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Everything posted by Hormalakh
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The lore reason is really the only reason I can think of that sholuld preclude pre-buffing. Otherwise, prebuffing is stupid. As in it lacks any mental effort whatsoever.
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List of Prios to Fix until the Early 2015 Release
Hormalakh replied to IndiraLightfoot's topic in Backer Beta Discussion
Nobody ever mentions hotkeys. -
I really think they should move away from only recovery time and institute a three-layered approach. I believe this is how DOTA2 does it and it feels amazing. *Opportunity time *Action time Recovery time The opporunity time is the time required to stand perfectly still and not institute any attacks before an action is taken. The easiest way to solve ranged vs melee would be this: you increase the opportunity time needed for range vs melee. If an archer has to stand still for a certain amount of time, they should need to do so before they have to take their action, not after. This disallows the "first free hit" phenomenon that Sensuki took advantage of in the beetle fights. He was far enough back to get one or two free hits on the enemies before they were able to close that gap. This should also work the other way for enemies. The animation during the opportunity time allows the player to see the "forecasted" action and react appropriately. The character can move during this time. If they do move, their current action will be canceled. The action time is the time required to actually complete the action. This would be the main bluk of the animation, and the character cannot move during this time (they are planted). If the opportunity time was the fighter swinging his sword behind his head, this would be him swinging it towards the enemy. The recovery time should be shorter (or longer, based on the action) and Sensuki's suggestion should also be taken into account: that recovery time should not be taken into account when moving. Continuing the example from above, this would be the fighter picking up his sword after cracking it over the goblin skull. The character can move at this time; if they do move, their "cooldown" continues to tick away (except for cetain weapons or actions like arbalests or certain spells, etc). The reason for this method is to both allow more fluid and reactive characters while still minimizing "range cheesing." Also, the opportunity timing in the beginning sort of makes players "commit" to an action, if they want to complete it. There also more "expert" things players can do with this approach, for example: "orb walking." That is that while more beginner players might have their ranged players stand still in one position while attakcing, more expert players will know when to wait until before readjusting the position of their characters. They will have waited long enough for the action to complete, while utilizing their recovery time for repositioning.
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I think part of the problem during combat is that sometimes when I'm trying to pause the combat, I pause in the middle of an extremely obnoxious animation that just makes all my units disappear into the blinding, flashing sepcial effects. I think that perhaps trying to increase the speed of the animation of certain effects by even slight number (15% maybe) might help with that. The animations really should have function (notifying the player that something is happened) in mind first before form (how many people's socks are blown off)
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http://thehistoryofthehairsworld.com/middle_ages_renaissance.html I would really love a "barber" in PoE where you could switch up hair styles over the progress of the game. Maybe one or two stores in the game world. No big deal though.
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Good decision on their part. Let's move on to actual criticism now.
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[301] Fine large shields giving inappropriate DT bonuses
Hormalakh replied to Hormalakh's question in Backer Beta Bugs and Support
bump -
Restore the "Beatles" Encounter for Hard Difficulty
Hormalakh replied to Sensuki's topic in Backer Beta Discussion
I second this. If it's hard, that word should have some meaning. -
perhaps the armor maluses should be decreased? less movement/attack speed losses?
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That looks really good, but I'd also like to be able to see Weapon Damage and Weapon speed displayed somewhere, but I suppose the tooltips could be used. Hey Sensuki; the weapon damage and speed is shown for each hand wielding a weapon in the first section under LH and RH (left hand and right hand). You are right though, each weapon set doesn't have its weapon's information immediately available.
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Thanks for the positive comments about the inventory system guys! I know Kaz has seen it, so hopefully it sparks some fresh ideas for the dev team. Cheers to everyone.
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[Mod] Sensuki & Matt516's Attribute System
Hormalakh replied to Sensuki's topic in Backer Beta Discussion
Good luck Sensuki. I really hope you do get a system that is better than the devs. We all win in that case. -
[301] Fine large shields giving inappropriate DT bonuses
Hormalakh replied to Hormalakh's question in Backer Beta Bugs and Support
Oops. Yes deflection. Thanks Matt! -
they did give a reason. the short answer is that combat xp leads to players making choices they otherwise wouldn't because getting XP has more value in the long run than playing the game with your character concept in mind.
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Alright folks. Finally finished my inventory UI update. Please let me know what you think. http://hormalakh.blogspot.com/2014/09/looking-at-inventory-ui-bb301.html
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I have a suggestion with regards to how the inventory and character sheets show the values for health, stamina, DT, accy, etc. It would be really nice if mousing over the icons would show how each value was calculated (including one-handed or two-handed bonuses, boni from equipment, and other bonuses). Also this has been mentioned before, but the abbreviation system for those icons is really bad.
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When utilizing a fine large shield for BB Priest, even when not being used in the weapon set, the DT bonus of "fine" quality is being applied. DT is increasing from 35 to 40. What should happen: DT should continue to be 35 unless weapon set II is being used. Reproduce with BB Priest, selecting between weapon set I and weapon set II. Select weapon set I. Pick up the shield and place in inventory. Recheck DT to see that DT has now come down to 40.
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When in the party inventory screen, switching between weapon sets does not immediately update values on the left, such as DT. Another change must be made (for example, picking up the weapon in the weapon set) before it is updated. To reproduce: 1- Go to inventory. Click on BB Priest. 2- Note that with mace DT is 40. 3- Click on weapon set II, which contains a fine large shield (20 def, +5 for fine) 4- DT value stays at 40. 5- Pick up hammer from weapon set II. DT will now reset to 60 (which is still incorrect because it should be 65).
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Missing String - Master List
Hormalakh replied to NCarver's question in Backer Beta Bugs and Support
In Winfrith's Arms and Armory, the first weapon that he has for sale is "missing string." Worth 12 cp. Image attached.- 78 replies
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Please make engagement arrows "stand out" more
Hormalakh replied to thelee's topic in Backer Beta Discussion
http://forums.obsidian.net/topic/68696-new-build-feedback/?p=1516012 Here are my ideas. -
Alright Kaz and everyone else. Here are more images that I built for the Engagement UI. These are not in isometric angles but you get the idea. Alright here are two more examples of AoO UI that I've been working on: it shows the selection circles, then static AoO UI without a mouse-over option, and finally a AoO UI which is toggled with mousing over the specific ally/enemy. Mouseover is indicated by a lighter color. These are static images because Sensuki had stated taht he doesn't like the animation. Let me know what you think. I'm going to finish up the animated ones and put those up. These are static images because Sensuki had stated that he doesn't like the animation. This next image is a "dynamic one" in that it is animated. The first one is with mouse-over. This second one is without mouse-over. I have the PSD files for these animations, if anyone is interested in messing around with it further. Oh and different sized circles for different sized monsters. I've noticed they do that quite often.
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[Mod] Sensuki & Matt516's Attribute System
Hormalakh replied to Sensuki's topic in Backer Beta Discussion
Let's get back on the topic shall we? Keep your romance threads out of our mechanics thread TYVM.