Or '+' and '-' for increasing and decreasing the percentage. Would only make sense.Grotesque wrote:
It would be nice if the game supports selecting that attack damage bonus via keyboard shortcuts also (1 2 3 etc. keys or any other keys). Selecting it with mouse only becomes tedious after some time.
Keyboard shortcuts support for everything in fact.
It doesn't matter if we'll be able to rebind those keys or not but keyboard shortcuts is a must in my opinion.
That's a valid point for making the animated visual effects for the portraits optional, actually. From the couple hours I put into the Beta I do remember quite a few instances where the chimes indicating a change in the tides were played shortly after one another, sometimes even to the point where they were overlapping each other.cadriese wrote:Considering how often and quickly the tidal affinity shifts over the course of just one conversation in the Beta (as indicated by the audio cues) I'd go as far that it's mandatory to have the option to turn the "light show" off. It's laudable that inXile thinks of the hearing- and the visually-impaired too, but at the cost of those fortunate, or in this case unfortunate to be in full possession of their visual perception? That's not cool.
An option for this, pretty please.
The audio cues do the job just as well, if not better because they happen unobtrusively and subtle in the background. And if I'm not mistaken, they even have each their own melody, so that with time you can tell by the audio cue alone, which one of the tidal affinites just increased.
And as fancy and flashy as they are, but it would be only so long until those newly added visual effects firing off at the same rate as the tides change gets super annoying super fast.
I agree, level-up effects of the newly added one's caliber are best left to ARPGs like Diablo 3 or MMOs/MOBAs. Such exaggerated visually gratifying spectacles just don't fit into an old-school CRPG like TTON.cadriese wrote:For the level-up effect, which, from the screenshot alone, really does seem way over-the-top may I suggest something that's not as flashy and "Hey you, just in case you can't tell from the audio cue and the blinking Plus sign on the character portrait, but I leveled up, now get to it and spent some points":
Just dial the effect back quite a bit so that it doesn't completely engulf you in a 3 meter/120 inches pillar of flame (and that it matches with the level-up effect used in Pillars), and also make sure that the animation is as brief as possible, if that isn't the case already.
If there's no intention to tone it down then it should be made an option at least.
As someone who's played and still plays POE on Path of the Damned + Expert Mode exclusively I'd definitely welcome the inclusion of an Expert Mode-like equivalent in TTON. I'm absolutely all for being able to customize the HUD to be as sparse as possible and having to figure things out myself, even the hard way through trial and error.cadriese wrote:Are inxile's UI/HUD designers aware of Pillars' "Expert Mode" (http://pillarsofeternity.gamepedia.com/Mode#Modes)?
Consolidate things like the "move" and "attack" icons (if they aren't already tied to the "Show selection circles" option), the visuals for range and AoE of abilities, the ("Choose a position") mouse button prompt, the "Current Objective" panel, etc into a mode similar to Pillars' "Expert Mode" or make them individual options like Pillars' "Extra Options" and everyone's a winner.Expert Mode - Enable more punitive and demanding game-play elements, in and out of combat, including disabling all the individual extra options in the section below. The mode is similar to Fallout: New Vegas' Hardcore Mode, Expert Mode. Because it disables all of the common ease-of-use "helper" information, it is regarded by some players as the most realistic way to play.
*Area of Effect Highlighting: Provide a graphical display of the range of area-of-effect spells.
*Combat Tooltips: If this option is enabled, lightweight combat tooltips will be shown above all characters during combat.