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Havelok

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Everything posted by Havelok

  1. -It would be more intuitive to have the selection radius be the entire character model rather than just the small cicle at their feet. I found myself constantly misclicking, trying to click on a character and "missing" because I chose to click on thier chest instead of their feet. -I like the fact that looted item's selection radius goes grey after looting. Nice touch. -When playing in windowed mode with multiple monitors open, if you save the changes to any settings, it will reposition the Window in the middle of the two monitors, which is a pain to reposition. -When the quest log pops up it would be nice if we could click on the scroll that appears and it would open the journal to that specific entry
  2. Throughout my time playing the Beta, one thing that has consistently bothered me aesthetically is how small certain Icons appear. Half of the motivation to experience this type of game is the wonderful art. I feel that cramming the ability and inventory icons down to less than their native size is a disservice both to the player and the artist that created them. You can easily see the actual size of the Inventory Icons while trading and when right clicking on an item. They appear to be 30-40% larger in that area of the interface than when in the Inventory proper. We have plenty of screen real-estate.. why not use it? The Ability Icons are another offender. The icons are so small above the character portrait that you can barely discern what they are supposed to be, and often have to go by Color alone. At the current size, they also give the impression of being trivial and unimportant.
  3. They are meant to look Alien and intimidating, especially the Death godlikes, which get a bad rap from almost everyone.
  4. Generally speaking, in-progress builds are much larger than final builds because they contain waste assets and the amount of compression is not quite what it would be in the final product. Some alphas/betas release in a completely uncompressed state.
  5. There are two distinct reward paths in the game. The first is experience points. The second is loot, which includes wealth, equipment and crafting materials. Combat rewards the player with the second reward path, and sometimes the first (if it is an important battle). Quests reward the player with the first reward path, and sometimes the second (If there is a physical quest reward from an NPC). It's pretty cut and dry, and it's clear to me that Obsidian has made the right call.
  6. I agree with you here... Wasteland 2 allows for the use of a "snapshot" of your 3d character model, and I think it's a good workaround for people who can't find a good find for there character, portrait-wise.
  7. Main will be a Chanter. I find them compelling. I'll likely roll with whomever happens to be the Fighter, Wizard, Monk, and Cipher.. 6th member up in the air as of yet.
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