-game antialiasing and stuff like that. Something to control the combat log messages would be good too, but that would go in the game menu.
  17. No action queues please. That would ruin the IE feel of the combat. All that's needed is an auto-attack, currently party members have 0 AI. And the fact that there's currently no AI for the party is going to make people cry about micromanagement. NO ACTION QUEUES - DIS NOT A CONSOLE GAME.
  18. Pretty sure most of the animations are still rough. They're in full polish mode now I think, so we'll likely see an improvement over the course of the beta.
  19. Spell FX are nice and clean too, not as bad as I was expecting - more in the IE style just a bit more modern, which is what I wanted.
  20. There's some pretty glaring AI issues. Characters have no idle auto-attack. Characters aren't attacking the next enemy after they kill one. etc etc
  21. September 30th - Sad Panda November 3rd - Tankallex November 11th - Bogeyfox November 13th - Labadal November 17th - Malekith November 18th - Sarex, Immortalis November 19th - mstark November 20th - Sedrefilos November 25th - salo, Fatback, Bryy November 26th - Texoru November 27th - Macrae November 28th - Karranthain November 30th - TheTeaMustFlow December 1st - Zinnwaldite December 2nd - gamerdude130, Forlorn Hope December 3rd - Trodat December 4th - curryinahurry, HiroProtagonist December 5th - Doppelschwert December 6th - Elerond December 8th - NothingToSeeHere, Arouet December 9th - Sensuki, PieSnatcher, zhoom455 December 10th - Grace85 December 11th - SqueakyCat, artyom December 12th - IndiraLightFoot, wolfdyne December 14th - Namutree December 15th - Lephys December 16th (full) - Karkarov, MasterPrudent, Bendu, Urthor December 17th - Night Stalker December 18th - ashtonw, Pidesco, Zeckul December 21st - exodiark December 22nd - Arden December 23rd - ShadySands, vril January 5th, 2015 - Flow January 13th, 2015 - ManifestedISO January 15th, 2015 - nikolokolus, h^2 January 18th, 2015 - Lysen January 20th, 2015 - Sondai January 28th, 2015 - Gorbag January 31st, 2015 - JSFOCC February 6th, 2015 - BLnoT February 14th, 2015 - evilmiera March 10th, 2015 - MikeTheRed March 17th, 2015 - Lord Gorchnik April 1st, 2015 - gromnir June 16th, 2015 - Grunker
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