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Their seems to be no way to turn down the cricket sounds in poe and in same places are to loud i cant hear the npc's voice acting sometimes over the ambient.
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1. Select a few characters. 2. After rightclicking on a party memeber's selection circle and holding the RMB down, drag the mouse over to another party member's selection circle, then release. This will result in random characters being randomely selected and/or unselected. Doesn't always happen, but at least in 50% cases it does. If you can't reproduce it, place the characters a bit differently and try again.
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Please discuss your thoughts, ideas, complaints, suggestions etc. on Pillars of Eternity here.
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[392] Log's width isn't saved between plays
Bester posted a question in Backer Beta Bugs and Support
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Only affects combat log, the other tab is displaying text correctly. The red rectangle shows the unused space:
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Without being able to easily travel from one area to the next, or even at times inside a building from the area, the beta is more unplayable then any build before it. Not everyone is having the same issues, some people seem to go into building and out fine, or can load a save, sometimes it even works on dryford x but mostly, it just crashes, stalls, or becomes unplayable. This should be fixed quickly, since its the holidays, and many people will be playing the beta. Otherwise you go two weeks, making the game look bad. (Which is a shame, cause its really awesome.) http://steamcommunity.com/sharedfiles/filedetails/?id=363626865 If you look, I'm off the screen. I could upload dozens of places I load off screen, but I have yet to load ONTO the screen where I can interact. BROKEN BETA FOR XMAS OH JOY.
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[392] Can't interact with trapped containers
PrimeJunta posted a question in Backer Beta Bugs and Support
Once you've discovered a trap on a chest and it turns read, you can't interact with it anymore. Clicking on it does nothing. If you haven't discovered the trap, it gets triggered as intended, after which you can loot the container. Happens in the Skaen temple at least. -
At least in the tavern, don't know if it happens elsewhere. See picture:
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If you try to loot the last item in container by dragging (as opposed to by simply clicking), the moment you start dragging, the looting screen closes and you can't place the item anywhere. The video reproducing it, just in case.
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Go to the level-up screen, scroll with your mouse cursor over a talent on the left side, then look at the description on the right side. Some descriptions are quite long and require you to scroll down to see the rest. However, if you move your mouse cursor off the talent to reach the scroll bar on the right, then the description goes away (since you moved your cursor off the talent). In other words, you can never scroll down...super annoying as I can't read the entire description of one of the monk's skills.
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[392] Chests can be clicked through portraits
Bester posted a question in Backer Beta Bugs and Support
Place your camera the way that your party member's portrait is over a chest. Click on the portrait - both the party memeber will be selected and your previously selected party memeber will start running to open the chest. -
[392] Total enemies defeated not calculated correctly
Yonjuro posted a question in Backer Beta Bugs and Support
Description: "Total enemies defeated" on the party section of the character sheet is less than the sum of "enemies defeated" for each character. (Trivial bug? Serious Mutex problem? Other?). E.g., after killing Medreth and Co. on Easy, "Total enemies defeated" = 0, sum of "Enemies defeated" over all characters = 3 (which is the correct number unless the ranger's animal companion is supposed to be counted). Expected behavior: The two numbers should be equal or, if enemies killed by summoned creatures are not counted for the summoner, the sum could sometimes be lower than the "Total." Both the sum and the "Total" should be the actual number of enemies defeated so, of course, the "Total" shouldn't be zero after defeating three enemies (as mentioned above). (And, program should crash with an assertion failure if/whenever those two numbers are not equal.) To replicate: 1. Load any save (or start a new game and get into some fights) 2. Hit "C" to open the character sheet. 3. Look at "Total enemies defeated" on the party section on the right. 4. Click the "personal" button. 5. Cycle through all of the characters in the party and add up their "Enemies defeated" 6. The sum (computed in line 5, above) will be greater than the "total" (read in line 3, above). The sum is correct at the beginning, though I haven't verified that it is always correct. The "total" is clearly wrong. Note: "Total enemies killed" used to be too high (that is, it was definitely higher than the actual number of enemies killed) instead of too low. Between August and now there was probably a bug fix that attempted to fix this problem: http://forums.obsidian.net/topic/67863-total-enemies-defeated-not-calculated-correctly/?view=findpost&p=1491857 -
I generally use Baldur's Gate II as a source of reference. Item descriptions there had Statistics above the description, but that's not much of a concern for me. What I find confusing is the layout/arrangement of items' special properties. I think the current convention in PoE makes statistics difficult to read or to scan through quickly, and also wastes screen space. You can see an example in the screenshot. I'd remove the headings "Athletic:" and "Of Dexterity:", remove the indentation of the property values and list only the property values under a single heading like "Statistics", together with Value. On a sidenote, I'm not sure if "Value" is needed at all, and I'm positive players know that the "item type" would be "head", so I'd do away with this part completely. See the attached mockup and judge for yourself which is better. To anyone from Obsidian who might read this: I hope changes are made in the direction of making item statistics easier to glance through. I believe such changes are needed.
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[364] Engagement mechanic overriding char actions
Hormalakh posted a question in Backer Beta Bugs and Support
[Description of issue:] When a character is initially engaged by an enemy, the character's program AI overrides the engaged character's player-directed commands and forces the character to auto-attack the engaging enemy. This is disruptive and plays as a (fairly bad and very frustrating) aggro mechanic, which can interrupt spells, abilities (drinking a potion for example), and any other variety of commands. It causes the player to lose control of their character. The only thing "getting" engaged should do is stop a character from moving or move-attacking as movements can trigger a disengagement attack (whereas no other action outside of moving should provoke a disengagement attack). [steps to replicate:] 1- Have your character be allowed to get engaged by an enemy. 2- While the enemy is coming to engage your character, perform any action that does not involve movement (drink a potion, set a trap, cast a spell, use an ability, etc). 3- Your character's action, if not completed, will stop and your character will begin to attack the engaging enemy. [What should happen:] Characters who are initiating or in the middle of an action (and are not MOVING) should first be allowed to complete that action. Thereafter, if character AI is turned on the character should begin auto-attacking after completing that action. If character AI is off, the character should stand in position until the next action is given. Movement (either straight move or attack-move or rotate formation-move) while being engaged should stop the character and auto-attack should begin (again if AI is on) or the character should stop (if AI is off). A short (non-obtrusive) UI feedback mechanism (visual or sound) may be employed to inform the player that their character is now engaged. -
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.
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[Description:] The Color palette in the inventory screen, which you can click to change your characters minor and major colors, opens up a palette in the place where the character's portrait is located. After the new set of colors added to the palette, the palette is too large for the portrait size and some of the colors at the bottom of the palette cannot be chosen. [steps to recreate:] 1- Open character inventory. 2- On the top left and right of the 3d model, you will see two color boxes that can be clicked. When you click on either one, a palette will replace the portrait on the left. Click on these colors. 3- You will see that the color palettes are bigger than the size of the portrait. 4- Notice that you cannot select the colors from the bottom of the palette as they are below the portrait box. [What should happen:] The palette should fix within the portrait box and all colors should be selectable. This is most easily done by shrinking the size of the color boxes in the palette.
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Im not shure but i cant seem to drop items on the ground. I wasent 100 % shure becase nothing told me in game otherwise?
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[364] UI / Mechanics: Spell's cone indicator
Bester posted a question in Backer Beta Bugs and Support
If you hover over areas that aren't flat, the cone indicator is displaying incorrectly. The spell however will fire off in a different direction: -
1. Bug #1: Right clicking on any spell on the right page in the Grimoire always brings up a window saying that "you already learned that spell". What it should do is display the spell's description. 2. Bug#2: When in a spell description window, left clicking outside the area of the spell description closes the grimoire, but the spell description persists. What it should do is close the spell description instead. 3. UI Suggestion: You should be able to close the spell description by right clicking on the description page itself instead of dragging your mouse towards the small closeButton. This way inspecting spells is a simple process - right click on the spell, read it, right click again, move cursor 50 pixels on the right and inspect the next spell. Right now, it requires you to move your mouse back and forth for no reason.
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[Description of the issue] If you put an item from a shop's inventory into the list of items to be traded, but then change your mind and return the item back to the inventory, the item is returned, but an empty slot remains where the item was. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Put two items in the list of items to be traded 2) Double-click one of them. This may happen with drag and drop too, I haven't tried. 3) The item returns in the list, but an empty slot is also created where the item was initially [Expected behaviour] I think the item should get back in its old place.
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[364] Big Head Mode destroys 3D renderer
Hormalakh posted a question in Backer Beta Bugs and Support
[Description]: AFter starting a game in normal mode, if you select big head mode from the options menu and play for a while the renderer will start to crash, slowly whittling away at all objects. You start to get the item disappearance bug again, your chracter doesn't show up in the inventory screen, and npcs start to disappear from the map (with their weapons still showing). [How to reproduce]: 1- Start a new game with normal head mode. 2- Run around a little. 3- Activate big head mode from options screen. 4- Go to inventory screen. The first character that is currently selected should show up correctly. 5- Now click on a different character. At this point, your renderer has broken. You will see a static screen of a small-headed character. 6- Exit inventory screen. 7- Every time you now enter a new map, the creatures that use the 3d renderer will no longer be visible. [Expected behavior]: Big head mode should not destroy the renderer. You should be able to toggle between big head and regular head mode without difficulties to characters or glitches in game. [Additional comments]: Big head mode makes a lot of the other graphical glitches with helmets visible. For example, the positioning of helmets of elves and orlan as well as the tufts of hair sticking out of the back or side of the helmet become obvious. This was why I was playing with big head mode in the first place.- 1 reply
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In the old Baldur's Gate games if you double clicked a stack of potions you could select the number of potions you wanted so that you could split your potions among party members. Currently, you cannot split the potions that you have by either double clicking them or right clicking them. Start a new game. Click on inventory. Try to double-click the potions in BB Fighter's inventory. Fail.
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Comparison UI in shopkeeper menu; feedback
Hormalakh posted a question in Backer Beta Bugs and Support
[Description:] As Gairnulf had mentioned in http://forums.obsidian.net/topic/69558-364-ui-for-comparing-items-in-shops-could-use-some-feedback-improvements/ , the shopkeeper UI still needs some work with regards to showing who the selected character is. Additionally, the mouse-over comparison UI that is used in the inventory UI would also be very helpful when purchasing items that are equippable so that a quick comparison can be done between the item currently equipped in that slot and the item that the player will purchase. This would follow the same UI as found in the inventory UI. Furthermore, some additional changes have been mentioned in this link with regards to how the UI information is presented: http://forums.obsidian.net/topic/69556-in-answer-to-a-high-priority-feedback-question/ [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Open the shop interface with the armourer 2) Left-click the portrait of one of your characters 3) Examine some of the armours he is selling via mouse-over. You will get only a single box that gives you that information at a glance. 4) For comparison you have to right click the item then click the "Compare" button. 5) Notice which armour the examined armour was compared to. It was the one belonging to the character you clicked. 6) purchase an armor. Go to the inventory interface 7) Select the same character and mouse-over the armor that you just purchased. You will notice that the mouse-over at a glance information now shows both the equipped armor and the item that you have just selected. [Expected behaviour] The same UI of comparing two items that is present in the inventory UI should be present in the shopkeeper UI. [Other remarks / Comments] The whole presentation of the two items can still do with some additional iterations to make the information understandable. For the first 5 minutes I kept thinking that the items were showing the wrong descriptions when I was mousing over in the inventory screen because it shows the equipped item on the left box. It might be better to show the equipped item on the right box as players automatically look at the first box visible (the one of the left). -
The specific example I used is the barbarian ability frenzy. to reproduce: Start a new game with a barbarian. Check character record. Notice that hits are 0 for character. Use ability "frenzy" as it self-selects. Recheck character record. Hits are now 1. What it should do: Abilities should not count as "hits" unless that specific ability is an active combat ability and requires a dice-roll to hit/miss. No need for uploads.