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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. IIRC, the beta was included if you donated 165$ or more, but perhaps I'm wrong.
  2. Agreed. This is yet another weird UI and/or text/bark overlap in the beta build.
  3. I created a similar thread a few hours ago in this forum, but here goes anyway: I haven't had time to look for this specifically. So far, I've only found one little typo: Winfrith in Dyrford says: ”Always glad to s a new face…”. Should be ”see”.
  4. Having been more or less in the objective xp camp, I'm having second thoughts now, after five hours of beta. I picked Easy, because I was in for some bug hunting as well. However, being a pretty seasoned CRPG:er, and I rarely pause too, I didn't even reload once. Without spoiling too much, I had my party of five (I added a six member right before I quit the game, and then wasting 4,000 cp on a lvl 4 adventurer that came out a lvl1 adventurer) doing the following tour: They did pick up a convo-hidden quest, but then decided to go into the Gorge six hours away and fight some pretty tough prides. I was proud after having survived those. Then I decided to do a little adventuring in Dyrwood Village again, and thereafter I went away to Dyrwood Crossing, and pretty much cleaned up there. Without return to the village, I pushed away a certain heavy stone feature, and found myself in some ruins with pesky cultists with some pretty rich loot to beat. I did everything there, and I only had a couple of doors to pick (Mechanic 7), when I went back to the village (all in all, five hours of playing), to rest for a second time at the inn. -I didn't die once. No reloads. I used six camping rations in that time. Some encounters were hard, but I was happy to survive those. It was loads of fun. -I by-passed heaps and heaps of what I though were counting as objectives. I was mightily surprised to see that my xp gain during 5 h of RL time, or 26 h of in-game time, amounted to zilch and nada! I must say this: either what's counting as "objectives" need a big overhaul (it must be segmented into encounters and small segments - just quest xp is not enough for me to get that IE-inspired feel), or I'll join the xp-per-kill-camp with a vengeance.
  5. Thank you! I've played it for five hours so far, in one sitting, and overall it's a feast for sore eyes and ears! I absolutely love it!
  6. Heh! I must admit, I sat down for five hours staright playing, so I haven't ever re-loaded the game or a save.
  7. Indeed! A huge and warm hug to all peeps over at OE in Irvine!! In the midst of getting loads of bugs dumped on you, perhaps you Obsids might forget that we love what you've created here: An IE-inspired party-based CRPG for 2014. Overall, it's a fantastic experience already, just trying these few maps out, hearing the wonderful music, seeing and hearing all the great effects, and enjoying all the genius-scripted stuff. Thank you!
  8. I'm at that very resolution, and yes, it's too small as well. I reckon, this is easily fixed by OE: just combine our suggestions here - I really liked Osvir's adaptable-glove-pointer-idea.
  9. I haven't had time to look for this specifically. So far, I've only found one little typo: Winfrith in Dyrford says: ”Always glad to s a new face…”. Should be ”see”.
  10. Things I like about the game so far: -Intro screen music is just great. It reminds me a bit of Storm of Zehir. -The combat music is really engaging. It has beauty and urgency rolled into one! -I like those choruses! -The Moon Godlike is cool. Almost alien, and with interesting capabilities. -The water effects are most of the time stellar. -The ambient sound effects are brilliant overall. -I love Stormwall Gorge, especially when it was moonlit, and getting attacked badly by elder lions. -All the flavour currency is a nice touch. -That you can find Camping Supplies as loot is pretty neat, as long as they are rarities, of course.
  11. Where bridges meet roads, there are dirt mounds that don’t blend texture-wise at all. They all look the same, and seem to have been just dropped there. I presume that those texture blendings haven't happened yet, and that's more or less placeholder, because most stuff in the backgrounds look good.
  12. I know. I actually love the glove per se.
  13. Having played the beta a bit now, I’ll have to join the crowd that said that the 3D-models of the PC and the NPCs don’t pop enough, already before the public beta was released. They don’t stand out from the background to make them clear and distinct. Mind you, this is not a call for a more cartoon-y look or anything like that. I really wish to keep the realistic aesthetics you have going, but we need to be able to make them out better when they move over the 2D background.
  14. In shops, the light-coloured planks to the left displaying the assortment still needs to get a bit darker. It strains the eyes with that white description text on top. The same light planks with white texts on are seen as the background for save slots, and when you pick which resting comfort you want at the inn, for instance ”Old Stables”.
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  15. The cursor pointer, the gloved pointing hand, has a colour palette and texture that blends too well with other UI elements/textures as well as the background. Also, it’s contour is not exaggerated in any way. At least make an alternative pointer that stands out more.
  16. -When going through the various tabs in the Options menu, there are three that, when active/selected, makes the others totally invisible (the framed-in text plaques to the left): Game, Graphics, Sound. -When you’ve picked a new game, a big, white, and airy Pillars of Eternity logo appears in the centre of the screen. It lacks any borders, and can be hard to see in among the smoke, fog, whatever. I’d prefer a slightly more elaborate logo, and something displaying more weight and solidity, given its name ”pillars of eternity”. -Also, the otherwise nice cursor pointer, is not clear enough in among the UI
  17. -The 3D model of the female Boreal Dwarf in the character creation is an insult to all Dwarves! The kohl pencil eyes and the bland face alone is not good. And that early art concept of it was among the best pictures shown during the Kickstarter or right afterwards – the one with the bow and the snow. -The 3D model of the female Mountain Dwarf head 1 in the character creation is just as pitiful! It lacks almost facial features. It’s a blob face with a dorky expression and mould for face colour. - The 3D model of the female and the male Hearth Orlan in the character creation is almost as bad as the female Dwarves. The colour and appearance resembles a goblin or something. It has nothing on that detective urban Orlan we were shown earlier. - The 3D model of the female Pale Elf head 3 in the character creation has deplorable eyes. It looks like she’s carrying around all the worries in the world right behind her sockets. - The 3D model of the female Death Godlike in the character creation has facial smoke and facial colouring and facial horns tht blend into each other, so it’s hard to see any details and features. More contrast is needed. The male Death Godlike with the big rhino works slightly better.
  18. Ah, that explains a lot. Thanks!
  19. My BB Rogue became invisible and super quick right after she equipped a Necklace of Fireballs, or actually, she didn't become entirely invisible: You can see her cloak flapping about when she whizzes around. It's hilarious, and I did reproduce it with the BB priest when she equipped another Necklace of Fireballs in the same ruins. Weird!
  20. In combat, if you have lots of melee-attacking pcs surrounding one enemy, it almost regularly causes a battle throng, which leads to one or more pcs stuttering heavily, and thus failing to attack, or to move, or to do some other important task. This certainly cripples the combat experience right now. I suspect this is part of the pathfinding issues, though, and that it will be fixed pretty soon.
  21. -A few of the numbers are flickering in the mouse-over combat info window UI. I know the blinking is intentional. I mean the flickering of those numbers as in glitching. -Combat log. If I don’t want the combat log on during combat, and I have picked the text log, it forces me into the combat log when combat starts. That should be optional.
  22. You can block NPCs on waypoint walk-abouts indefinitely. For instance, the lord in Dengler’s Dracogen Inn in Dyrford, I can place my party by the bar, and then watch how the good lord tramples the same spot for an hour, if I so wish. This might screw up quest progression and such. This may wreak havoc big time.
  23. I have played for a few hours, and almost all stuff I find, I can pick up. There's one big exception, though: beetle shells. It's impossible, and they respawn all the time, when I re-enter maps within a gaming session. I don't get duplicates, but those that gets pseudo-picked up (their loot icon disappears, but no item in invo), will be replaced with a new fake loot icon with an "un-pick-uppable" beetle shell.
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