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Found 88 results

  1. It's really annoying when I unpause an auto-pause because I'm trying to pause at the same time. It would be great if you were unable to manually unpause the game for 1/3 to 1/2 a second after an auto-pause. Thank you!
  2. - Character selection circles colored by the character color from inventory screen, would make it easier to just glance at see who's who in tight situations - Confused characters should act as neutral (yellow?) in combat. I hate when the party attacks their confused allies or can't attack (unless forced with A) enemies. - Action queue shows up top of the toolbar when selecting a character, and in the screen (dotted line for move orders). Chaincasting / using skills is quite tedious right now. There's a small window when the spell starts to go off to when it's cast while assigning new orders is confusing. - Pathfinding needs some work, with more than 2 melee characters (even if the other guy has reach) you need to micromanage every attack order. - Color-code items more, plain fine,exceptional etc. items should stay blueish, if the item has other magic properties make it green and if it's an artifact make it yellow/goldish/bronze tint. (Sell all plain items button anyone?) PS. The auto-pause options are amazing!
  3. Some UI elements appear very pixellated compared to the rest of the UI when upscaled to 2560x1440. TO REPRODUCE: Load the saved game attached on a PC whose monitor's native resolution is 2560x1440, and play at that resolution. Select Kana. Observe how the Chant icon and the stave look very pixellated compared to any other UI element. Access the map. Observe how green selection circles on the map are very pixellated. Go outside and reach the edge of the map to bring up the travel interface (world map). Observe how the icon that marks the party's current whereabouts is very pixellated. SAVED GAME: link. (again, can't attach it for some reason.)
  4. Heya So, I'm close to finishing Defiance Bay, been questing like mad and got a ton of items, and vendors selling a whole lot of items. The problem is, I don't know what any of them do. The Larder Door for example, the shield you get from the blacksmith quest at Gilded Vale. It says it grants bashing, but there's no explanation what it does. Now, I googled it and got an answer, sort of. All I understood it's used as an off-hand weapon of sorts. But there are a TON of items like that, especially on vendors with high prices, that I have no idea what they do. Shod-in-Faith boots you can buy from the forge-master at the Crucible Knights place. It's well and good it says Spell Holding: Consecrated Ground - Grants Consecrated Ground. But what is this Consecrated Ground ? What does it do ? I tried to buy it, and equip it, but I see no added effects or spells. Also, a lot of Spell Striking items. I read somewhere what they do, and I understand. But all of those items need to have proper, clickable, tooltips that show the proper spell description and an explanation how they work. I can't go around buying everything and looking for a fight to test those items :/
  5. Is anyone else having trouble discerning which character is which in combat? I know the green ring around your party member becomes a little brighter when he is selected, but the difference is too subtle and not bright enough. Someone should tell the devs to fix this. I know Silent Storm surrounded characters with green auras, but the environment colors were a bit more drab than PoE. ToEE only put the circle around the selected character. Any other ideas?
  6. This is a graphics glitch that takes the form of a blue bar that obfuscates the bottom part of the screen, therefore covering the UI. It happens whenever I move my characters, but stops happening when they stop moving. I have tried disabling AA, disabling Vsync, windowed mode, and updating graphics drivers. You can replicate this bug by moving your character(s). This bug only happens when they are moving, and stops when they are still. Screenshots: http://cloud-4.steamusercontent.com/ugc/528385406420959411/3879FC4D11B3F2A827E3A2448FEFA14B0714B916/ http://cloud-4.steamusercontent.com/ugc/528385406420958459/69B5759A03E556AECDDAE6836AA6603726A0AC4A/ Dropbox file: https://www.dropbox.com/s/7137em9b0w0p74h/Blue%20bar%20UI%20glitch.7z?dl=0
  7. A feature that would make stronghold management easier would be to auto-scroll to the newest stronghold 'summary' entry, or invert the enteries so the newest ones were at the top. I find it annoying that I have to manually scroll (the ever increasing distance) to the bottom of the screen just to see what just happend with my stronghold.
  8. upon finding out a few things i have become kinda confused about some of the choices they have made with poe. no ambient sounds or movie sounds sliders on release and wont be able to drop itemes on the ground??? I mean this is standerd stuff Wastland 2 you have all of this. whats really weird is theirs a space in the sound opens menu like they wher planing on it but cutt it out? sutch a huge shame How about you guys think poe NEEDS sliders and droping itemes on the ground? or is it crazy talk?
  9. Hello devs/others, I just wanted to offer my feedback on the game. I haven't gotten all the way through yet, I'm only about 55 hours in, and level 9 (the next plot quest in my queue is "Undying Heritage"), but I wanted to leave a lot of my initial impressions type feedback now, while it's still fresh in my mind. I normally don't play games on release (I held out until Witcher 2 EE was released to play it at all, despite loving the first), and I'd been planning on waiting till the expansion to play PoE, but my excitement got the better of me. It's been 2.5 years! I've read every kickstarter update, and been checking the forums and dev tracker religiously since last summer, but I almost never post, cuz I'm a Watcher. I was not in the backer beta, and I jumped into the game on hard/expert, without actually reading the manual too much, thinking a modern game should do a fine job of explaining itself. If it helps qualify my feedback, I'm mostly a powergamer, I've spent hundreds of hours in the IE games, and my top 10 RPGs of all time are: ****************** GENERAL FEEDBACK *********************** For starters, I love the game. I think my pledge was totally worth it, and I'm glad I ponied up for the expansion and some playing cards as well. I think you guys delivered on what you promised, and the game deserves the 93 metacritic it has right now, and a 9.5 from users. Seriously. I want to be very clear about this, because I'm going to say a lot of things shortly that might seem overly nitpicky or critical, but I only say them in the interests of making a Perfect Game in the future, via sequel or expansion. AND because Jorge said you like every bit of feedback, so blame him. I like the music, particularly the main title. I know some people have complained about the combat music, but to be honest I just tried to remember what it sounds like, and I have absolutely no idea. After spending hundreds of hours in BG2 the only music I can remember off the top of my head is from character creation also, so maybe it's just me. The slow mo mode is great The fast speed mode is even better, but I really want a 4x option, not just 2x. It's still tedious walking back and forth across maps. In the IE games I just enabled the cheats and would teleport my party around city maps, to avoid having to watch them walk. I miss party AI a lot The graphics and sound are everything I would ask for. The dyrford area is particularly pretty. I've found a number of technical issues (most of which are minor), which I've reported in the support forum, but in general the game has been very stable for me and run very smoothly. I'm generally pleased with the level of technical polish. I do have a background in software engineering, though, so maybe I'm more understanding/forgiving of these things than your average user. I wish you'd stood strong on the locks and traps xp, and left it in the past where it belongs. The things in the chest are the reward. I actually like the bestiary xp, on the other hand. It's a pleasant reward as I fight things (and there are lots of things to fight on hard, apparently), but it doesn't encourage me to wipe every map clean. Plus it makes sense that I gain xp as I learn about a creature, but once I know all of its secrets the xp flow stops. Good good. I like the idea of the "accurate" fonts in the almanac, and the notes in the margins and stuff, but I have to really concentrate to read that gothic font I know this probably isn't your guys' fault, but it's slightly disappointing my physical copy hasn't shipped yet. Not that it really matters, I don't have the collector's edition and I already have a digital version of the game. ****************** USABILITY/UI *********************** I like the general look of the game HUD (I've only used the solid version). Since I'm playing on hard, I've never seen any of the little creature UI bars or anything like that, but I honestly think they're unnecessary. For me, I have all the information I need just looking at my screen. Which is great! I wish there were hotkeys to quick cast abilities and to switch weapon sets It would be nice if the companion quests had their own category in the quest section, because their names are hard to remember and I keep clicking on them looking to decide which quest to do next. If they don't get their own section, highlight them somehow so they're clearly companion quests I like the inventory, journal, and stronghold UIs The buying/selling UI is awful. I have to click like 100 times to sell up all the xaurip **** I picked up (which is apparently my main source of income for a while). There should be an option to select all [level of quality] items, or move every item of a certain type into the sell box. It's also tedious to scroll through the vendor inventory, and the sort buttons should actually remove items from the list, instead of just greying some of them out. I think not showing spell area indicators on expert mode is a huge mistake. I cannot for the life of me understand why someone would want to play without being able to see the exact AoEs of their abilities. It's not like counterstrike where no-scoping makes you a pro, and not having AoE indicators in the IE games was a failure of UI, not something that should be replicated. This game is about pausing and planning exact movements and strategies. Since I never played with the circles, I had to straight up guess at my abilities when I started playing, and as a result I'm completely unable to carefully place area spells amongst enemies I'm engaged with. All 4 of my friends I mentioned that "feature" to thought it was ridiculous also. the links and tooltips to explain game mechanics are very useful When I first started making my character, the game asked me to choose a race before ever explaining the attribute system. It would be nice if the char creation screen featured the same tooltips that the rest of the game does, because I had skip forward to the attribute allocation, read about all the attributes, and then go back and start again. I could've minimized and dug out the manual, but to be honest I didn't trust its accuracy, because I know lots of things can change in the last month before release The enchanting UI isn't super clear. I initially held off on enchanting things at all until i was level 7 because I didn't know if I could later overwrite or remove enchantments. Actually, I'm still not sure if you can remove them. I know portraits are super time consuming, and it's unrealistic to expect a portrait for every 3d face in the game, but the godlike options are quite limited in terms of portraits, at least for death godlikes. Also a lot of the portraits were a little more... happy? than I'd like. I don't make whimsical characters with bright eyes or wide smiles, I make characters that kill whimsical characters with bright eyes or wide smiles. I felt like some of the more serious portraits were kind of over the top with snarling or making angry faces. I actually almost reconsidered my character archetype because I couldn't find a portrait I liked, and eventually chose a helmet with horns that very vaguely resembled my godlike's head. If it helps, my favorite set of portraits from the IE games was from IWD2, by far. Actually, does anyone know if you can import portraits into the game? I'll just copy those over. I wish the game actually did the dps calculations for me, so I could see EXACTLY how changing armor types is affecting my damage output. ****************** COMBAT/MECHANICS *********************** On the whole, I think the new/updated mechanics are great, I think the design team did an excellent job Engagement is good. Third ed D&D had engagement in the form of of attacks of opportunity, and I think the ability to control areas makes this game far more tactical, not less I think the tactical choices between different spells and damages types is pretty good. I always look for which saving throw type an enemy is weakest against, and cast that sort of spell at it. I don't bother to check enemy, DR values for different physical damage types, but I know that I should. I just don't need to. My initial impression of spell diversity is that it's pretty good, in terms of both effects and damage types, but could definitely stand to be fleshed out a bit. A good starting point, though. Thank god there is no ammo. Dealing with ammo is ****ing tedious, and there's no point to it. Thank god for the stash. Filling every inventory with gems and other **** you're just going to sell so you can pack it out of the dungeon is also tedious. I like how some items automatically go to the stash There seems to be absolutely no incentive whatsoever to diversify skill selection. Seems like every character should put points into one skill, and only one skill, with the possible exception of athletics, because damn that priest getting tired is annoying. As far as I can tell, survival is useless and mechanics is super, super, super important. Stealth is useful for stealing some trinkets, but not really important either. Lore lets me use scrolls, which is moderately useful It's tough for me to tell how useful any of the skills but athletics would actually be in conversation, because expert mode doesn't show me dialog options I can't choose, so maybe some of my perceptions are off I wish I could stack bonuses from items. I understand this is hard to balance, but it also lets me customize my character more heavily The rest supplies limiting... I understand why it was put in, but ultimately it doesn't actually keep me from just going to the inn, getting some more, and heading back down. It makes rest spam more tedious, but doesn't actually remove it. It might be an unsolvable problem, though, aside from just removing the ability to rest in dungeons, which is far more realistic, but maybe a little too punitive. I don't know. I think the resting supplies was maybe the best possible solution, but that still doesn't make it a great one. I really dislike the whole "stealth is scouting" thing, it just makes me creep around the map really slowly so I don't miss anything secret. It's tedious I also don't really like how every combat starts with stealthing the whole party in Characters should be able to stealth invidually I think the general combat and game balance are vastly superior to the IE games, as they should be. I'm going to enclose a ranting digression about why I believe this is so in spoiler tags here, because it's not completely germane ****************** CLASSES/RACES/ATTRIBUTES*********************** I think wizards and rangers are by far the weakest classes, just from my experience with the companions The wizard's spell selection just doesn't seem to be as good as the druid's, at least early on. Seems like the druid not only has a bigger spell selection because he's not grimoire-limited, but he also has great untargeted (returning storm, anyone?), and single target damage options. Druids also have the summon, which is amazing. I couldn't imagine beating the game without a priest, which I think is a problem. I think the buffing and healing should be distributed a bit more amongst the other two heavy caster classes, so you don't HAVE to have a priest. I also think the priest should have a little more offensive capability in terms of spells, but that's just me. Every fight he just casts buffs or heals constantly, unless the fight is easy, in which case he just stands and fires his rifle. Ciphers seem to be amazing. I'm totally going to make a cipher as a second character. Three bouncing mind blades at the start of every fight? My cipher OWNS groups of enemies. Not to mention the damage amp spell (hourglass icon, can't remember the name) is fantastic against boss type enemies. She even hits pretty hard with her attacks, thanks to soul whip. I don't think the value of immediately available, limitless, per-encounter abilities can be overstated. The chanter seems to be sort of a reverse version of the cipher in that he has to wait a long time before casting one ability, then wait a long time again, and it's definitely for the worse. I think the idea of the class is really cool, and the passive, customizable chanting is good, but it absolutely pales in comparison to my aforementioned bouncing blade salvo at the start of every fight. My chanter will get off one, maybe two spells per encounter, and while some of them are really good, it's just not as powerful. I think the speed at which he sings should be sped up, so he can cast real spells sooner into combat (the first 10 seconds of combat usually determine how things will end), and I think his chanted verse effects should persist a bit longer. I think the mage desperately needs more per-encounter abilities. I carried the mage companion until at least level 6, and he was the main reason I had to rest. That, and the stupid priest running out of health constantly. He just doesn't have enough spells on demand to compete with the cipher in terms of damage, particularly since all his damage spells I've found also hurt my party, and he can't sustain damage output. I think the wizard should be able to use one free spell of every level he knows, per encounter. That way he's useful and exciting in easy and moderately difficult fights, without completely blowing his load before things get serious, if you know what I mean. I can't speak to the paladin, barbarian, or rogue, because I've never seen any of them. The latter two look good on paper, though. Haven't read much about the pally yet. The ranger seems to be bad. Which is really unfortunate, because I like playing them. I think the issue with the ranger is they're penalized so heavily when their pet dies, and the pet just dies like crazy. That thing lives to die. My experience with the ranger (who I carried with me for 2-3 wilderness maps worth of encounters) was that any time the pet is engaged in melee, it is dead. You really need to attack the target your pet is attacking, which means if the pet is engaged you can't focus the same target as the rest of the party, and disengagement attacks destroy the pet immediately. Also any creature actually attacking the pet destroys it immediately as well. Then the ranger is useless. I think the pet needs per-level bonuses, if it doesn't get them already, and at least needs its tankability increased greatly. Maybe make it so the pet can't engage targets, or at least not without a talent, but make the damn thing hard to kill. I think it needs to be more like a ranger pet in world of warcraft to be viable. I'm happy with the bowman actually doing all the damage in the background, but since the pet is so important to the ranger abilities, it needs to be able to survive much better. I plan to make a custom party next, and carry a tank of some sort, a fighter or barbarian for damage and secondary tanking, a cipher, priest, druid, and maybe a rogue. All the character creation options are great - the backgrounds, abilities, all the little choices In general I like the attribute system, although I'd rename might to power and dexterity to speed Shouldn't interrupt be based on how much damage I do? Having one's arm chopped off tends to disrupt one's casting, after all. Or maybe it could just be based on weapon type, with a % chance to interrupt on the weapon that's checked on every hit, with an increased chance to interrupt on crits I don't really get perception and resolve. Like, if I make a high perception character, what have I just done? I'm good at interrupting? Is that a thing? Will that make me master of the universe? Might, con, int, and dex are all very clear, I could see basing characters around those stats, but perception and resolve I sort of stared at for a while, wondering if I should put points into them. Seems like those two stats could maybe be combined, and the saving throw bonuses be redistributed a bit so everything's even. I do like how multiple stats influence each saving throw type I also like how every stat is actually useful for every character, and I'm not sure how someone could complain about this. No, an int-only fighter isn't GOOD, but it's not ****ing wretched like it would've been in an IE game, either. Sometimes leveling up does feel a little bit empty, even though it's more exciting than than leveling up in the IE games. I think the game should show me what passive stats I gained on the level up screen. It would also be nice if I got stat points occasionally, just to spice things up. Have you guys played Wizardry 8? Best level ups I've ever had. Lots of stat and skill points to allocate every level, new spells, AND new skills unlocked by maxing out stats. Plus you leveled often, which is exciting too. I also really liked how in that game you'd increase skills by using them, it made every combat important and rewarding, even if you didn't get phat loots. I realize that as an IE successor that sort of thing is maybe a little non grata in these parts, but it was still cool. In general, I like how every class can use every item, weapon, and armor, but I feel like maybe they should be differentiated a little more. Maybe certain classes are better with certain armor types, but there's no reason you can't just wear whatever you want. Even after playing all this time, I still have no idea what the best way to build my chanter or cipher would be, partly because the game doesn't nudge me in any particular direction, and their mechanics aren't so straightforward I can just eyeball the best way to increase their dps. Most notably, I'm not sure if they're better in melee or ranged. ****************** QUESTS/ENCOUNTERS/LOOTS*********************** Unfortunately, I think the game is generally too easy. Or maybe just the optional content is too easy (at least so far). I completed all the wilderness areas around gilded vale, then went to Od Nua before completing raedric's hold (cuz I got the bug), so I was without what I have to think was a large chunk of xp. I had 5 chars in my party: my high might, con, and perception death godlike fighter who wears plate and dual wields swords (I call him "the grim reaper" because I took the bloody slaughter trait, I wanted him to specialize in finishing things off), the fighter companion, wizard companion, chanter companion, and priest companion and delved straight down to level 8 of the mega dungeon. I think I was level 4 or 5 when I started? I didn't go to defiance bay at all. I did have to come up and rest and resupply a few times, of course, but there was no point in the dungeon where I ran into something that made me think "ok, I've hit a wall, time to go elsewhere." Which is what I was expecting. Some of the battles were hard, don't get me wrong, but not so hard I couldn't beat them. I'm sure there was no way I could've beaten the whole thing right then, but I expected it to be harder, like I'd only get through 2-3 levels at that point, particularly without a full party. In light of the above, I think enemy leashing should be removed, at least on hard and super hard, and all the enemies in a room should aggro if any one of them is. Or maybe they're supposed to, and it's bugged? Yeah, I know kiting and abusing the leashing is cheating, but killing the same group of ogres 5 times gets tedious. It's just a shortcut to something I could've accomplished anyway. Pulling is too easy, and since my strategies all revolve around choke points, I usually don't even know there were un-aggroed creatures until I've already killed the first half, and proceed further into the room. I think the hardest area in the game for me by far was the temple in gilded vale. I tried to do it first, before I even had any companions, and then again after I got one, but was unable to beat it until I had 3. Even with three, I had to go do some other things first, because there was one shade fight I just couldn't seem to beat. As a result of my doing a lot of the optional content first (I went straight from Od Nua to Dyrford), the critical path is now very, very easy. I can even just run through the encounters with slow-mo disabled, like in the IE games of old. I like the quests so far. I've done all the optional content up until defiance bay, and a lot of the optional content within, from what I've found. I've done 3 of the plot quests in the city, also. The absence of fetch quests is nice, and organizing things into quests and tasks is great. It's GREAT that there are different solutions to some quests, and a lot of things are not what they initially seem On the whole, I'm a bit disappointed with the loot in the game. The fine/exceptional/superb progression is clear, but kinda boring. There seems to be a huge shortage of boots and belts in the game, and I kinda miss having a separate cloak and necklace slot. The unique items are cool, but I feel like there aren't that many of them, and the abilities they give are largely... soulless? I'm not expecting every weapon to be a Lilarcor, of course, and some of the items are really cool, but there's a lot of +1 to a stat, or +25% frost damage, and the like so far. Things that are good, but I haven't seen anything like a vorpal weapon, or a crom faeyr, or a wave halberd, or a belt of inertial barrier, tansheron's bow, heartseeker, blackrazor, the answerer, psionicist's blade, etc. Things with cool extra effects or abilities. I do really like the items that improve specific class abilities I feel like I have a ton of money, but can't find anything good to buy with it. I've already cleared out the shops in the stronghold, defiance bay (that I've found, and I've been to 4 of the areas), and dyrford village The shops in the stronghold are disappointing, also. They didn't sell much I was interested in; I expected them to have some really high level things. Maybe the really cool loot is waiting for me down the road, but I'd rather have it available now, just really expensive. One of my biggest pet peeves in a game is not giving me the loot I feel like I deserve. For example, I see that this drake in od nua has a room STACKED with gold and treasures, and I go to an awful lot of bother to kill him. I think to myself that I am now in the money, and rub my palms together with glee. Except the giant pile of gold turns out to be what I'd refer to as a "pittance" of coppers when I actually loot it. Somehow, a group of people in another area whose whole thing is that they're slaves, serfs, and the homeless downtrodden are considerably more wealthy than 7 levels of mega dungeon combined. On average I'd say I got maybe one usable item per level? Some of it was pretty good, don't get me wrong, but I felt like I didn't get much out of some of the levels, except the ability to go to the next level. The enchanting system is cool, and I think the crafting system has potential, even though I haven't used it (I'm level 8 now, I think) For the mega dungeon, I kinda wish there were more levels that were purely diplomatic, or at least, not super combat-heavy. It gets to be a bit of a slog wading through darguls room after room. I even wouldn't mind some levels that were just one encounter. One unique, tactically different encounter, maybe bookended with some dialog. I love a good hack and slash as much as the next guy, but I think a little bit more level to level diversity would've been a plus. Or maybe just weaving more of a story from level to level? I really liked finding the pages of the journal from the expedition, it would've been cool to have the journey downward be a little bit more of an exploration about what the endless paths actually are, and who the master is, as well. If I didn't say it already, I do really like how different all the od nua levels feel, in terms of aesthetic and enemy types. Also the giant adra man is still cool ****************** COMPANIONS/PLOT *********************** I like most of the companions (although I've never had the paladin in my party), but I don't think there's a Minsc, Jan, Morte, or Dak'kon in the group. Meaning the companions are good, but I don't think there are any super-memorable standouts, at least for me. The plot is good, but not great, from what I've seen. In BG2, Torment, the kotors, and the Witchers, some of my all-time favorite plots, I felt a lot of personal investment in the story. There are big things happening to my character, that I can identify and/or empathize with, and I want to figure them out, get revenge, whatever. The bastard stole my soul. I'm going to hunt him down, tenaciously, because I hate him. "You... you live *yet*! You possess less than a fraction of your soul, and yet you continue to oppose me?!" I'll oppose you all the way to hell, in fact, you sorry son of a bitch. Give me back my soul. I need it, for doing things with. In Pillars, I know that the hollowing is a Big Bad, but I don't feel that personally connected to it. My character isn't even from the Dyrwood, he's from the White that Wends, where I don't think the Problem exists. Yes, the one guy accidentally made me into a Watcher, but I didn't actually really realize that that was apparently another Big Bad until much later, even after the important convo in Od Nua (which I thought was very well done, by the way). I actually thought it was kind of a good thing. Or at least a mixed thing, like being a Bhaalspawn. Maybe I haven't gotten far enough in, and it picks up, but for me I don't feel quite as drawn into the story as I did in some of those other games. Again, the plot isn't bad by any means, I like the writing and I think the plot is interesting, but some of that might be because of the rich history of the world, and the mystery surrounding the gods, etc. I also like the whole idea of souls being important. I think the world was built very well. I really liked the ranger companion, but I didn't take her because I thought her class wasn't good enough the wizard companion was fine, I didn't get to know him too well before I replaced him the druid companion is sort of irritating, but also funny sometimes. I mostly take him because I think druids are good, not for his personality I like the fighter companion the cipher and priest companions are interesting, I've talked to them and I like their hidden depths (were they the Avellone characters?) I was a huge Kreia fan too, though, and I was always really disappointed I didn't get to find out more about Fall-from-Grace. I think the chanter companion is a bit of a boof, even after doing his class quest (his is the only one I've finished). I've not been super motivated to talk to him for fun a number of the companion interactions have been pretty funny I'm sure some of this is a little unclear or verbose, because it's late and I'm very tired, but hopefully it's helpful to the devs. I guess this turned into kind of a labor or love, but I like this game, and I want to see sequels and expansions that build upon the success established here. I'd be happy to clarify or expound on any points, should it please the court. tldr - I think the content in the game is good, and the systems in the game right now are a great jumping off point to creating more content in the future, either in this game or in sequels/expansions.
  10. When I select any of my other characters, the 3rd weapon slot appears with whatever Kana has equipped in that slot. If I click on the slot, Kana changes to it (even if I had a different character selected). Not a big deal as it doesn't actually help or hurt me in any way - but it is a strange display/UI bug, and I'm not sure what would happen if I had another Amuaua with a 3rd weapon slot in the party.
  11. So someone over at another forum played an April Fool's prank, which in itself isn't surprising. What was interesting, though, is one particular part of the shopped image used. Thinking on it, a thin line indicating where a character's been ordered to move to would be a large quality of life improvement, making it much easier to keep track of where everyone in your party is intending to go (both in and out of combat). This would also be a boon for queued move orders, with the character's path being clearly shown. Just an idea.
  12. Hi, this is just a small glitch but it should be simple to fix... The game screen auto scrolls whenever the mouse cursor approaches the respective screen border. Well, this is not true in multi-monitor set-ups where the screen is extended over two monitors. Here, it does not auto-scroll on the edge where the other monitor is virtually attached, because the game does not "see it" as an edge of the screen - yet is is, the game does not run on the extended monitor. It is still possible to scroll with the arrow keys (or kill the other monitor) but this should not be hard to fix... Dan
  13. It would be nice if the floating damage numbers had a color (or other modification) to let you know if they were crit, hit, graze, or miss. A miss could just be an asterisk *.
  14. It's just a small thing, but it would make sense for the numbers listing how many uses you have of an ability to be distinguished in color or some other way from one another. (Maybe by being on different sides of the ability, or by one having a little circle around it or a colored square behind it.)
  15. Given that the pet is completely non-interactable, it seems a little strange that a giant name bubble pops up over it every time you Highlight Interactables, and it's annoying because it gets in the way of actually seeing stuff. It's especially annoying in fights when I'm trying to see the status of different characters and the giant name is blocking a bunch of stuff. I've taken to using no pet just to avoid that. Please at least make an option not to display the pet's name when interactables are highlighted.
  16. It would be great if you would (optionally?) return to (enter?) scouting mode after battle. Given how much scouting you do in this game, I often forget that I'm not still in scouting mode after battles and run off (in fast-mode, no less, because fast-mode turns back on automatically) into things I don't want to run into. I realize that determining whether you were in scouting mode before a fight might be slightly tricky, but if you don't want to bother with that just give us an "Enter Scouting Mode After Battles" option. Thanks!
  17. It would be great if party member circles' colors were based on the character's primary color, like Baldur's Gate Enhanced Edition does, that would make combat a lot more readable. BGEE also makes party member circles look slightly different than other circles (double ring instead of single). That would also be very nice. Thanks!
  18. Just started playing and I'm excited. But I'm getting hung up on something little at first, and looking for advice. To start with I see this for dialog. BUT I HEAR the voiceover start reading immediately starts talking and so I hear: ...while I'm trying to read the first part. So then I have to wait until the talking is done and re-read it from the start. I assume it will do this the whole game? I feel like this is going to take me out of the experience. I just wish it paused a little to let me read.
  19. One of the issues I'm having with the current weapon sets is that you cannot reuse a weapon in a different set. For example, let's say you have a one-handed sword, a dagger, a shield, and an axe. From this, you can only create two weapon sets. Sword-dagger, and axe-shield. What if I want to use my axe-dagger in one fight, axe-sword in another, and sword-shield in a third? Currently I can't do this and I wouldn't have the opportunity to change my weapon sets unless I'm at a select site. This should be fixed to play more like TOEE's did where you can make mulitple weapon sets with the same set of weapons.
  20. I know it is really early to talk about this aspect of the game, but I've been playing some of the older games and I wish that some of these shortcut keys were a little bit more logical and made playing real-time easier, not harder. One example is the quickcast in Baldur's Gate 2. It was not a logical approach, and I really doubt most people would use keyboard shortcuts for quick-cast. Anyway, I'll talk more about this when we have some engine mechanics fleshed out, but I really wish that the shortcut keys would be implemented in a way that allows for "RTS-like" play. Like I said, I can't give a good implementation of this right now, but when I see more of the mechanics, I think I can give a better layout. Also, please allow us to utilize Shift+click, Alt+click, and ctrl+click.
  21. This could perhaps be considered a bug, but there's a critical design issue with the description boxes of... well pretty much everything. Mostly, things are confusing, inconsistent, and rarely give any sort of useful information. Let's take a few talents. It will be illustrative of a general trend, and devs should IMO pay attention to this. The main thing is whenever we're presented with a levelling choice, we're rarely told what exactly what it is we are choosing. Below, I'll use green to denote useful and precise information; blue for useful but incomplete information; red for useless/redundant information; yellow for low-value information that could be implicitely assumed without being stated. Consider the Weapon Focus family of talents. --------------- Weapon Focus Adventurer Trains the character in the use of the Pollaxe, Estoc, Flail, Wand and War Bow, gaining Accuracy with all weapons of those types. Grants Weapon Focus: Adventurer. Passive. ---------------- What does this tell the player? Well if you use a weapon from the group, you'll be a more accurate with them. By how much? Who knows. Likewise, consider Marksman. --------------- Marskman Increases the character's Accuracy with ranged weapons used on distant targets Grants Marksman Passive Effects: Self: +5 Accuracy against distant enemies --------------- This is a bit better, you know the exact bonus (+5 Accuracy), but you're fuzzy on what exactly "distant" means. Now let's take a class ability --------------- Strange Mercy When the paladin defeats an opponent, nearby allies gain Endurance Grants: Strange Mercy. Passive Area of Effect: 4.0m radius (base 4.0m) Effects: Allied AoE: +23 Endurance --------------- This one is fairly OK. Few problems, save maybe the layout isn't very effective. Now consider Deep Faith --------------- Deep Faith The intensity of the paladin's faith deepens, granting them increased defensive bonuses to Faith and Conviction Modifies Faith and Conviction. +2 Deflection, +5 Fortitude, +5 Reflex, +5 Will Faith and Conviction Passive Effects: Self: +5 Deflection, +10 Fortitude, +10 Reflex, +10 Will --------------- This one is confusing... Does it add +2/+5/+5/+5 to the previous +5/+10/+10/+10 bonus, for a total of +7/+12/+12/+12? Does it take the current +2/+5/+5/+5 and brings it to +5/+10/+10/+10? Does it modify F&C to +2/+5/+5/+5 from +5/+10/+10/+10 (i.e. an automatically generated message with the wrong values in because the balancing pass is incomplete)? And there are other problems, in all cases, you need to read everything, both flavour and non-flavour text to obtain all the available information (and still misses vital stuff that just isn't there). You're presented with completely redundant information (selecting Marskman grants you Markman... duh). Text is also wasted clarifying things that don't need clarification, and could just be assume by anyone with half a brain. If a character gets an ability, by default one assumes the bonuses apply to that character. Consider instead this style of talent description (with my guess for what the missing values are). All effects are fully stated in the effects section. Flavour text is unchanged, but now fulfill it's role as flavour text -- A general description meant to assist role-playing, which could be completely overlooked without any mechanical detriment. --------------- Weapon Focus: Adventurer Trains the character in the use of the Pollaxe, Estoc, Flail, Wand, and War Bow, gaining Accuracy with all weapons of those types. [Passive] +5 Accuracy with Pollaxe +5 Accuracy with Estoc +5 Accuracy with Flail +5 Accuracy with Wand +5 Accuracy with War Bow --------------- [Could also be +5 Accuracy with Weapon 1, Weapon 2, .... in inline format] -------------- Marskman Increases the character's Accuracy with ranged weapons used on distant targets [Passive] +5 Accuracy against enemies 10 or more meters away --------------- --------------- Strange Mercy When the paladin defeats an opponent, nearby allies gain Endurance [Passive] Area of Effect: 4.0 m radius (base 4.0 m) Allies gain 23 Endurance whenever the paladin defeats an enemy --------------- --------------- Deep Faith The intensity of the paladin's faith deepens, granting them increased defensive bonuses to Faith and Conviction [Passive] Faith and Conviction grants an additional +2 Deflection, +5 Fortitude, +5 Reflex, +5 Will to defenses. --------------- This redesigning of the descriptions of talents and abilities would go a long way into clarifying what it is they actually do without cluttering the description windows. Likewise, weapons could mention to which weapon group they belong. It's much easier to remember "I'm an Adventurer" then remember "Right, I have a Pollaxe... now I found this Mace... was I proficient with Flails or Maces or something else entirely?"
  22. Hi, just starting the backer beta again. I find it irritating that we still have this portrait selection. Clicking through and viewing one at a time is not a good design. By the time you get through all of them you forget what the earlier ones look like exactly, it makes it hard to compare and pick which one you like the most. Especially as they add more in, and you have a bunch of custom ones (which is quite popular with these games) A grid system would be much better. The ability to view them all at once, easily compare and then click what you like. Possibly even categorized into race in the grid. There is plenty of screen space on both sides on the character model to do this
  23. It's a longer list, so I'll post it as a separate topic. Answering: No, they are not. It actually feels like the GUI designed for an old Infinity Engine games in some ways - we've really made a long way in improving GUI designs and as far as it is currently OKish... it's also needlessly tedious and doesn't always provide users with the info they need. That said though - PoE user interface is with no doubt much cleaner and more noob-friendly than say: BG, I don't want to see copying of old IE games interfaces, cause in many ways they were bad too, but I'd love if you'd take good things from them - like providing user with data he needs when he needs it, and most importantly: Good things from last 10 years of game development and design. Don't be afraid to embrace the awesome improvements and progress we've made in a last decade! If you are looking for some more detailed and constructive suggestions, here's the whole list, screen-by-screen for Inventory and Crafting, Character sheet, and finally: Journal. Inventory Search functionality in Stash (text input - you start type = you start search, similar to the way it's suppose to work on Google) Stash sorting functionality - should change depending on a tab - sort by value, sort by different damage types or damage resistances (depending if you're in Armors/Clothing or Weapons tab), etc. Ability to see ALL items in your stash (this preferably should be a default view) - I'm clueless why it's not in a game. o_O Button to move all items from my character inventory to stash (optionally: when clicked it should change to "restore", if I drag any new item to the character inventory - restore option should disappear) Search functionality for my character inventories (including items they got equipped) - when searching it should switch to the character that got this item equipped and highlight it (white border, or something like this) Ability to view a total sum of attribute changes to my character from all of the items equipped In character screen when hovering two numbers in End. Hlth. and Acc. it should show a tooltip saying "current" or "maximum" to make it clear why there are two numbers over these three characteristics (for our new players out there) When clicking attributes in the character or inventory screen it should show a popup screen explaining the attribute (how it affects combat or dialogs) and possibly also: display a break-down of how this attribute is affected by the equipment you have, for example: D.T. - Damage Treshold <<very long description here that currently appears as a tooltip which I can't even read whole cause it goes off beyond the screen>> Base: 0, Scale Armor: +7 ps. I added problem with tooltip as a bug report here. Inspect functionality in inventory screen - right now it allows you to inspect only the items. I'd expand it to explaining GUI elements:Clicking an empty slot should describe it - what kind of items fit there, tell that they can be added by drag & drop from the inventory or stash, etc. Clicking weapon sets should explain the whole functionality and how to swap between them in combat Clicking an empty spot in your character inventory should give you an explanation how it differs from Quick Items and Stash. Same with clicking on an empty slot in Quick Items or Stash icon - obviously Clicking on camping supplies should tell you stuff about using them and how to get new. ps. you already have most of these descriptions in the glossary - why you refuse to make use of them with Inspect functionality is beyond my comprehension. Inventory screen - 3D Character model - you can rotate him/her along just one axis. Please, make it possible to rotate him on both, to see character from above and in isometric perspective. And if we're on that: character model rotation should NOT reset when switching between characters. Inventory screen - Make it clear which weapon set is selected. In the UI, don't make me guess based on a looks of the weapons! Add a button to go directly from the Inventory screen to the character screen of a currently selected character. And back. and this: ------------------------------------------------------------------------ Crafting screen (it's sub-screen of an Inventory) Text search Filter by types (healing potions, combat AoE potions, etc. - you get the picture) Possibly sorting (turn off grouping by categories, and just sort all of them) - sort by value, uses, speed, etc., a nice drop-down - these items that do not have a certain property should be at the bottom of the list, separated by a horizontal line, order doesn't matter. Option to show only these items that I can craft with my current items (hide everything that's grayed-out, remove categories if they are empty) Anyone can tell me why the heck crafting potions in a field consumes money? It makes zero sense. Option to compare two potions / items. When having one selected and hovering another - it should bring a tooltip with an information similar to these Hormalakh gave in a quote above. ------------------------------------------------------------------------ Character sheet Statistics breakdown - let us choose if we want to see records or statistics breakdown on a right-side part of the GUI.This should give you a nice set of tables, when relevant: show current, standard and base statistics. Current = all of the effects, spells and wounds + items + character, Standard = items + character, Base = character alone. That should also include a table with detailed breakdown of attack from your weapons, including it's default properties and properties after applying character modifiers. Current information of "+27% action speed" is meaningless if you can't easily compare an attack speed of different characters with their current weapons. Statistics breakdown should be a default view. Records are nice and all, but they do not help you with anything ahead of you! Tooltips on the elements. Make them more consistent. Eg. in my resolve stats I got a popup explaining concentration, but there is none for Duration (that's a duration of what? Spells? I guess, but could be potions or something very negative: attacks, as in: making them take longer). In my Intellect stat I got popup for deflection but none of Area of Effect. In Dexterity there is no popup for Action Speed. And so on, and so on. Active effects got no descriptions for... well... anything. Why some of the properties are clickabe for popup windows and some are hover tooltips? Be consistent - either everything is a popup or everything is a tooltip. XP bar.... Is that even a bar? Below Experience there's brown horizontal rectangle - it looks like a progress bar to the next level, but I can't see anything progressing there. Make it a proper, clear, progress bar or if it's not suppose to be one - replace it to a thin horizontal line if you need some separator in there. In general on a character screen I would prefer to see something information-wise more in a style of that: Image that forum doesn't allow me to put here You see all of the information in the right window? Like the actual number for your open locks skill after all the effects, actual number for your reputation, etc. My idea with tables goes further than that and shows you even more info, but this thing here is what I consider to be a bare minimum of what you should see on a character screen. Sadly PoE does not provide that, though overall - PoE character screen is much clearer and newbie-friendly - so keep that, it's a good stuff, but show us more data More data makes life easier, not more difficult, even if it might be slightly overwhelming at first. ------------------------------------------------------------------------ Journal Text search - can be just in a titles, but still. It'd be especially useful with Glossary. Notes - this problem. Note the part about allowing users to select text there. Notes - allow us to remove them. Glossary - Equipment tab should contain descriptions of different types of equipment with their generic characteristics (eg. Armor tends to come in light, medium and heavy variety, describe their benefits and disadvantages, describe which types of characters should use which type of armor, etc.) Cyclopedia - after spotting a new type of enemy you at least should see it's name in a bestiary, just with no description. You know that they exist and what is the name - after all hovering them shows a tooltip with the name. ------------------------------------------------------------------------ I know this list is far from being complete as people gave some really decent suggestions here and there, but these are for me the most glaring issues - if anyone reading that post got anything more to add, feel free to do so.
  24. I think that it would be helpful to have an option to choose to display the current action and the action time bar at the bottom of the screen along with the charterers health. This way if you want to know what action a character is preforming its always in the same place. this would also keep the map from being quite so cluttered. At the same time I can see why it would be nice to have a the ability to see what actions people are preforming in relation ship to there movement. What if you linked it to tab where holding tab would pop up the action bars over peoples heads or on mouse over it appears over there head. What do you all think.
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