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Everything posted by Hormalakh
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It's bad dude. Really bad. No dramatic pauses, rapid-fire reading, no emotion (anguish, disappointment, anger, despair, fear, etc) i nher reading of the lines. Just .... a little girl reading a bunch of lines.
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Sensuki was able to get the voice acting for pallegina off the files in the beta and uploaded them here: http://www.upload.ee/files/4240874/AudioClip.rar.html I just want to voice my concern for the voice acting done here: this is really shoddy work and not voice "acting" at all. there is no emotion or heart put into the voice acting AT ALL. If Obsidian paid somebody for this work, they should get their money back. It's flat, emotionless, and monotonous. Her rapid-fire approach to reading the lines makes it obvious that it's not speech but pre-written scripts read from a page (and poorly at that too! - She says "will power" instead of "willpower" as if they're two separate words in one example.) look if you aren't going to get quality voice actors, then don't even bother with the VA. We'll have mods fix it (sigh...) Thoroughly unimpressed and disappointed.
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Help please, unable to upload Crash Dump (not permitted)
Hormalakh replied to Silver6986's question in Backer Beta Bugs and Support
please don't unload your dump here... -
Backer Beta Information [Not Live Yet]
Hormalakh replied to Tigranes's topic in Backer Beta Announcements
if you back the actual game, that does not include the beta. At higher levels of backing ($130+) the beta is given free. You will have to wait until the game comes out sometime (in winter?). -
Overly deadly spiders (intentional?)
Hormalakh replied to PrimeJunta's question in Backer Beta Bugs and Support
A few things with petrification: I haven't played the spiders who do it so take this with a grain of salt. The effect of petrification should be visible. Players should also be stunned when petrified, that or increasingly slowed (10%, 30%, 50%) for several seconds (1-3 s) with a 0.5 second stun at the end. -
I think the main issue I'm having with the music right now Justin, is that because there's so little of it, I'm getting tired of hearing the music. It was fine when I first started playing it, but the tracks really get tiring aafter hearing them in the Dyrford for so long. I'm hoping the tracks change up so often while playing. The battle music is also a little "hardcore" for my tastes. Again, I'm hoping there's a few selections on that too.
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What happned to the magic words in spell casting?
Hormalakh replied to ctn2003's topic in Backer Beta Discussion
they should have made one of the personalities "the idiot" so that people could role-play that as appropriate. -
I believe what you're describing is a bug: there's no difference between the MC carrying camping supplies and others carrying them.
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"No Bad Builds" a failure in practice?
Hormalakh replied to SergioCQH's topic in Backer Beta Discussion
I honestly don't care much about the naming of stats as long as players have an intuitive feel or a nearly intuitive one. The point is to make something that is fun and enjoyable, not a chore or math homework (though the math isn't too tough to calculate out, not everyone is good at grinding numbers and spitting out hollow dreams). Imnmersion is a fickle thing that usually doesn't pose a problem if you're having fun playing the game. -
"No Bad Builds" a failure in practice?
Hormalakh replied to SergioCQH's topic in Backer Beta Discussion
If you adjusted the bonus scale for D&D's attribute system to go from -1 at 3 and +1 at 20, you would get the same outcome you're talking about, though -- and that would be a balance issue, not a fundamental mechanical issue. It may be that Might grants too little of a bonus from point to point, it may be that wizards' spells simply do so much damage that a low bonus doesn't have a large impact on their viability, or it could be something else. Josh, one of the things that I think you aren't taking into account when dealing with PoE numbers in general (i.e. not shifting the numbers to negatives and positives and only making things positive, or large numbers, or decimals) is that these "complex" numbers are easy for the computer to crunch but become hard for the players to comprehend in terms of magnitude and implication. 1000% bonus damage? What does that mean for a player? 10x damage makes more sense. Same with other numbers. I really think you should look back at how you're implementing numbers and while considering that the computer can crunch those numbers for you, people have to actually make informed considerations with those numbers and keeping the numbers manageable will go a long way in usability. If people can't make calculations in a first-order model quickly, it's tough to truly understand that system. Ultimately, present the information in a way that most people could understand it. -
The jittering shadows actually loks better. shadows jitter near a flame.
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Cannot cancel character creation
Hormalakh replied to The Mist Devil's question in Backer Beta Bugs and Support
Also true of leveling up. -
Here's another set of suggestions. This time on the wizard's Grimoire. http://www.hormalakh.blogspot.com/2014/08/taking-look-at-grimoire-v257.html
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Description: When creating a pale elf, and choosing skin color, this does not match with the head options that are provided. An example is shown below. How to recreate: 1- Start new game. 2- Create a pale elf (I made male, pale elf from white that wends, wizard). 3- Choose head color 2/3. 4- Choose any skin color.. What should happen: Head and skin tones on the rest of the body should match. OR skin color that matches face tone should be available.
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Description: After running away from battle, combat state never finishes so that party can rest, leave area, save, etc. Steps to reproduce: 1-Start new game. 2- Travel to Stormwall Gorge 3- Activate scouting mode. 4- Bypass lions with BB wizard. 5- Get near Pwgra so that it starts looking for you. Only "activate" one Pwgra so that you can get away. 6- As soon as it is close enough to attack you, run away fast enough that it cannot chase you. 7- Go back next to party. 8- Wait to see if Pwgra follows. If it doesn't, continue to wait. 9- It will never leave combat state. What it should do: After a reasonable amount of time, the combat state should end. Pwgra should return to beginning position. I can't send save file, because it won't let me save. Please let me know if you need any other documents. DXDiag can be found in my signature.
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Bug: Clicking portraits also moves party/character
Hormalakh posted a question in Backer Beta Bugs and Support
Description: Clicking on a characters portrait while having a party member selected will also move that party member to the location underneath the portrait. How to reproduce: Start new game. Select a party member or members. Right click portrait to open up character information screen. Close character information screen. Party members who are selected will now move to the location clicked by the mouse. What is wrong/ what should happen: Character information screen should open without a concurrent "move" order being made. I don't think you need any files. Let me know if you do. -
Bug: Frenzy increasing incorrect attributes
Hormalakh posted a question in Backer Beta Bugs and Support
Description: Frenzy is described: "Frenzy: x1.33 attack speed, -10 deflection, Health and Stamina concealed, +4 Resolve, +4 Might (10.0 sec). Sends the Barbarian into a frenzied state, increasing melee damage and granting a temporary massive Stamina bonus but causing a Deflection penalty against incoming attacks." However, Resolve does not affect health and stamina. Constitution affects it. What is should be "Frenzy: x1.33 attack speed, -10 deflection, Health and Stamina concealed, +4 Resolve Constitution, +4 Might (10.0 sec). Sends the Barbarian into a frenzied state, increasing melee damage and granting a temporary massive Stamina bonus but causing a Deflection penalty against incoming attacks." -
CharGen: my thoughts and suggestions http://hormalakh.blogspot.com/2014/08/character-generation-v257.html
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I've made a few suggestions in another thread I made until I realized that this thread exists. I've attached the same suggestions here in a spoiler. I've also got a few other suggestions: I really find the Aumaua facial models to be in that "uncanny valley" space what with their hypertelorism (eyes far apart). I understand that they are some sort of "shark-people," but the models for the Aumaua should be changed to get rid of the hypertelorism. I've attached a copy of before and afters of the facial models without hypertelorism and I think they look a lot better. I've got a lot to say about the UI and the way abilities are placed and hotkey use, but I will suffice it for now with this singular suggestion: put the weapon sets completely away from the abilities. Put them to the right of each portrait and keep the abilities separate from them. I've done a mock-up of what I'm describing and attached it here. Allow the player to cancel level ups. What if you aren't sure what to level up yet and you accidentally clicked on level up? The same is true for chargen and other "locked screens."
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The specific example I used is the barbarian ability frenzy. to reproduce: Start a new game with a barbarian. Check character record. Notice that hits are 0 for character. Use ability "frenzy" as it self-selects. Recheck character record. Hits are now 1. What it should do: Abilities should not count as "hits" unless that specific ability is an active combat ability and requires a dice-roll to hit/miss. No need for uploads.
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Finally got this unoptimized game to work on my computer...Thank you very much fluffle. a few suggestions right off the bat: 1- I concur about the craziness of combat: one glaring issue I see that I don't think has been mentioned yet is the relatively slow "death animations." With the very transparent selection circles under the enemies (too transparent to see), I don't know which enemies are down and which are not fast enough to select the next enemy. I am pausing battle every 2 seconds because I'm waiting for the enemy to go down to select the next one. Another issue is the lack of contrast among the various combatants. With the spell animations on top of the lack of defined edges of character silhouettes, I can't see where an enemy outline starts and where it ends. This along with the blended feel I get when looking at the battlefield makes it really tough to tell how many units are on the field. If need be, go for the VATS style complete outline with a red or blue of the silhouette for each character, friend or foe. That should make telling characters apart easier. 2- The controls option requires two very important options: (1) scroll speed both with mouse and with keyboard. As I understand it, the current speed is locked to the FPS of the game. With a scroll speed, allow players to move multiples of 2/0.5 in either direction when moving the screen. Put another option for scrolling speed for keyboard only. (2) Mouse sensitivity/speed. I move my mouse much faster than the game is reacting. I need sensitivity. 3- What the heck is going on with these hotkeys? The hotkeys are extremely unintuitive and all over the place. Furthermore, the actual things that require hotkeys (abilities) have no hotkeys at all. Abilities require hotkeys because hotkeys allow a more useful approach to combat (the one time where speed and agility of the player actually matters). I don't care about a hotkey for the options (which should be utilizing the F-keys anyway. What I care about in hotkeys is the ability to reselect commonly accessed buttons (ABILITIES). This is where if Obsidian followed the RTS/MOBA approach, it would be ok. Along the same lines, the current delineation of abilitiesh passive/active/per-rest/per-encounter is completely unintuitive. Filter these abilities based on increasingly fine categorizations. Passive abilities shouldn't even be shown on the hot bar in the bottom left. They're passive and so you can't even really toggle them. Modal abilities should be in a category of their own. It should be quickly evident which abilities are "switchable" (modal) and which are not. Right now some of the abilities which are modal are sitting next to active abilities and it's unintuitive. I haven't played with all the abilities, but I will try to sit down and look at each classes ability list up to level 5 today and come up with a better positioning for them.
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If you are using 32-bit win7, you will experience a lot of crashes during char creation. game not optimized.
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Party speed often moves at a crawl
Hormalakh replied to RobK's question in Backer Beta Bugs and Support
Yes: a banner stating as such (slow mode enabled) would be nice. -
I agree. They should stay at least until either you leave the map or they are covered by FOW for more than 10 seconds.