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Pineapple Ferguson

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Everything posted by Pineapple Ferguson

  1. Is that what that does? The way it's phrased in the tooltip (determines how often NPCs will play their voice cues) I just assumed it affected selection/action sounds, not dialog VO. I'll give it a try. Edit: yeah, I think I was right about that. All that slider does is determine how frequently they will speak when you select them or direct them to perform an action. It doesn't seem to have any affect on dialog speech. You had the wrong slider then. You can disable all VO with the olume slider in Sound menu - I did it and it works perfectly I don't want to disable *all* VO. I just want it to be less intrusive and more like IE.
  2. Is that what that does? The way it's phrased in the tooltip (determines how often NPCs will play their voice cues) I just assumed it affected selection/action sounds, not dialog VO. I'll give it a try. Edit: yeah, I think I was right about that. All that slider does is determine how frequently they will speak when you select them or direct them to perform an action. It doesn't seem to have any affect on dialog speech.
  3. I'll be honest; I find the voiceovers in PoE to be distracting, especially with descriptions of the character's actions or gestures interspersed. One of the things I liked about the IE games was their minimal approach to VO (even if it was due to budgetary constraints.) In the IE games, an NPC would voice the first line or so of a dialog (and occasionally the last.) This allowed you to get the tone, but then read the rest at your own pace, and when their was a voiceover, it often had the effect of feeling more meaningful and memorable. So, how about implementing an "IE style voiceovers" option in a coming patch? I can't think I'm alone in thinking that this would be a great feature.
  4. Thanks for the updates!
  5. First, I'll say I haven't played since the first iteration of the backer beta, which *was* a bit of a let down, so I've just decided to stand back and see how things shape up. I did enjoy watching the live stream and am generally pretty excited with how much the game has improved. The combat in the dungeon still looked a bit hectic and chaotic, but I'm going to chalk it up to Josh's familiarity with the game and assume that as a player, I'll be able to achieve the same level of comfort with the mechanics once the shipped product is in my hands. Anyway, on to a couple of admittedly nitpicky suggestions which have more to do with immersion than anything else. Are all of these realistic? I don't know, but I will say that (imo) the small touches and details had as much to do with the memorability and experience of the old IE games as did the story and combat. When having a conversation with an NPC, have the line of dialog that you chose be the first line shown in the conversation so you can easily refer to what you chose. I'm referring to the discussion with Sagani where it's not always evident what that player chose. With respect to the same conversation, it'd be nice if she actually turned to face the person with whom she is talking. Throughout the whole conversation, she's facing away from the player characters as they talk to her back. When first entering the Woodend zone, around the 45:00 mark, there appears to be a fox or some other inconsequential bit of decorative fauna on the road that just stands there as the party marches over it. It'd be nice to see a bit of reactivity as the beast actively flees from the tromping boots of the party. In the second level of the dungeon where the party interrupts the ceremony lead by the high priest (32:45), it describes a cacophony of screeches, growls, barks. It'd be great if you could actually *hear* it as you got close to that room to get a sense of uncertainty and dread rather than stumbling into a big text reveal. More ambient noise and background characters in the cities! That's all I can think of at the moment. The game's looking fantastic and I'm really looking forward to playing it. Thanks for listening.
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  6. I personally feel like something's missing without combat XP, but I'm also willing to trust that the devs have made their choice after giving it careful thought. Guess we'll have to wait and see how it turns out...
  7. Really looking forward to the next patch to see how many of these minor, yet important issues they've been able to address.
  8. Has happened to me several times. Quick save/load.
  9. I'm enjoying what I've seen so far, but it's definitely a beta. Unfortunately, the combat seems to be the weakest part for me. As others have mentioned, I think things move too fast once combat starts (actually I think in general, the movement speed is a bit on the fast side.) Mobs move very quickly to engage, and in general it's difficult to track who is doing what. Similarly, it's hard to actually tell who has what targeted. I can rarely tell if my fighter has a creature engaged, if my rogue is engaged, and sometimes, it's even hard to see the mobs themselves. I fought the group with the boars near the start and it was really hard to see the boars in the grass. I think some of this may be due to the angle/perspective, so I'm not sure what can be done about it. Either way, I'm not thrilled with the combat at this point. I'm trying to think of what the IE games did that made combat work better, and I think some key differences are: The generally slower pace. PCs and NPCs had a bit more space between them, making it easier to tell who was doing what. The view angle was a bit more top-down. Better reactions and feedback on hits.
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  10. I wasn't originally planning on trying the backer beta, but I'm kinda bored with D:OS (and haven't finished it) so now I really want to check it out.
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