If we make a sequel, the default speed will likely be what slow currently is.
With regard to visual effects, there's another factor we've been trying to work through which is how effects render in the environment, especially when they overlap. The way that the renderer handles the effects tends to result in them blowing out very quickly, so if there are multiple effects going on anywhere, the individual effects get lost. The lighting also works this way, so if a visual effect has a lighting component in it, the way it interacts with other lights will quickly blow out the environment (and other) art in the scene. It's not something we can really fix for PoE, but we could fix it for a sequel.
When we did allow people to transition during combat, it caused a bunch of bugs. We used to not allow people to exit combat, period, because that also caused a bunch of bugs, but those bugs were fixed. There are a few fights now that won't end once they're triggered until everyone is dead (I think Raedric's might be one of them, Maerwald's definitely is) but most other fights can end as Samuel Clemens described.
I should note that one other thing we'd like to do on a sequel is allow for sub-areas to be loaded concurrently with a parent area. If we can pull that off, we should be able to allow you (and enemies) to transition during combat.
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I should note that one other thing we'd like to do on a sequel is allow for sub-areas to be loaded concurrently with a parent area. If we can pull that off, we should be able to allow you (and enemies) to transition during combat.
What about taxes?Josh said the only thing certain is death.
Videogame companies get lots of tax exemptions.What about taxes?Josh said the only thing certain is death.
If we make a sequel, the default speed will likely be what slow currently is.
If we make a sequel, the default speed will likely be what slow currently is.
It's funny how Josh keeps coming up with good ideas, a year after the same good ideas have been pointed out as suggestions by beta testers. Oh well, better late than never, right. What they really should do to make combat easier to follow, and make his own balancing life easier, is to reduce the variety of cooldown timers' length, so it's not dynamically determined by weapons/armor/dexterity/etc, but it's like in the IE games - one base timer, and then half-speed for slowed characters and double-speed for hasted. It could still be readable, even with more options than these three, but the current tenths of a second counters are insane.
I think it's his design process... as far as I've seen it's been incredibly incremental. The whole pillars thing seems to consist of coming up with some starting system based off of innovating slightly by trying to merge more tabletop with the old infinity engine
I think it's his design process... as far as I've seen it's been incredibly incremental. The whole pillars thing seems to consist of coming up with some starting system based off of innovating slightly by trying to merge more tabletop with the old infinity engine
Weird that you say this when AwesomeButton is talking about something that definitely isn't from the Infinity Engine nor tabletop.
Fact: If the original IE games had used the same action-duration system that PoE uses and Josh Sawyer had decided to streamline it down to constant duration for everything like AwesomeButton is asking for, every grognard in the universe would have been screaming bloody murder.
I was referring more to the fact that Josh takes his time to come to design consensus on things that people chirp about via a long process: engagement was essentially nerfed into being tactical meaninglessness;
Take that, Adra Dragon!
Although the battle with Concelhaut was more exciting.