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AndreaColombo

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Everything posted by AndreaColombo

  1. If you had killed the dogs outside the keep, you could've cooked their meat into a stew and put it there. It would have attracted the Umber Hulks, keeping them out of your way. How so? I really like it! Actually there's an option called "Scale User Interface" that does (almost) that.
  2. You can change that if you want. On the top right corner of poedevtracker.net there's a cog icon for options that lets you tick "Show posts from the "Backer Beta Bugs and Support" forum".
  3. Honestly I've always considered Irenicus to be a pretty great villain. He has motives that are personal (not your average "I want to rule the world" ****e), and he doesn't even hate you on a personal level. He's definitely not your classic "mwahahah I'm evil" boss.
  4. Mandatory from day one for me.
  5. Item icons and most portraits are pretty rad. Also I greatly appreciate that companions will have their own distinctive portraits rather than draw from the PC portrait pool.
  6. I see the rationale but most of the stuff in this thread should really be fixed and posting each issue separately in the bug forum would possibly give it more visibility/chances to get looked at, imho.
  7. So much agreed on everything the OP says.
  8. I find it plenty distracting, personally. Swords are especially painful to look at even in-game, despite the smaller size. CC, inventory and level-up screens show jaggies everywhere around models. Besides, in 2015 there really is no reason for a game not to offer AA support (MSAA at the very least, though SSAA remains my preferred option since PoE won't be graphically taxing).
  9. I am soooo going to use this mod for my every playthrough. Thanks, Bester and Sensuki!
  10. If we're talking BG1, then yes, I do like them. The design is simple but it looks good. I agree Planescape: Torment had better looking sprites, but that game is quite ... peculiar, compared to other IE games (it even had unique sprites for every joinable NPC). Even then, mirroring them was a poor decision (mirroring is really lame). BG2, on the other hand, changed player-character sprites to those mirrored, tiny, poorly designed ones that I really dislike. Quite unsightly.
  11. ^ With those tiny, mirrored sprites for player-controlled characters? No, thanks. Give me BG1 sprites any time of day and night!
  12. Character models could really use AA in this game. At least MSAA (possibly + TrSSAA).
  13. I must say the UI and icons look pretty good
  14. Yes please. This looks so good and feels so IE!
  15. I recall there being issues with characters that were almost transparent in the first few builds of the backer beta but that doesn't seem to be the case any longer. What issues are left with contrast? Things look pretty good to me now.
  16. Hi, quick question for the devs: Is it possible to bring back per-pixel occlusion on selection circles in the form of a toggable option? I understand the reason why it was removed, as occlusion hid selection circles underneath tall grass, spell fx, etc. and that was absolutely a legitimate concern. However, there are places where having selection circles on top of everything else looks kinda funky, like in this caption I took from Shevek's youtube playthrough of the the backer beta: Plus I like the idea of selection circles rippling underwater That said, I do realize this is super minor and I do not advocate that much time be spent on it, if at all. If it is something that can be easily and quickly turned into a toggable option, that would be rad. If not, that's also totally kewl.
  17. How come you're playing with Color Blind Mode on? Tangentially, is there a way to apply per-pixel occlusion to selection circles like it used to be in the first version of the beta? I understand the reason why it was removed, but now selection circles are always on top of everything and that's immersion breaking at times. I wouldn't mind the option to revert back to original behavior.
  18. I normally only lurk but as Sensuki has been described as a single very loud individual, I wanted to point out that I agree with pretty much everything he said about the engagement system; I just didn't bother posting about it because he already had my back covered and explained things much better than I ever could. However, to recap: Engagement does nothing to prevent kiting. Sensuki's videos clearly demonstrate that kiting is still very much possible. Engagement makes certain playing styles (that were never a problem to begin with) not viable for no good reason. Engagement adds zero value to combat. So far I have not seen a single post providing evidence to the contrary of any of the above. Re: exploitable mechanics in IE games. Just because IE games had exploitable mechanics, it doesn't mean PoE should too. Spiritual successors are not supposed to bring back the bad sides of the games they pay homage to. PoE, being the spiritual successor to IE games that it is, should have BG/IWD-like combat minus the dumb A.I. and exploitable systems. End of story—no two ways about it.
  19. ? As in, those are your cans through which you're listening to the stream? On unrelated news, I hope the stream will be available on YouTube afterward (1080p, FTW!).
  20. Not playing the beta but I figured color-coding spell icons would be a given in a IE spiritual successor (or any RPG, really; I know it is not, but it should). Makes things a lot more intuitive.
  21. Wait, they're gonna sell this? I thought it would be an exclusive backer item?
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