DraQ
Arcane
And I will happily strain my eyes a little bit to not have to put up withI'll gladly sacrifice some miliseconds for not straining my fucking eyes
mostrosity of an interface.
And I will happily strain my eyes a little bit to not have to put up withI'll gladly sacrifice some miliseconds for not straining my fucking eyes
Pedestrian mind spotted.
Having to snipe with your mouse is good for FPSes, not GUIs
Still beats a group of whiny artfags for whom a functional interface is not pweeetty enough.You may be technically correct, although as far as I'm concerned it's pure conjecture, but this should really only be an issue for elderly people using laptop trackpads.
I think you meant not be a minigame.Interface is not art (although it may be artistically pleasing as long as it doesn't hamper its primary function) and interface should most definitely be a minigame.
Ok, fix'd.I think you meant not be a minigame.Interface is not art (although it may be artistically pleasing as long as it doesn't hamper its primary function) and interface should most definitely be a minigame.
Those who don't learn from history are doomed to repeat it.Otherwise I completely agree. Especially with using Skyrims UI as a punishment for bad design.
Yes of course lets make traps irrelevant, in fact why not go all the way... make all the chars sprint everywhere like they are on drugs, unlock all locked chests so no poor player has to miss out on content on the first play through. All so that you can get to the AWEHSOME combat faster.You don't have to click anymore though
It works more like detect secret doors in BG2.
Good, but the time to detect should be short as to not be noticeable. Arcanum and Fallout did a good job with the auto-stop before hitting the trap while having a fast trap detection time.
Then again, the point of spotting traps is not falling in them.Yes of course lets make traps irrelevant, in fact why not go all the way... make all the chars sprint everywhere like they are on drugs, unlock all locked chests so no poor player has to miss out on content on the first play through. All so that you can get to the AWEHSOME combat faster.You don't have to click anymore though
It works more like detect secret doors in BG2.
Good, but the time to detect should be short as to not be noticeable. Arcanum and Fallout did a good job with the auto-stop before hitting the trap while having a fast trap detection time.
Traps in games SHOULD be a pain to deal with... that is the point of traps. Realism all the way, so that you have to eat in game may be shit, but removing viable game mechanics for the sake of speed is bad.
Yes of course lets make traps irrelevant, in fact why not go all the way... make all the chars sprint everywhere like they are on drugs, unlock all locked chests so no poor player has to miss out on content on the first play through. All so that you can get to the AWEHSOME combat faster.
Traps in games SHOULD be a pain to deal with... that is the point of traps. Realism all the way, so that you have to eat in game may be shit, but removing viable game mechanics for the sake of speed is bad.
Twould be nice if there was just a system like... hmmm, you remember that first time you walk into irenicus's room in the first dungeon of BG2 and some message pops up, something like "My spider senses are tingling." Having something like that as a passive system that (if your skill is high enough) tells you that traps are around, and then you can either charge ahead (running away from something or chasing something) or pause and take the time to find/disarm the traps.
Searching had a very useful secondary function (mostly for mods TBH) of detecting both magical invisibility and thief stealth.And that was how I felt in the Infinity Engine games. Finding those traps was almost always piss easy for my characters - but I was still often trapped simply because 'search for traps' was a flimsy function at best. It took its sweet time to work in between those pseudo-rounds and the area of effect isn't quite clear.
Searching had a very useful secondary function (mostly for mods TBH) of detecting both magical invisibility and thief stealth.And that was how I felt in the Infinity Engine games. Finding those traps was almost always piss easy for my characters - but I was still often trapped simply because 'search for traps' was a flimsy function at best. It took its sweet time to work in between those pseudo-rounds and the area of effect isn't quite clear.
With fast-regen stamina, out of combat traps are going to be pointless (Roguey would point out here that with no limitations on rest, they were equally pointless in IE games). The only interesting trap mechanics will be during combat.
Maybe, but it usually seems lame to take a big hit just because you forgot to push search or decided to run somewhere because boredom was setting in.The obvious solution to this is for traps to knock off a large chunk of health
We both know this is not going to happen in a Sawyer game, so why even suggest it?or kill characters outright.
With fast-regen stamina, out of combat traps are going to be pointless (Roguey would point out here that with no limitations on rest, they were equally pointless in IE games). The only interesting trap mechanics will be during combat. So having detect trap skill leading to amount of time it takes to find the trap, rather than a binary on/off switch is appropriate and actually interesting.
Maybe, but it usually seems lame to take a big hit just because you forgot to push search or decided to run somewhere because boredom was setting in.