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This is up there with "automapping" and "journals with automatic notes" when it comes to convenience. Remove the routine.- extra work is sometimes good for you.
This is up there with "automapping" and "journals with automatic notes" when it comes to convenience. Remove the routine.- extra work is sometimes good for you.
How hyperbolic.Yes, make it like Diablo 3 where the only thing you need to compare other items is the damage per second stat. So much more convenient!
So what do we win?He is probably better off being on edge because he'll be less disappointed upon release.
I think we have a good chance of reaching 900 pages before Something Awful reaches 500 - they're on 498.
So what do we win?He is probably better off being on edge because he'll be less disappointed upon release.
I think we have a good chance of reaching 900 pages before Something Awful reaches 500 - they're on 498.
That's true, but I manage most of the UI with keyboard and SkyUI is pretty painless and a breeze that way. (In fact, my extensive use of keyboard does tilt significantly my opinions on lists.)And that's because SkyUI does well in terms of presentation but is still not a good example because it's built on a fundamentally flawed core that wasn't designed to be used with a mouse.
The problem with lists is that they make the items BE a bunch of statistics. While that's what they are arguably, using a grid inventory with unique art for each item and unique art for the item in-game means that there is some much bigger investment for the play regarding that item.
List showing all the stats is 'neat', but after a while it makes getting new weapons/armor just painfully boring. The syndrome of "I get +1 attack and they get +1 defense, and nothing ever changes".
I couldn't disagree more with the highlighted. I've never had a single problem with readability and that is down to a few things working together:What parts of SkyUI would be removed in your perfect system? Because the reason SkyUI sucks is small text, poor aesthetics and no way to easily distinguish things at a glance (i.e. no icons).
I think that's more down to the sub-optimal use of screen space, which would've been a flaw with SkyUI in a party-based game.Actually the 'non-popup' subscreen viewer for stats has the advantage that it fixed in place, so you more or less don't have to move your eyes while checking stats. However, that gives it a few restraints to the number of stats it can display without scrollbars (and that in turn, may lead to 'limitations on purpose' to the number of unique/innovative abilities/stats for items).
Yeah, God forbid someone play one stupid fucking MOBA over another stupid fucking MOBA.That still doesn't excuse it though, scum of the earth.
Yeah, God forbid someone play one stupid fucking MOBA over another stupid fucking MOBA.
I've noticed that people who play LoL first instead of DotA prefer it because it's easier and a less hostile environment
Grunker, if good itemization means lots of non-linear differences in the form of special bonuses/penalties, then I'd think lists would be even more of an advantage. Imagine 10 different weapons in your inventory like Celestial Fury, which "Stuns opponents unless it make a save vs. spells. 5% chance 20 electrical damage is inflicted. Blindness and Lightning Strike may be used once per day." That's three special bonuses; try memorizing that 10 times over. I'd prefer "special effect 1", "special effect 2", etc. columns over clicking each weapon seperately and forgetting the properties half way through.
(or, you know, people play the MOBA that their friends play because that's pretty much the only important aspect of one)
We already knew that.
Probably baby duck syndrome. He probably played LoL first or that's what his friends play.
unlike other, more boring, MOBAs.
What's the status now?
"We've tried to always stick to what we talked about in our Kickstarter pitch," Project Director Josh Sawyer told WIRED via phone. "We're making a game that's essentially about exploring a big beautiful world with a lot of tactical combat and a cool story with cool companions in it. Every so often we have some crazy idea for something neat that we could add, but we know that there's so much to do already that we don't really need to throw more difficulty on it for us."
Much like Double Fine Adventure, Obsidian's initial expectation was to make a modestly-sized Infinity Engine-style game with a very small cast of characters, classes and not a whole lot of extra features.
"But with the Kickstarter," Sawyer said, "the fans basically said 'please give us these extra doodads, we want them.' So we're making a game that is much larger in scope both in terms of size and also the variety of characters you can make and interact with."
The team, which shifts around in size but currently consists of around 20 people, is now deep into production developing the core game. But while everything is going relatively smoothly, Sawyer is reluctant to discuss a release schedule.
"We're really trying to really focus on making this game the size that our fans expect it to be, as deep of an RPG system as they really expect it to be, and as polished as they really need it to be," Sawyer said. "We've had games come out that have not been very polished, and we don't like that reputation. We've been improving it over time, so with something where the release is entirely under our control, we're going to make sure that is absolutely as good as it can be."