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ceribaen

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Posts posted by ceribaen

  1. I mapped it to my mouse's side buttons so I could casually tap it with my thumb as I'm moving around - I'd have wasted so much time mousing over crates that weren't actually loot boxes without it.

     

    I actually just remapped Tab to the interactable toggle.  That way I just have to hit it once per play session and not worry about missing anything obvious or having to hold down a button as I run around.

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  2. I remember the DA:O and NWN2 scripts for companion characters as being something I enjoyed having.  I actually think it's a better option than having no true scripts in a RTWP system... I either want full control of my characters in a turn based environement, or I want to be able to have my companions at least behave predictably and in a semi-intelligent way in real-time scenarios.

     

    As it currently stands, I basically play with pause on for most major combat events to try to simulate as close to turn-based combat as possible.

  3. Agreed that having a way to consider mobs is a good thing.

     

    Since almost every other 'difficulty' setting is a toggle, just implement it as such so those who don't want it can have it turned off.  Even make it one of those permanent choice per game toggles.  Then everyone's happy as they can play their single player game exactly the way that they want to.

     

    But even just a simple 3 levels of 'way over your head', 'you may or may not live', and 'you would crush it' set of buckets would be good.

     

    The bear you get some warning from the nearby NPC, though you don't have a frame of reference yet to know whether you're 'special' and therefore much stronger than standard NPCs in the world.  The temple in Gilded Vale though very quickly gets significantly more difficult, so it sucks you into thinking that you're capable of it and then smacks you upside the head suddenly.

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