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I'd rather the one I was keeping an eye on the most (presumably Stamina) were bigger, and the other smaller, even if it's eventually more vital.
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# ? Jul 30, 2014 05:12 |
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# ? May 10, 2024 11:25 |
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Yeah but I think if someone didn't know, and you asked them which colour would be for stamina and which one would be for health, they would say green for stamina and red for health.
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# ? Jul 30, 2014 05:48 |
I just feel health is more important and needs the big red flashing danger signal even if stamina is what we are going to be looking for most of the time.
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# ? Jul 30, 2014 05:52 |
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Ratios and Tendency posted:Does anyone else think it should be switched around so that the red portrait overlay is health and the smaller sidebar is stamina? Yeah, seems a little backwards right now.
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# ? Jul 30, 2014 06:17 |
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I think it's fine. The only thing that's backwards (or rather upside down) is the red fill and I don't mind it coming from the top either.
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# ? Jul 30, 2014 06:23 |
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It's how Payday/Payday2 does their health system, and it's perfectly intuitive with the stamina being a tiny bar and permanent damage indicated for the entire portrait.
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# ? Jul 30, 2014 06:31 |
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The PC Gamer one's pretty good because there's a lot of talk about the systems of the game (So much so that I got confused about the structure of a conversation).
xthetenth fucked around with this message at 06:41 on Jul 30, 2014 |
# ? Jul 30, 2014 06:38 |
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Seems much more relevant to have the stuff that's actionable in-combat be the more obvious indicator - "You're almost knocked out!" is much more relevant than "Hey after this fight you might wanna have a snooze". I'd much prefer the indicators to stay as they are.
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# ? Jul 30, 2014 07:01 |
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That makes sense to me, that the tactical resource deserves a bigger indicator to make it easier to notice at a glance, while a strategic resource that is going to get a non-rushed decision based on it works fine with a smaller, more precise indicator. I think the colors go against what might be expected, since health usually gets red. Not sure there.
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# ? Jul 30, 2014 07:08 |
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Ropekid phrases what I wanted to say about character design variations than I could when I was talking about priest class-I must have phrased terribly. In any case, I'm quite happy with how the design direction of the game turned out, which is what counts after all. Since the open beta release is nearing, I just feel like I'd rather leave the devs to their actual tasks than spamming them with questions (although I need to limit my own expectations). I normally wouldn't touch beta in order to avoid spoilers but, according to what I've seen so far beta feedback seems to be quite important. I doubt I could be of any help but, at least, I could let the devs gather info about hardware compatibilities. BTW, I wonder there would be an option of adjusting loudness of internet videos in the future since I had problem with adjusting the volume in this video-the voice of interviewer is too hard to hear but, if I increase the volume, ropekid sounds too loud...
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# ? Jul 30, 2014 07:36 |
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Scorchy posted:Second part of the RPS interview: http://www.rockpapershotgun.com/2014/07/29/expert-speech-skill-pillars-of-eternity-interview-part-2/ quote:Sawyer: Almost anything in the UI can be switched off. You can turn off combat HUD elements. You can even turn on Big Head mode, which I love. The New Vegas DLC tackled some interesting themes and experimented with more environmental storytelling, but I really hope that Obsidian focuses on Big Head content for Pillars.
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# ? Jul 30, 2014 07:41 |
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I'm just worried that some builds won't benefit from a Big Head (unless it means Big Hat mode)
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# ? Jul 30, 2014 08:30 |
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xthetenth posted:I'm just worried that some builds won't benefit from a Big Head (unless it means Big Hat mode) If there's no Big Frog Helm then gently caress this game
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# ? Jul 30, 2014 08:46 |
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xthetenth posted:I'm just worried that some builds won't benefit from a Big Head (unless it means Big Hat mode) Big hats go with big heads. I agree that the game looks more like Icewind Dale (the first one, to be honest, given the wooden interface and the Jeremy Soule-ish soundtrack) but I still feel like the art, in terms of equipment, and environment design couldn't simply be placed in IWD without feeling off, and no, I'm not talking about the obvious perspective and quality issues. Unfortunately I don't have a background in art and my vocabulary is quite amateurish, so I can't quite explain why very well
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# ? Jul 30, 2014 09:02 |
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xthetenth posted:I'm just worried that some builds won't benefit from a Big Head (unless it means Big Hat mode)
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# ? Jul 30, 2014 13:28 |
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Everybody wins!
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# ? Jul 30, 2014 13:30 |
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Except the Godlike who can't wear them
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# ? Jul 30, 2014 13:37 |
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AG3 posted:Except the Godlike who can't wear them Godlike get giant horns or whatever. It all evens out.
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# ? Jul 30, 2014 14:07 |
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Godlike are born with hats as far as I can tell, which is what make them god like
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# ? Jul 30, 2014 14:45 |
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I love that there are no dedicated personality stats. It lets the development of your character's personality evolve naturally compared to systems where you have to predefine the type of personality of your character ahead of time, then just hope the dialogue choices allow for the kind of character you want to play. It's also great because it eliminates the need to split character development currency between conversation and combat, which is honestly a pretty poorly designed dilemma.
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# ? Jul 30, 2014 15:06 |
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Ratios and Tendency posted:I just feel health is more important and needs the big red flashing danger signal even if stamina is what we are going to be looking for most of the time. I'd prefer the red fill on the portraits to be the short-term damage, like it is now. Having my dude's portrait be half red until I rest would get mildly annoying. It's not like a green bar for HP is new or hard to understand, and I do think that the one you're going to be more concerned about in combat should be more prominent.
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# ? Jul 30, 2014 15:20 |
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AG3 posted:Except the Godlike who can't wear them Some Godlike are born with octopus heads and most of them are even more successful than this perfectly ordinary person.
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# ? Jul 30, 2014 15:25 |
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Are the backgrounds going to be more for flavor than having any real statistic change? Because I sure hope so. Some of the backgrounds in Arcanum were downright broken like the "Beaten with an Ugly Stick" history, while women would lose the max strength bonus if they didn't take the "Tomboy" history I can't wait to play a closeted 98lb weakling who becomes a body-builder wizard who always hits on the ladies unsuccessfully. Inspector Gesicht fucked around with this message at 16:10 on Jul 30, 2014 |
# ? Jul 30, 2014 15:46 |
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As far as the UI goes, I like that immediate combat stamina gets the most visual real estate. It needs it the most I think. If it were me, I'd place the overall health bars on top of the character portraits though, emptying from right to left, and maybe make them a bit wider, but that's just me.
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# ? Jul 30, 2014 15:51 |
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Have two layers on the portraits. A thick, red one showing the Stamina, and a thinner, darker one showing the hit points. Or just do it like in the original Quake, as your health go lower the character portrait grins more.
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# ? Jul 30, 2014 15:57 |
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Inspector Gesicht posted:Are the backgrounds going to be more for flavor than having any real statistic change? Because I sure hope so. Some of the backgrounds in Arcanum were downright broken like the "Beaten with an Ugly Stick" history, while women would lose the max strength bonus if they didn't take the "Tomboy" history I'm pretty sure I read somewhere that they are purely flavour and don't have any stat effects.
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# ? Jul 30, 2014 16:19 |
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rope kid posted:Hats and helms all scale up in Big Head Mode (including frog helms).
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# ? Jul 30, 2014 16:43 |
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UrbicaMortis posted:I'm pretty sure I read somewhere that they are purely flavour and don't have any stat effects. e: Looking again, culture changed the gear but background didn't. coffeetable fucked around with this message at 17:57 on Jul 30, 2014 |
# ? Jul 30, 2014 17:55 |
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Inspector Gesicht posted:Are the backgrounds going to be more for flavor than having any real statistic change? Because I sure hope so. Some of the backgrounds in Arcanum were downright broken like the "Beaten with an Ugly Stick" history, while women would lose the max strength bonus if they didn't take the "Tomboy" history
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# ? Jul 30, 2014 20:41 |
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So in the 40 minute video preview, Josh mentions that resting now consumes a camping materials resource! Awesome. I was wondering how PoE was going to avoid the old 5 Minute Hero Workday problem of resting after every fight. I do have a question about this though, (aside from "how plentiful will camping supplies be?"). How will this mechanic affect casters? Now that resting is so expensive, are casters going to have to be extremely conservative with their spells now, or to balance this are casters going to have a ton more casts available between rests? Or, do caster spells refresh between every combat instance? Or do casters have a mana-like resource pool in this game as opposed to a fixed number of casts per spell per rest?
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# ? Jul 30, 2014 20:49 |
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You don't remember how casting works? Some spells are by-will, some are per-encounter and some are per-rest.
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# ? Jul 30, 2014 21:05 |
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GreatGreen posted:So in the 40 minute video preview, Josh mentions that resting now consumes a camping materials resource! Unless it's been changed as a caster levels up the lower level spells that start out as per-rest will transition into per-encounter and eventually into at-will unlimited casts. Plus they've got a standard unlimited use ranged magic bolt attack.
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# ? Jul 30, 2014 21:09 |
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Actually, how do we choose which spells to cast? Does a given grimoire have at-will, per-encounter slots, etc?
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# ? Jul 30, 2014 21:18 |
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Basic Chunnel posted:Actually, how do we choose which spells to cast? Does a given grimoire have at-will, per-encounter slots, etc? Well in any given situation there's only one real choice of spell to cast. https://www.youtube.com/watch?v=m7RosIoQisA
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# ? Jul 30, 2014 21:43 |
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DatonKallandor posted:Plus they've got a standard unlimited use ranged magic bolt attack. I think a low level wizard doesn't have an unlimited ranged magical bolt attack. He can use implements(wands,rods and sceptres) like every other class but he has the blast ability that gives implements additional aoe damage. Basic Chunnel posted:Actually, how do we choose which spells to cast? Does a given grimoire have at-will, per-encounter slots, etc?
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# ? Jul 30, 2014 22:02 |
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prometheus12345 posted:If it hasn't changed, each grimoire has four spell slots for different spells per spell level. If the spell level recovers spells at will, per encounter, or per rest depends on your character level. poo poo, how did I miss this bit of mechanics? That sounds awesome. Imagine the feeling of power as you unlock Quizby's Illustrious Exploder as a per-rest spell, and as you continue leveling up it becomes per-encounter, and finally at-will. Chances of me playing a wizard first just rose dramatically.
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# ? Jul 31, 2014 05:57 |
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Ratios and Tendency posted:I just feel health is more important and needs the big red flashing danger signal even if stamina is what we are going to be looking for most of the time. Stamina is green. Like grass energized by the sun.
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# ? Jul 31, 2014 06:59 |
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FRINGE posted:Yeah I would rather have the health "oh god dying" one in red. Regardless of which one is where. They're unlikely to scrap the red-fill on the portraits, given how much they're sticking to the feel of the old IE games. And having the big glaring damage indicator be tied to the health-like pool that actually matters in (every) battle is the obvious correct choice. "Stamina shouldn't be red" is a very weak reason for a change that would make the UI less intuitive.
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# ? Jul 31, 2014 07:23 |
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People don't really think much when they're complaining, so there'll always be weird little things like this. This is like people complaining about the shade of shadow over grass patches. At least when people brought up the issue of degrading weapons or whatever it was, there was a legitimate rational behind the complaint.
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# ? Jul 31, 2014 07:32 |
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# ? May 10, 2024 11:25 |
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Walrus Pete posted:They're unlikely to scrap the red-fill on the portraits, given how much they're sticking to the feel of the old IE games. And having the big glaring damage indicator be tied to the health-like pool that actually matters in (every) battle is the obvious correct choice. I think 'blood-red overlay over someone's face somehow not being the health meter' is less intuitive. Not arguing the stamina meter shouldn't be more visible. As people point out it's the faster moving resource in combat, but I'd say the green meter right now is more visible despite being smaller. The fact that during the demos they had to explicitly explain that part of the UI rather than it being immediately obvious seems to indicate there's some clarity lacking. Honestly I never thought the red fill on the IE UI was such a vital thing that it had to be carried over, but that's just me. Right now the stamina, health, and cooldowns are all of different colours, widths and orientations. I would have been fine with Darklands-style thin bars on either side of the portrait or something.
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# ? Jul 31, 2014 07:58 |