Hormalakh Posted November 20, 2014 Posted November 20, 2014 (edited) I'm sorry I wasn't clear: I meant tricky to code. It might require an overhaul of how their buttons and abilities are set up. Also I'm not sure how many players would like that or be able to understand that scheme. Anyway....my two cents. Edited November 20, 2014 by Hormalakh My blog is where I'm keeping a record of all of my suggestions and bug mentions. http://hormalakh.blogspot.com/ UPDATED 9/26/2014 My DXdiag: http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html
Lephys Posted November 20, 2014 Posted November 20, 2014 Ahh, I see. Yeah, I'm too novice at programming to comment on that, Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
agris Posted November 20, 2014 Posted November 20, 2014 Still waiting for the ability to expand/contract the combat log via PG-UP/PG-DN. Come on team members who played the IE games!
mstark Posted November 21, 2014 Posted November 21, 2014 (edited) I'd like to say I agree with Hormalakh regarding context sensitive hotkeys, and add that it might be a good idea to have the F1 - F12 keys be the default ones rather than QWERT (I assume we'll eventually have more than 5 hotbar items / 5 spells we want to use). I guess I just like using Q for Quick Save, and still sometimes sit down at my computer with my left hand resting over TAB - Q - Spacebar (the way to play IE games). I really like the idea of being able to press a button to cast Fireball without first having to somehow open the appropriate spell book level. Either way, definitely a step in the right direction! Edited November 21, 2014 by mstark "What if a mid-life crisis is just getting halfway through the game and realising you put all your points into the wrong skill tree?"
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