Headbomb Posted September 17, 2014 Share Posted September 17, 2014 Can we flay them alive if they do? Please! Also, any word on a possible ETA for the next BB update? Link to comment Share on other sites More sharing options...
C2B Posted September 17, 2014 Share Posted September 17, 2014 We have already changed the base inventory to 16 slots a few days ago on our end. We agree that it feels better. Also please don't report any bugs if you are going to use modded DLLs. Changing the DLL can introduce new bugs, which can cause confusion on our side and potentially slow us down. If you don't mind me asking. Why did you decide to try out 8 slots in the first place? Did 16 seem a bit too much previously? Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted September 17, 2014 Share Posted September 17, 2014 Like I wrote in my thread about things that would fix the PoE beta as it stands, I have changed my mind quite a bit concerning the inventory UI. Like Sensuki and Stun, I'd prefer something in the vein of BG2. Furthermore, I've lost the excitement I had over the stash, and now I really don't like it. As much as I love to ransack places and take everything with me, including fixtures, it's a pretty bizarre and cumbersome addition to this kind of CRPG. Also, I'm pretty alone in this, but I'd like to see a return of limited ammo, and might-based carrying capacity limits for party members - I actually like the so called "invo game", I realize this now when re-playing BG. It adds an interesting, although not always "fun" ( TM). *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
Hiro Protagonist II Posted September 17, 2014 Share Posted September 17, 2014 I wish they went more IE like including different types of ammo. You could put a couple of arrows of detonation in your first slot and then arrows of biting in your second slot. Your character could shoot fireballs and then shoot arrows that did poison damage. Or acid and fire arrows to kill trolls. Your character could change to different types of arrows if you wanted them to. So much good and various types of ammo that was fun and provided a good tactical challenge. 2 Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted September 17, 2014 Share Posted September 17, 2014 Hiro: I've begun my little D:OS journey right now, and that's exactly how it works there too - just that the arrows have a much larger impact, literally. It will be a shame if PoE misses that kind of opportunity. And it actually is fun. *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
PrimeJunta Posted September 17, 2014 Share Posted September 17, 2014 (edited) Mucho me gusta. Another vote for bumping the inventory to 16 slots, if a more thorough rework is off the cards. (Edit: although I would prefer an unlimited self-sorting party inventory. Playing BG1 and not enjoying the inventory rhumba.) Edited September 17, 2014 by PrimeJunta 1 I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 Did anyone report bugs based on mods? If so that would be quite silly. Nope! Not yet, but I wouldn't be surprised if it happens. Since I made the mod I'll keep an eye out for them since I'm responsible Link to comment Share on other sites More sharing options...
Matt516 Posted September 17, 2014 Share Posted September 17, 2014 (edited) While you're reading this, Adam (if you still are), how are the attribute changes Josh was talking about (if you're allowed to talk about that, I don't know how it works ) going? Edited September 17, 2014 by Matt516 Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted September 17, 2014 Share Posted September 17, 2014 although I would prefer an unlimited self-sorting party inventory. Playing BG1 and not enjoying the inventory rhumba.) I have honestly no idea why I like the invo shuffle so much, but I do. It's like meditating - it's a perfect mellow cop-out thing to do in-between combat and travelling, so it helps with the pacing. This is slow food, remember, not some ARPG a la D3 (which actually has a lot of invo rumba as well). *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 Don't worry you're not the only one. Link to comment Share on other sites More sharing options...
PrimeJunta Posted September 17, 2014 Share Posted September 17, 2014 @Indira I know what you mean, but I get that kick e.g. from the identify rhumba. Memorize, identify, rest, rinse and repeat. Dragging icons around just doesn't do anything for me; feels like pointless busywork. 1 I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com Link to comment Share on other sites More sharing options...
IndiraLightfoot Posted September 17, 2014 Share Posted September 17, 2014 (edited) PJ: That's another rumba I like! One secret aspect of making the invo shuffling not just ho-hum okay, but great, in PoE, will be the sound effects of each and every item moved and dropped into slots. In BG, all heavy weapons, armours, gems, keys, scrolls, arrows, bows, etc, etc, etc, have different sound handles and most of them sound good (I even think BG:EE has added in a few extra sounds - if not, I'm blown away of the sound array - perhaps it's added stuff from BG2). The in-combat sounds in the BB build as been extremely limited, almost placeholder all of it. The same goes for the invo stuff. We really should make a thread about those important little sounds - OE would do well not to miss that kind of polish. I mean, we are supposed to play this game for hours on end - so the sounds need to be not only sufferable, but great and varying - like three effects on a gem moved, four effects of an arrow shot, well, you get the idea. Edited September 17, 2014 by IndiraLightfoot 2 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" *** Link to comment Share on other sites More sharing options...
Ashen Rohk Posted September 17, 2014 Share Posted September 17, 2014 From a purely aesthetic standpoint 16 slots looks a lot better. Wouldn't mind it being a bit bigger myself as standard tbh. You read my post. You have been eaten by a grue. Link to comment Share on other sites More sharing options...
PrimeJunta Posted September 17, 2014 Share Posted September 17, 2014 @Indira I agree, the sounds are pretty thing ATM. Perhaps to be expected, though. It would be good to get an update on the sound design from the horse's mouth in fact. We don't know what state it is currently in, nor what's planned which makes it a little difficult to make suggestions. I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com Link to comment Share on other sites More sharing options...
prodigydancer Posted September 17, 2014 Share Posted September 17, 2014 I think it would be a definite overstatement to suggest that this mod will noticeably affect the balance of the game, but I worry that it sets a precedent for other mods that are popular concepts that serve to unbalance the core system. Nobody forces you to install any mods that you think affect balance. Truth to be told, I wouldn't care so much. But D:OS certainly put inventory management on my radar and I refuse to play another game where it's such a chore. Unless mods are available that make things tolerable. Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) BUG FIXED: http://www.upload.ee/files/4265054/Assembly-CSharp.rar.html I changed Inventory MaxSize in BaseInventory and changed the bytecode I was using to push the int32 onto the stack - one of those things has fixed it Edited September 17, 2014 by Sensuki Link to comment Share on other sites More sharing options...
Kjaamor Posted September 17, 2014 Share Posted September 17, 2014 (edited) Nobody forces you to install any mods that you think affect balance. Truth to be told, I wouldn't care so much. But D:OS certainly put inventory management on my radar and I refuse to play another game where it's such a chore. Unless mods are available that make things tolerable. Oh, well spotted. I had hithero imagined that Sensuki was going to fly over to my house and force me to install his creation at gunpoint. Thanks for the heads-up. I reiterate that this is not something that will greatly affect balance in and of itself and has since been implemented in the game anyway. That said, mods at beta stage strike me as a very bad idea. One that threatens the game balance far more is the mod for infinite camping supplies. What happens to balance when half the beta testers are playing with infinite health (whilst also vehemently denying this)? This is an aside from all the other issues that modding or editing a game can bring up. There's already been a quick chortle in this thread saying "Who would be so stupid?", but a quick look around these forums - mentioning no names whatsoever, not necessarily in this thread and with the greatest respect possible - tells me that there are a substantial number of people who are stupid enough to do just that. This isn't a go at Sensuki, 95% of whose proposals I agree with, I'm just trying to express my concern both primarily for modding at this stage and also secondarily for requesting the transplanting of mechanics from other games people like rather than letting this game build itself well. And it's pretty unrelated, but for the record, D:OS had some of the worst inventory management I think I have ever had the misfortune to use. EDIT: Also, polite apology to Sensuki for the first post following his update being a go at mods generally, which seems a bit of a ****ty reward for hard work. Edited September 17, 2014 by Kjaamor 1 Other kickstarter projects to which I have no affiliation but you may be interested: Serpent in the Staglands: A rtwp gothic isometric crpg in the style of Darklands The Mandate: Strategy rpg as a starship commander with focus on crew management Link to comment Share on other sites More sharing options...
Headbomb Posted September 17, 2014 Share Posted September 17, 2014 Egg scealent. I'll traï eet létor. 1 Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) EDIT: Also, polite apology to Sensuki for the first post following his update being a go at mods generally, which seems a bit of a ****ty reward for hard work. It's okay I understood what you meant. They next patch will have 16 slots anyway so it's a non-issue in that sense. I won't be focusing on making mods, I just wanted to learn how to do it so that when the game comes out I'll have a head start. One other advantage is now that when I see a bug, I can go into the game code and possibly find the reason for it happening as well - which will make my suggestions and bug reports stronger. I don't actually know C#, but I'm okay at Java, and they're both OOP languages. A lot of the code is written in structures I am familiar with as well, particularly the inventory and MVC stuff. Edited September 17, 2014 by Sensuki 1 Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Also I didn't release an infinite camping supplies mod publicly, I gave it to Gfted1 only I also changed the easy difficulty to "Gfted1 Mode" Edited September 17, 2014 by Sensuki 1 Link to comment Share on other sites More sharing options...
Gfted1 Posted September 17, 2014 Share Posted September 17, 2014 *cough*I already gave it to Seari too.*cough* The genie is out of the bottle and it aint never coming back! "I'm your biggest fan, Ill follow you until you love me, Papa" Link to comment Share on other sites More sharing options...
Uomoz Posted September 17, 2014 Share Posted September 17, 2014 Modifying a game that's supposed to be tested vanilla is so stupid, I don't even. Link to comment Share on other sites More sharing options...
Fiebras Posted September 17, 2014 Share Posted September 17, 2014 I think its fine to have mods for an in-beta-testing game sor the purposes of testing theories and design concepts. Its one thing to show graphs and images of how an inventory would be better with more slots per character, and a completely different thing to test it out for yourself in-game. People should remove the mod after they are done fiddling with it though as its very detrimental and counterproductive to test a game and report errors, bugs, and mechanics while you have a mod on, as others have said. Id suggest that unless its for the purpose of demonstrating ideas for the purposes of discussion we refrain from making mods at this stage of development. You will have plenty of time to change everything you may not like about the game once its released. Link to comment Share on other sites More sharing options...
Uomoz Posted September 17, 2014 Share Posted September 17, 2014 Yeah but you test a modified feature in a context that relies/is balanced on the vanilla feature. Just don't modify the game guys, it's completely opposite to the point of a betatest. Link to comment Share on other sites More sharing options...
Sensuki Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) The mod is the same as the next patch, and if I want to inspire change, I will do it. What is bad is reporting bugs when using a modified dll, people should always revert back to default when doing normal testing. Edited September 17, 2014 by Sensuki 3 Link to comment Share on other sites More sharing options...
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