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  1. Just noticed that you don't consume lockpicks, you just need a certain amount to bypass. Question, what are the lockpicks doing in the inventory? Couldn't you move them to a lockpick keychain or elsewhere. Holding them in the inventory is a bit facepalmish.
  2. Hello all, After playing few hours of beta I find out that weapons doesnt add to deflection rating. It seems strange as for sure one defend himself much better with weapon than with bare hands. I think that Obs should think about adding deflection rating to weapons as well. I think that best deflection should have swords, then reach weapons and on other end should be axes and maces. Of course it should not affect damage threshold Good idea? Bad Idea? discuss
  3. Would be awesom to be able to click in the enemy names in the combat log to target or select them. This way, if you read in the combat log that an enemy is performing a special attack against some squisy character, you can click in that enemy name and focus that specific enemy. This is useful in combats with several enemies with same name. Sometimes you don't know which one is the reported enemy in the combat log and I think that the new engine is capable enough to do this and more.
  4. I'm suggesting the developers implement a 'deadzone' where the formation orientation wheel doesn't show up until you've held right click and moved it outside this threshold. As-well as a slight delay when clicking so it doesn't accidentally show up unintended. Currently there's almost no delay (if any) and it makes it an uncomfortable experience when clicking just to move. In practice these mechanics pretty much work the same as what everyone's used to in IE games but a much better look and feel. Please see this video for a working example and description of how I think it should be in Pillars of Eternity. (ignore that it's an RTS, it's the mechanics that are important) Bonus: The 'cancel' command should double as a 'hold position' command (or a new hotkey altogether in the controls menu) so you can tell your guys to stand still even with enemies nearby, keeping formation with a tap of the button. I assume the ability to queue movement is coming? Ideally we should be able to shift-queue movement *and* orientation along with actions/abilities (Cancel command too). It's imperative to your tactics when playing the game real-time. Scenario 1: Telling a Wizard in an open area to move wide on an enemies flank and cast a ranged spell while assaulting the front with your fighters. Scenario 2: Casting an ability, and retreating to cast another ability automatically. Scenario 3: Making enemies chase summons around while you shoot them from range. This is possible in Baldur's Gate so i'd hope we'll be able to do it in PoE. Thanks for your consideration.
  5. As the number of beta backers jumping into the game grows, those General Threads are going to explode. It will become harder to find specific posts and ideas. But we still need some way of taming the fire-hose nature of excited gamers' brains. I propose multiple forums a la my "other PoE", Path of Exile. Note the categorized Feedback forums. I think the intent of the General Threads matches up well with these. In practice, though, we can't just sticky all of them because it uses too much screen real-estate. So the threads just kind of float around, hoping someone clicks on the General Link at the top and then into the correct sub-thread. Possible sub-forums: Beta Feedback - First Impressions Beta Feedback - Classes, Builds, and Balance Beta Feedback - User Interface (Non-Combat) Beta Feedback - Combat Beta Feedback - Story and Dialog Beta Feedback - Graphics and Animation Beta Feedback - Music and Audio Beta Feedback - Other These sub-forums would provide: More discoverability--currently there are plenty of posts outside of a General Thread that belong in one, because not everyone (myself included admittedly) noticed the General Threads sticky. So currently the devs probably need to look both at the forum and these super-threads. Links on the main beta forums page would nicely funnel the feedback. Better granularity of discussion--users having feedback around the spellbook UI, for example, won't need to "threadbomb" users in the same thread already discussing the Inventory UI. More readability--keeping up with sub-threads is not much easier than refreshing the main screen only to find the post you were just looking at just went to page 2, due to the sheer volume of posts (due people not using the General Threads for reasons explained above). More fun--a player especially interested in the UI could "hang out" in an area separate from the storytelling feedback, for example. Better for devs--as a programmer, if I were focused on the UI, I'd love to have a separate feedback forum targeting my area of the codebase. Please consider doing this, I think it will make our beta testing, reviewing, and discussing much easier! PS--super excited for the next build.
  6. I have couple of suggestion on top of my head as I just started to play the game. First when you select a character ingame, you should highlight or change the colour of the portrait so you know which one is active. Second you should also hightlight the portrait of either who is chosen character in current formation of the party so you know who is line the front. third you inventory is sort of a bad solution when you want to filter. If I want to filter on weapon it should be those I see in my inventory and not just graying out the other items in the bag so you have to scroll up/down to weapon. As it is now it doesn't make sense.
  7. I was fiddling around with intelligence and how it affects AoE size, and I came up with some suggestions that would make them generally better. 1 - Spell casting range All spells - AoE included - have a casting range, but that range is never displayed in the game world when casting. It would be beneficial to have a visual indicator if you can cast a spell from where you currently are, or of where you will have to move to cast a spell on a location. 2 - Adjustable AoE One of the benefits of intelligence is increased area of effect. It turns out that this can be a rather big problem at higher levels. Here's an image: This is a 20 Int wizard casting Dazzling Lights. The wizard is at his maximum casting range for the spell, which just so happens to be in the area of effect of the spell. Casting this spell will cause the wizard to dazzle himself. Needless to say, this is rather undesirable. On top of this, the huge AoE of some spells at high intelligence will tend to make them difficult to use in constrained spaces without, say, torching your buddies. As long as friendly fire is enabled (and it should stay enabled, personally), the player needs a way to have high intelligence without it ending up being detrimental. Making the AoE spells have a reducible range would help quite a bit. If this would unbalance spells from a tactical standpoint, then it might be enough to allow the player to cast spells at an effectively reduced intelligence (i,e., keep AoE and duration coupled).
  8. I would really love to have an option to toggle volume for all kinds of voice-acting in the game. Combat shouts and the "affirmative" type of deal when you move characters around kinda get really old after a while so an option to mute them would be very welcome!
  9. I'm sure I'm preaching to the choir with you guys, but it needs to be said: The superb voice acting made the Baldur's Gate 2 characters really come to life. Jon Irenicus, Minsc, Aerie, Jaheira...I remember that dialog to this day. Please don't make your voice talent an afterthought. I suspect you already intend to make it awesome, but just in case you weren't? Don't make Pillars of Eternity sound like Divinity: Original Sin. That is all.
  10. It's one of those things that's not really a big deal, but one expects a double-click to select an item and perform the default action on it. This is true of Windows list boxes for example. So it seemed a little weird that when I went to load a game I couldn't just double-click the game to load it. PS Beta is awesome.
  11. Just a little suggestion for a feature I kinda expected from the GUI: when you get a pop-up about a new quest in the upper left corner of the screen, it would be convenient to be able to click on it to bring up the journal. At least, that's what I did immediately upon seeing the pop-up for the first time (I mean, I clicked on it). The journal should of course open on the newly received/updated quest, so the player can review whatever notes are made about it.
  12. So with my achievement grinding it got me thinking... Enemies scale with your level in The Stick of Truth, I noticed this when battling different monsters on two different level characters. There are certain key points in the story. How would you feel if they added a chapter selection option? You could go back and play your favorite parts or get your missing Chinpokomon, etc. by selecting the chapter you want to play with your character that's completed the game. More importantly... Is this something Obsidian would consider doing?
  13. I request that [continue] choices in dialogues (i.e. when there are no 1, 2, 3 choices) be hotkeyed by pressing 1 rather than enter, or some other key closer to the horizontal numericals. Using 1-2-3-4 etc in dialogue feels like smooth sailing. But then all of a sudden there's that [continue]-dialogue and you must either move your mouse and click the button, or move your hand all the way across the keyboard to press enter.
  14. Now that you released the first video of the game, it's obviously to everyone's joy that the lighting effects are so brilliant. Since that wisp like character moved around and showed off the lighting it really got me thinking : How cool would it be to create caves or certain areas where there is literally no static lighting effects and it requires certain members to equip torches or use light spells? That would be so much fun if you can do something like that!
  15. In most CRPGs, the weapons are too fantastic and don't have any real life counterpart, or they are very common types of weapons and mostly derived from Medieval - Renaissance European weapons. In this thread I would recommend posting some suggestions regarding exotic weapons from real life which can be included in the game. My first suggestion would be the "Yatagan" sword. It is a short sabre which was extensively used in the Ottoman Empire territory between 16th - 19th centuries. It was the trademark sword of Jannissaries. The originality of this sword comes from the fact that it is curved towards the front and has no hand guards at the hilt. It was ideal for carrying as a side arm next to the musket, due to its small size and strong slashing momentum because of having its center of weight towards the tip. Some Yatagans: The yatagan was worn on the waist inside the sash, slightly similar how the samurai used to wear the wakizashi. (On this photo M. Kemal Ataturk posing as a Janissary) While scimitars and sabres have found much place in the games, they are usually depicted as having rather broad blades. I believe this may be a slight exageration while the real turkish "Kilic" (sword in Turkish) is like this: Indonesia and the region surrounding have very peculiar looking weapons indeed. They definitely look as if they are from a fantasy role playing game. For instance the "Kris", a type of dagger, which is distinguished by its wavy pattern. Kris can be worn in different ways: Another very original weapon from Indonesia is the "Kujang" which is a sickle shaped short weapon. The "Kampilan" sword from the Phillipines also looks as if it was created in a fantasy setting, but it is real. It is around 100 cm long and is mainly used with two hands. I am sure the developers are going to do a fantastic game, but it would still be cool to see some of these suggestions included in the game Let's keep posting your suggestions!
  16. In Update #5, the devs have informed us that the major powers of the setting are largely possessed of late medieval/early Renaissance technology, including early firearms. Please, please, please, please do my history-major self a favor and include cannons in that. A brief history: Gunpowder's first use after its invention in China was in fireworks, because why not. Someone got the bright idea to point fireworks at enemy soldiers, which, while frightening, isn't terribly good at maiming or killing. Then, someone got the idea of strapping a gunpowder bomb to a castle wall or door, and that was effective, though rather dangerous. So the first reliable, safe use of gunpowder in warfare was the cannon. The larger barrels of cannons allowed them to handle greater stresses than something that could be carried by a person, which make their manufacture somewhat easier. They also fulfilled a valuable niche: Blasting down increasingly large and rugged castle walls. For this reason, cannons were being used in European warfare as eary as the 13th century--a good two or three centuries before handguns became prolific. Their rate of fire was slower than other siege weapons, but against a wall, who cares? They hit a lot harder, and were scary to boot. Translating this to a fantasy world, the logic holds. The physics are (probably) the same, so cannons are still easier to make. They're still good at smashing down stone walls (even if those stone walls are magically reinforced, given the precedent of firearms being able to puncture such barriers). A lucky shot means they could likely pulverize a lot of large monsters, especially slow ones or ones made from stone. There are logistical difficulties in transporting cannons, of course, and they require more specialized resources than, say, trebuchets, but a wealthy kingdom will very likely find them worthwhile. Obviously, cannons don't need to feature in your average dungeon crawl. I'm just thinking that if we see a siege at some point, or read an account of one happening now or in the recent past, they should be a thing that exists. It's starting to bug me how many high-medieval settings don't have any sign of them, y'know? Thanks, and I'm looking forward to the game. )
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