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Hey rope kid, would it be possible to switch off Intellect's effect on AoE size? It might make it difficult to avoid hitting allies with fireballs and the such.
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# ? Jan 15, 2014 11:13 |
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# ? Apr 25, 2024 08:09 |
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Fair Bear Maiden posted:(palle = balls, also used for testicles + gina out of vagina) Ohhhhhh. That's unfortunate.
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# ? Jan 15, 2014 11:18 |
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Octo1 posted:Hey rope kid, would it be possible to switch off Intellect's effect on AoE size? It might make it difficult to avoid hitting allies with fireballs and the such. The real reason nerds have no friends is that all of those friends were caught in a fireball blast.
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# ? Jan 15, 2014 11:22 |
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I'm confused on what some of the stats mean - Three letter acronyms remind me of Bards Tale, but don't we run higher resolutions and bigger screens these days and can use longer words?
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# ? Jan 15, 2014 11:27 |
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Will ironman mode have friendly fire? Will we be able to turn it on and off on any difficulties or is it always on in high difficulty?
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# ? Jan 15, 2014 11:28 |
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epitasis posted:Ohhhhhh. That's unfortunate. Maybe, but then again Gino/Gina are real names, and if SA hadn't pointed it out to me first I really wouldn't have noticed. Without knowing the character is also difficult to know what kind of impression they're meaning to give with the name (if any at all). Vaginas aside, I'm really a huge fan of the new outdoor screenshots. Defiance Bay looked slightly boring from the screenshots shown so far, but Twin Elms sounds like a place I'm really eager to visit. Comstar posted:I'm confused on what some of the stats mean - Three letter acronyms remind me of Bards Tale, but don't we run higher resolutions and bigger screens these days and can use longer words? Might Constitution Dexterity Perception Intellect Resolve
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# ? Jan 15, 2014 11:42 |
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Octo1 posted:Hey rope kid, would it be possible to switch off Intellect's effect on AoE size? It might make it difficult to avoid hitting allies with fireballs and the such. Ha, this is a pretty good question. That UI is gorgeous btw.
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# ? Jan 15, 2014 12:21 |
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That's another thing that ToEE does better than Infinity-engine games, you can see exactly the radius of AoE effect spells, the game highlights everyone that is going to get hit and even labels them numerically.
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# ? Jan 15, 2014 12:49 |
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Octo1 posted:Hey rope kid, would it be possible to switch off Intellect's effect on AoE size? It might make it difficult to avoid hitting allies with fireballs and the such. Your Fireball thrower doesn't have to be Intellect based.
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# ? Jan 15, 2014 14:26 |
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DatonKallandor posted:Your Fireball thrower doesn't have to be Intellect based. True, but intellect would be a cooler stat if it did allow you to fine tune AoE size up to a maximum defined by a combination of the ability specifics and your attribute score. I don't care about any attributes other than resolve and might anymore though. This game now has poise. Dark Souls taught me that offense-heavy high-poise characters are the best way to play every game. CottonWolf fucked around with this message at 14:53 on Jan 15, 2014 |
# ? Jan 15, 2014 14:49 |
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It would be pretty nifty if you could scroll up and down to select the exact AoE size you want. For characters with absurdly high Int, they could hit the best part of a screen's worth of enemies, or get only two that you're melee characters are surrounding. Wait has there been any word about multi-classing?
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# ? Jan 15, 2014 15:35 |
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VanSandman posted:It would be pretty nifty if you could scroll up and down to select the exact AoE size you want. For characters with absurdly high Int, they could hit the best part of a screen's worth of enemies, or get only two that you're melee characters are surrounding. That's exactly what I was thinking. With the mouse wheel. And yeah, multi-classing's not in. The classes have been designed to be flexible though.
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# ? Jan 15, 2014 15:44 |
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CottonWolf posted:I don't care about any attributes other than resolve and might anymore though. This game now has poise. Dark Souls taught me that offense-heavy high-poise characters are the best way to play every game. You're going to play a whole party anyway, so perhaps overly focusing on the single character you build at the beginning on the game isn't the best way to think about the game.
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# ? Jan 15, 2014 15:47 |
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CottonWolf posted:That's exactly what I was thinking. With the mouse wheel. Be smoother to mousedown on the center of the blast, then drag out to the radius you want, then release to cast. Single click gets you maximum radius. INT will be an interesting one to see balanced actually because it's got a quadratic effect associated with it: for spells with both a duration and an area of effect, both will be boosted simultaneously. e: Similarly, CON boosts both health/stamina and Fortitude. coffeetable fucked around with this message at 16:00 on Jan 15, 2014 |
# ? Jan 15, 2014 15:47 |
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It would probably be really hard to balance, but it would be really neat to see stuff like resizable-via-mousewheel AoE spells, and maybe something like Ctrl-Mousewheel functionality to scroll between spells being direct damage and DoT, where max DoT would be the most mana efficient.
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# ? Jan 15, 2014 16:34 |
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Fair Bear Maiden posted:You're going to play a whole party anyway, so perhaps overly focusing on the single character you build at the beginning on the game isn't the best way to think about the game. But you only build one character. The others I use will be purely based on how interesting I think their characterisation is. The PC is the only one you have any real design control over, at least the way I play it. Assuming there are no respecs, NPCs statblocks are what they are.
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# ? Jan 15, 2014 16:37 |
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I like the idea of resizing your AoE size. The higher the intellect, the further out AND tighter in you can go. If you have a smaller int, you're stuck with one size - can't reduce the size -, because you lack control, but if you're higher up in int you can focus your area with more precision.
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# ? Jan 15, 2014 16:41 |
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It would also be cool if the smaller you make your radius the more powerful it is.
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# ? Jan 15, 2014 16:59 |
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I think we're going to support right-click AoE scaling at least for guard functionality. Yes, we are bringing that back for this game even though I am apparently the only person who used it.
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# ? Jan 15, 2014 17:03 |
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rope kid posted:I think we're going to support right-click AoE scaling at least for guard functionality. I used it some but the guard button is like the first thing the IE interface sacrifices whenever more slots are needed for class abilities or whatever, and my parties generally don't have a lot of straight-up fighters in them.
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# ? Jan 15, 2014 17:07 |
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I must admit I forgot about that button. I don't think I ever knew what it actually did mechanically.
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# ? Jan 15, 2014 17:09 |
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There was a guard function in IE games???
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# ? Jan 15, 2014 17:09 |
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DrManiac posted:It would also be cool if the smaller you make your radius the more powerful it is. rope kid posted:right-click AoE scaling for guard functionality.
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# ? Jan 15, 2014 17:11 |
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Fair Bear Maiden posted:Eh, thinking about it, I can see how Pallegina (palle = balls, also used for testicles + gina out of vagina) might sound silly, but despite being a native speaker that didn't really come to mind when I saw the name, it just seemed like a made-up Italian-sounding name. For Edér, someone told me about the German footballer Norbert Eder. Someone else told us that in Hungarian if you add a letter or two and shift an accent it's apparently some goofy TV character. Even if we directly used real world names verbatim, those names often mean wacky things in other languages. At least she's not named Salma.
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# ? Jan 15, 2014 17:13 |
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QVC Drinking Game posted:There was a guard function in IE games??? https://www.youtube.com/watch?v=PreAABChTyQ
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# ? Jan 15, 2014 17:14 |
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rope kid posted:I think we're going to support right-click AoE scaling at least for guard functionality. It would be real useful for damage spells where you want to hit them with something nasty but not mix up too many of your guys in it. While it's by no means a necessary feature, it would be super-sweet to have. How fast will the combat be? One of the things that bugged me about the Infinity engine was how quickly it took to resolve an action. It made pausing an absolute necessity if you wanted to do anything tactically complex. In Dragon Age, they had a decent work-around where you were able to customize the battle behavior for your characters based on circumstances in battle, so you only had to intervene when things got dangerous and could otherwise control one character at a time. What's the current thinking in-office about letting the players customize either of these things?
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# ? Jan 15, 2014 17:24 |
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We're still tuning overall combat speed, which should be similar to mid-level IWD or BG2 combat. We also have a slow mode that drops the speed of the entire game world to about 50% (maybe even slower). You can play pretty big fights in that way without much (sometimes any) pausing.
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# ? Jan 15, 2014 17:25 |
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"Welcome to the real world" indeed. A summary of late 90s/early 00s crpgs: https://www.youtube.com/watch?v=T5EYYUbKhWQ
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# ? Jan 15, 2014 17:26 |
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rope kid posted:We're still tuning overall combat speed, which should be similar to mid-level IWD or BG2 combat. We also have a slow mode that drops the speed of the entire game world to about 50% (maybe even slower). You can play pretty big fights in that way without much (sometimes any) pausing. That's perfect for me! Thanks.
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# ? Jan 15, 2014 17:27 |
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Explain this "guard" business.
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# ? Jan 15, 2014 17:30 |
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Wingless posted:Explain this "guard" business. In PE there will be a default radius but we want to allow it to be scaled.
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# ? Jan 15, 2014 17:32 |
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rope kid posted:The shield icon in the main HUD can be clicked and dragged (and will really ONLY work if clicked and dragged) to create a radius that the selected characters will guard. They move to the center of the circle and will move to intercept enemies that move inside the radius. If there are no enemies in the radius, they return to the center of the circle. That seems horribly counterintuitive to the rest of the UI there. I was never aware that was ever a thing. I could have used that often.
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# ? Jan 15, 2014 17:36 |
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Drifter posted:That seems horribly counterintuitive to the rest of the UI there. I was never aware that was ever a thing. I could have used that often. You could probably have read about that from the manual =^_^=
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# ? Jan 15, 2014 17:41 |
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How did basically none of us know about this? Clearly it wasn't that important, seeing as we all didn't use it, but still, that's kind of crazy.
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# ? Jan 15, 2014 17:51 |
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Ihmemies posted:You could probably have read about that from the manual =^_^= It might have been in the quick reference guide, but I never saw it in the bound manual. <(*_*)>
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# ? Jan 15, 2014 17:51 |
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Ihmemies posted:You could probably have read about that from the manual =^_^= Never trust the Infinite Engine manuals. Seriously, those are full of things that are just flat out wrong. Even today i'll find people who think Wis actually does something to saves. It Does Not.
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# ? Jan 15, 2014 17:53 |
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Most of the ability and racial bonuses that were absent for BG were added in IWD (and were definitely there in IWD2). IDK about BG2.
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# ? Jan 15, 2014 18:02 |
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rope kid posted:The shield icon in the main HUD can be clicked and dragged (and will really ONLY work if clicked and dragged) to create a radius that the selected characters will guard. that is unreal. This literally changes everything.
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# ? Jan 15, 2014 18:22 |
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What
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# ? Jan 15, 2014 18:27 |
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# ? Apr 25, 2024 08:09 |
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rope kid posted:At least she's not named Salma. *Incidentally* you can roughly translate that to corpse/remains in Italian. Just in case you have a Vailian female necromancer NPC!
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# ? Jan 15, 2014 18:39 |