speeler said:
It should pause on the character screen and when you are talking to the other covenants at least. It does not normally pause when you are shopping, but you can always manually pause the game (pause or P buttons).
You're right, this is how it behaved, I just didn't notice it pausing on the char or skills screen. I still think it should automatically pause when talking to NPCs, though...
speeler said:
Depending on which class you are playing at the time, right clicking on the enemies might help out a lot. Right click just selects them, so no movement or anything.
Yeah, that particularly helps with spellcasters, but my worst problems were as a warrior when I would attack-click and watch my guy run over to the monster, then just stand there and get whacked instead of attacking because I actually mis-clicked and only moved.
BTW, I noticed that once my warrior was attacking, he would auto-switch and keep attacking after my 1st target died. Maybe that was just a default response to getting hit, but if it was actually auto-switching targets, that should be easy to apply to mage/priests in the process of spellcasting...
speeler said:
Yes, the covenants are effected by the difficulty setting. There is also a lot of randomness in this so you might have been getting lucky that they didn't attack you or help out.
I cranked it up and it was better, but I found a cheesy exploit for which you might want to improve the AI. It's easier to defend than raid because you get all 5 henchmen PLUS 4 hired monster guards. So I would raid a patsy, playing possum and waiting for a 3rd covenant to seize the "opportunity" to raid me. Then I'd cancel the raid, and clean up with all 10 of my guys (including me) on the 4-5 raiders at my home. They would keep suiciding, though, until about 25% lifestone health, at which point they would finally stop. Then I'd raid them and finish them off before anyone else could do anything. It just seemed like it took too long for the 3rd covenant to figure out that their "sneak" attack wasn't sneaky enough. Maybe if the patsy joined in and also raided my home, then it would be a bit more interesting. Maybe the raiders should do what I do and focus on the hired monsters first, since they don't resurrect... (at least at tougher difficulties?)
speeler said:
If a skill has a max skill level it is stated in the highlight text, but most skills don't have a max. We have improved a bunch of the skills text since the demo. Any skill descriptions that you specifically remember not being very good?
lots of stuff like "deep wound" or something, that mentions it does extra damage over time, but how much? For how long? Is it really worth spending 4 points to get 10% extra chance of that happening? I don't have any fucking clue. Same with "leaches x power", wtf is power? Other stuff like that.
Also, you can't plan for the future without seeing the future level effects, just seeing what the next level does is not enough. Example: One of my skills added 6% for first level, then 12% (total) for 2nd level, but then only 17% (total) for 3rd level. It looks like that's not a skill that I would want to keep investing in because it'll be less and less useful and by level 60+ it's probably useless. So I would never want to waste any points in it in the first place. But I would never know that without wasting the points to find out! Since there's no way to save, try and see what a skill does, and then re-load to before the skill points were spent, I'm just screwed. I know DII did it this way, too, but that's one of the few things DII did horribly! The web community saved that game as far as providing the real information players need, but I'm sad to predict that DoP probably won't get the same kind of following.
I'm not saying the info should be in-game, but a good manual or reference info on the website would really make me _enjoy_ swallowing your hot man-meat, instead of just doing it because I'm bored.
Oh! And having an "accept skill point allocation" button would be a godsend. It's extremely easy to accidentally click the wrong skill, and no way (not even alt-tab, kill, re-load) to undo a simple mistake like that.
Speaking of alt-tab, I get horrible graphics corruption when I do that, and since "alt" for show items is right next to the windows key, it happens occasionally.
speeler said:
No prob. Like I (briefly) mentioned, I like the game a lot, and especially the strategy idea, I'm just bitching because maybe you'll be able to do something with all this and improve the game. I don't think for a second that everything will be magically changed to be like I want, but I hope at least _something_ is useful.
Shit, this is long, but I have another little beef that I thought about while playing yesterday night. There's extremely little reason to play a mage. Imgaine a classic mage-warrior tandem. The warrior takes the heat while the mage nukes everyone. If I'm the warrior, I can hire a mage with 4 good spells. Plus I get ALL my euquipment slots and all my skills to make myself as badass as possible (particularly, hard to hit and full of life). If I'm a mage, though, I wouldn't focus on more than 4 spells anyway, my meatshield can only use 3 pieces of equipment, and I haven't seen much cloth armor stuff that would really help my mage be more effective at casting spells (being more armored as a mage is pointless because you'll never be armored enough). So by doing it that way, I'm just screwing my team out of 6 or so pieces of loot that could have been helping us. Since getting loot and being strong are big parts of the game, it seems like this is just dumb. Best fix: let NPCs have all the same inventory slots that characters do. Alternate fix: make mages not suck so much.
Final comment on game design... It seems like Priests are really interesting, but get screwed more than any other class as far as being spread thin. They need str to do more damage, dex to survive and hit things, vit to survive, int for crits (could skip this), and spirit to cast spells! By comparison, warriors need 3 attributes (str, dex, vit), mages need 2 (int, vit), and rogues look to need the same 3 as warriors (haven't played one yet, not sure). It just seems like it'll be much harder to be a "good" Priest than other classes. I obviously don't have a clue how the later parts of the game work out, though, so I may be way off base...