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Uomoz

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Everything posted by Uomoz

  1. The best feedback post I've read on this forum so far, with a good mix of positive and negative feedback. I agree on all points. 10/10
  2. I don't really understand the arguments of the pro exp-for-kill party. I'm not particularly against it, but I find the obsidian solution ok for the scope of the game. The experience for kills is still there, its considered when attributing the experience "pack" at the end of a quest or at certain checkpoints. The system is made in a way that the experience for kills is granted even to those who resolve the quest in a peaceful way. It's made in a way that consider every encounter you have to go through to reach the end of the quest, even if you need to go to a place more than one time (so it considers the killing of a group of enemies multiple times). I like it.
  3. I liked it! But it lacked any form of positive feedback, only general critique and "I dislike X". I'd rather have heard more about what you liked, even compared to the old monsters in the closet (BG etc).
  4. Now now, not all of us are people that live in the past. I pretty much got what I wanted from Obsidian (bar bugs and unfinished stuff), and I applaud them to the change they made on those outdated/turn-based rules. The feels are right where they should be (BG style of setting) but its definitely new and fresh on many aspects.
  5. Great post sensuki, totally agree! Unblocked LOS is not only unrealistic but also highly exploitable.
  6. Mhh, I firmly believe this inventory system will eventually do what it's supposed to do. As I said, it's rough and clearly unfinished. Still, all the points I made stand, and many aspects of the system are already superior to precedent systems. You're wrong and you should feel bad! The BG2 paper dolls look like burn victims. Mah feels . I really liked them, no kidding!
  7. I actually liked BG2 paperdolls a lot more then BG1, they had a lot more character and were themed to the BG2 artsyle. BG1 paperdolls were kind of bland imho. As I said, the new inventory system condense all the information in a single screen. Removes boring micro-management of weights around different characters, that is not a strategic nor interesting gameplay feature. Gives you one *single* infinite extra container, that works like a bag of holding, but with interesting (strategic!) restrictions. All in all far superior.
  8. Personal opinion: I really don't understand people actually praising IE games inventory system. I mean, it was ok for the time, but switching between characters to find where an item was or open all the diverse containers was a chore. PoE system has a rather rough interface but it's already leaps ahead of the old IE inventory. And the paperdolls in IE games were kind of ugly, imho inferior to the current PoE implementation. Kind of against the so popular "didn't need to reinvent the wheel", I believe that the old rusty wheel needed to be changed.
  9. I'd love more general visual feedback for every action and effect. I agree.
  10. Could it be that the game is not truly fullscreen but borderless window? Same problem here.
  11. Insanely hyped by the idea of a personal storyline as there was in PST. OBSIDIAN DELIVERS (probably) :D
  12. [Description of the issue] After some unknown trigger, the zoom is locked on a determined altitude. [DETAILED list of steps to reproduce the issue AND what to look for] It may be triggered by combat, but I'm not sure. Haven't managed to replicate it with a specific procedure. The zoom is locked at a certain altitude, while some things keep on getting updated/changed following the scrolling of the mouse wheel. Fog of war changes as if I was zooming in (with the un-fogged part occupying a bigger part of the screen), while staying at the same level, granting more map vision (images attached). Also some sort of bright "shadow" around the characters grows and shrink depending on the changing zoom level. [Expected behaviour] The zoom continues to work normally. [Other remarks / Comments] [Files]
  13. I've no idea about the font bug, but it seems to be happening to everyone. The floating items bug can be hotfixed via opening the crafting submenu and closing it.
  14. Hmm, have you tried validating the files via steam? It may be a corrupt installation.
  15. I believe those are temporary icons, so it's not really classifiable as a bug. Certain items have the right icons, many others don't. Also, *missing strings* are what programmers use to identify something that's missing text: that's probably some wearable item that still misses its name and description. EDIT: derp the forum moves so quickly
  16. It happened to my mage and priest as well. For the mage, of the starting equipment only the shield remained (in the weapons slots). I'm not sure about the priest, I forgot to report it immediately when it happened, but she missed the main weapon. I also remember that I didn't save/load, so it could be related to zone transition.
  17. Also, that's the problem of a party based on a single frontliner. Of course he/she needs a lot more attention, where in a party of multiple melee the aggro and the damage can be easily distributed. In the end though, the average damage taken per fight would be aproximately the same. So the system is basically perfect as it is.
  18. I'm a rabid dota player (3000+h) but I also rank Torment and BG as the best games ever, so I feel that the OP opinion has some very good merits.
  19. I bet coop (like BG) will be in for the next game of the serie, after the engine and ruleset will be safe and sound. I'm like 100% sure about it. After all, it's not pvp multiplayer, so it doesn't require any "balance" passes. The story needs to be more IWD then BG\PST though, and for the first game it's not the case.
  20. One can, like, update the game then go offline mode, if Steam online is such a hassle and still wants autoupdates.
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