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Project Eternity Update #36: Off to our elfhomes, but first...

project eternity josh sawyer resolution fighter priest rogue wizard

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#61
Pidesco

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That image with the multiple resolutions is very handy but it's missing most 16:10 resolutions.

1440x900
1680x1050
1920x1200

All these should be on there. Also, no black bars, please.


but they've specified several times they're sticking with a 16:9 ratio not 16:10


This isn't a case of one or the other. It should be perfectly feasible to allow for both, given that the highest res will be 1440p.

#62
Lord of Lost Socks

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but they've specified several times they're sticking with a 16:9 ratio not 16:10


Basically giving Europe, where 16:10 is normal, the finger? I doubt Obsidian would be that dickish. At least I hope they're not.
I prefer 16:10 because it saves me a lot of time scrolling.

Edited by Lord of Lost Socks, 19 December 2012 - 12:45 AM.

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#63
Ineth

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To be honest, I hate the IWD1 UI. But I don't know what the IWD2 UI looks like, so I'll have to look into that later...


Regarding the art style, the BG2 user interface is arguably nicer, but regarding layout and usability I think IWD2 has the best UI of all the Infinity Engine games...
  • Switchable weapons combos, instead of making simple tasks like switching between a Bow and a two-weapon combo a frustrating multi-step procedure like in all the other IE games.
  • Verbose character sheets with info logically organized into multiple tabs and convenient listing of all the base and bonus values that add up to effecive values, rather than only having a tiny scrollable textbox with incomplete, inconsistent, and inconveniently organised statistics dumped into it like in all the other IE games.
  • Nice big full-body portraits on the character sheet screens.

Edited by Ineth, 19 December 2012 - 12:47 AM.

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#64
Falkon Swiftblade

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but they've specified several times they're sticking with a 16:9 ratio not 16:10


Basically giving Europe, where 16:10 is the norm, the finger? I doubt Obsidian would be that dickish. At least I hope they're not.


I dunno, I'm just saying what they've mentioned a few times now. I'm sure it'll probably still work at that ratio, it'll just be a little wonky.

Edited by Falkon Swiftblade, 19 December 2012 - 12:48 AM.


#65
Rostere

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UI Design - Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity.

Sounds great :)

#66
Inertia

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JVC your solution of as i comprehend it (sorry if I'm misinterpreting your words.) limiting the "Perfect optimist build" that you decide based on whatever reasoning and how you play a class. To how you traditionally played a fighter or whatever would be a cool solution if they were making a game for just you and not at the very least 75 thousand people.

Edited by Inertia, 19 December 2012 - 01:00 AM.

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#67
Merlkir

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I'm glad they realized what was so awesome about the IE games' UI. One of the many reasons I love Baldur's Gate II so much is the GUI, the mosaics in the menu and loading screens. Do something like that, please! :)
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#68
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I just want to add, I hope you guys make the UI nice and readable, or add the ability to enlarge text size if possible, for people like myself who want to play on resolutions such as 1920x1080 but are using television setups from our chairs. It's always depressing to me when a game always makes its UI incredibly tiny, and would make a game like this unplayable. Maybe some kind of TV mode, if the text is too small to read from a setup like this?


Man my biggest problems in IE and the like games (yes bigger than level design and other mechanics) was the size of the text!! Damn, especially in NWN2 and TOEE it was too small making me skip dialogues, that were not voiced, many times. Please make bigger texts or at least let us scale their size.
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#69
Falkon Swiftblade

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I just want to add, I hope you guys make the UI nice and readable, or add the ability to enlarge text size if possible, for people like myself who want to play on resolutions such as 1920x1080 but are using television setups from our chairs. It's always depressing to me when a game always makes its UI incredibly tiny, and would make a game like this unplayable. Maybe some kind of TV mode, if the text is too small to read from a setup like this?


Man my biggest problems in IE and the like games (yes bigger than level design and other mechanics) was the size of the text!! Damn, especially in NWN2 and TOEE it was too small making me skip dialogues, that were not voiced, many times. Please make bigger texts or at least let us scale their size.


thats super easy to fix too, just use % and if they use em's its speedy quick to implement.

#70
PrimeJunta

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Great update.

I'm confused about a detail regarding damage types. You say that slashing is highest base damage, piercing negates a certain amount of armor damage threshold, but crushing is best against armor. Right. So slash against unarmored opponents, crush against heavily armored ones. Makes sense.

My question is, when would piercing be the preferred damage type? Against medium armor? How would the maths work for this?
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#71
Monte Carlo

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but they've specified several times they're sticking with a 16:9 ratio not 16:10


Basically giving Europe, where 16:10 is the norm, the finger? I doubt Obsidian would be that dickish. At least I hope they're not.


I dunno, I'm just saying what they've mentioned a few times now. I'm sure it'll probably still work at that ratio, it'll just be a little wonky.


Why should we have to put up with 'wonky' FFS?

Call me old-fashioned but I'd prefer 'optimal.' A large chunk of the backers for this project hail from outside the USA and would like to see their regional norms catered for when it comes to stuff like this.
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#72
Monte Carlo

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Great update.

I'm confused about a detail regarding damage types. You say that slashing is highest base damage, piercing negates a certain amount of armor damage threshold, but crushing is best against armor. Right. So slash against unarmored opponents, crush against heavily armored ones. Makes sense.

My question is, when would piercing be the preferred damage type? Against medium armor? How would the maths work for this?


Excellent question.

I think the gist of it is that thrusting weapons like daggers and misericords are great at getting into gaps in armour and causing damage. In fact, some small stabbing weapons were designed specifically for this purpose.

However, for me too much realism can be a bad thing. 'Heroic logic' might be a better term: as my character gets more skilful and awesome his use of weapons and experience more than makes up for less optimal weapon types. Conan doesn't make carefully graded decisions using a spreadsheet, he picks up the nearest pointy object and kills ****.

Ditto your classic Aramis / Porthos musketeer, a swordsman so skilled that his use of a rapier and parrying dagger allows him to best opponents whether they are wearing mail, plate or fricking power armour.

Edited by Monte Carlo, 19 December 2012 - 01:33 AM.


#73
Cluas

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Great update....

I'm speechless actually

#74
Leucha

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Great update !

But I'm curious. Will there be any kind of items usuable during combat ? Like potions, parchments, etc. ?

Concerning debate around 16:9 and 16:10, I don't know why there would be black ligns in 16:10. Juste take the higher resolution image, and make it fill your whole screen as much as it can without deformation, that mean a 16:9 slide would just be a bit croped lateraly in 16:10, and you'd just have to scroll your cam a bit to see the whole slide.

Posted Image

Edited by Leucha, 19 December 2012 - 01:57 AM.


#75
fortuntek

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Great update.

I'm confused about a detail regarding damage types. You say that slashing is highest base damage, piercing negates a certain amount of armor damage threshold, but crushing is best against armor. Right. So slash against unarmored opponents, crush against heavily armored ones. Makes sense.

My question is, when would piercing be the preferred damage type? Against medium armor? How would the maths work for this?


Excellent question.

I think the gist of it is that thrusting weapons like daggers and misericords are great at getting into gaps in armour and causing damage. In fact, some small stabbing weapons were designed specifically for this purpose.
[snip]


I believe another way of saying what this means (correct me if I'm wrong) is that piercing weapons are not preferred against any particular type of armor, but might be a good "balanced" choice that is not the absolute best against either extreme, but remains a decent overall choice against any. A middle option, basically.

As pointed out above, excessive realism might not be the answer here... personally, I'm totally fine with this arrangement

Edited by fortuntek, 19 December 2012 - 01:49 AM.


#76
PrimeJunta

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@Monte Carlo -- yup, heroic logic FTW. I'm just (mildly) concerned that piercing weapons will fall between the cracks as it were, mechanically, and I was wondering how the P:E gang was intending to justify their existence.

Put another way, suppose I have a maul, a claymore, and an estoc. According to the update, the maul does most damage through armor, the claymore does most damage against no armor, and both the maul and the claymore have higher base damage than the estoc. So when would I want to pick up the estoc instead of the maul or the claymore?
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#77
Starwars

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Thank you thank you thank you for the news about a more solid-feeling interface. I hate the trend to have very minimalist or "clean-looking" interfaces. The minimalist approach works well for some games but for a RPG, I want it to *feel* solid and meaty so to speak. I really disliked how the Skyrim interface looked for example (and I don't just mean the horrible functionality side of things). Although the option to rotate items and look at them was a cool thing for that game.

The inventory management alsos ounds intriguing.
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#78
japol

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Icewind Dale II UI. Yes!! :dancing:

#79
Monte Carlo

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The *only* thing I didn't like about the IWD2 interface was the lack of a paper doll. Even worse was the *teeny* avatar sitting in a snow globe. If you are going down that route may I suggest that the avatar is bigger?

#80
Monte Carlo

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Oh, and BG1 granite and gold interface FTW.
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Also tagged with one or more of these keywords: project eternity, josh sawyer, resolution, fighter, priest, rogue, wizard

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