I'm not sure what exactly you mean by "fold" tbh. What, the animation? Most RPGs including PS:T have a dialogue interface that goes away when you end dialogue. Is it that you want a little window at the bottom where you can still peek at it after you're done?
Sounds like you need a Torment IE Mod.
Who the fuck writes a dissertation about an rpg Ui...Additionally, remember when sea wrote an article lambasting Skyrim's UI, well it looks like the fucker deleted it http://recorder.sayforward.com/content/user-interface-analysis-skyrim-eric-schwarz
The Doom Thread - RIP AND TEAR. (2009-2016)
"Hey guys, we're bringing back classic Doom!"
> "press X to melee" animated kill sequences
> slow normal movement speed
> only a few enemies on screen at once
> multiplayer looks like a copy-paste of Halo 5
Yeah, no.
Video games against depression and anxiety
I'm bipolar, depressive and have social anxiety. I constantly go back and forth between extreme moods, sometimes multiple times a day. I don't play multiplayer because I don't find it fulfilling (it feels like a waste of time) and I often don't have the motivation to play anything. So no, games really don't help anything and aren't an escape or coping mechanism at all.
Health bars were added a while ago because people were confused there was no HP.
What are those red rectangles near the character portraits?
Those are... health bars?!
What the fuck is this melting shit.I'm expecting that soon (if it didn't happen already?) games will also have a progress bar that will show how far in the story you are.
The return of the old Sierra adventures' scoring system?
The Game AnalistsHealth bars were added a while ago because people were confused there was no HP.
What are those red rectangles near the character portraits?
Those are... health bars?!
The Game AnalistsHealth bars were added a while ago because people were confused there was no HP.
What are those red rectangles near the character portraits?
Those are... health bars?!
They've tinkered with the basic Cypher System mechanics a quite a lot. There are four new stats: Health, Resistance, Evasion, and Willpower; each of the Pools affects these stats. Don't know yet if these secondary defensive stats will go down as my pools drain. I never was a huge fan of the Numenera mechanics, but I still think this is a bit of a shame -- they were different and these changes dilute this uniqueness quite a bit as well as making things murkier overall. Perhaps they were necessary for gameplay balance reasons or something though. There's no indication of how Health is calculated, other than that Might contributes 1:1. I have 28 Heath and 8 Might so that 20 Health came from somewhere.
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHAHHHHHHHHHHHHHHHHHHHHHHHHHHAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I WANT MY MONEY BACK I WANT MY MONEY BACK I WANT MY DICKETY DICKETY DICKETY FUCKING SHIT PICKETY MONEY BACK
So I fired this up to hop on the hatetrain and, well, I clicked the fucking disable tutorial button in the options before starting the game - sadly left me without anything to complain about.
The start seems better than all previous versions. Don't have the feeling the "mystery" is spoiled at the start, rather, I'm left with the impression that I know as much about the Sorrow&co as Feng does about lore, same with trusting the specter.
Journal doesn't annoy me at all, only difference to "I've updated my journal" is that you get a headline. Maybe that crisis window is too much, but I skipped the first one and I doubt any others have it.
but I skipped the first one and I doubt any others have it.
Regarding the Crisis Objectives in general, those are intended to surface possibilities you might miss, but they do not reveal every possible option outright. You might notice the first couple of encounters are a little more directed, that's by design so people can smoothly learn the system. Later ones show fewer details since we can rely on players having more sense of how the game works.
Actually it's looking better then Pillars of Eternity, the game I considered to be the best looking CRPG ever.This game is one ugly piece of crap
But that was said in the very beginning. That was the first thing said about the story during the KS campaign back in 2013.Another grievance regarding the starting loredump: it completely screws the "mystary" structure. I mean, go figure, but there's a specific reason for this.
The setup is more or less the same as in PS:T. There were other versions of you before going around the world causing trubble, but you have no memory of this. However, in PS:T you learnt of the different incarnations fairly late, and at the start when someone recognises you, it leaves you fairly confused and wondering what the whole deal is about. Also, initially those things are actually fairly scarce, unless you've played the game once already and know how to read the telltale signs of incarnation shenanigans. That's cool.
On the other hand, in Tworment you learn of all the different incarnations and the changing god ("practical incarnation") immediately, which then leads to a very convenient streak of everyone either recognising you, or having interacted with different castoffs in the past. It makes me wish there was a "it was castoffs" button that I could use to reply to all convos, because that's what it all boils down. "ZOMG! Big strange stuff happened to me in the past!" says the NPC, and so comes the PC's/player's response: "ZOMG! You were visited by a castoff!" That's not cool, and it cheapens the whole premise by a ridiculous margin, to the point that all the new "ZOMG! CASTOFF STUFF!" I keep stumbling upon just gets less and less interesting.
But that was said in the very beginning. That was the first thing said about the story during the KS campaign back in 2013.
I agree.Actually, the above stuff could be used for something very interesting if it was some sort of a quasi-detective story. Let's say all sorts of Stuff (tm) could be happening, and in all cases there would be some Strange (tm) people behind it, but you'd have no guarantees whether these would be castoffs, the changing god himself, or just some completely unrelated folks. You'd have multiple whodunits, lots of potential red herrings, some deductive thinking to figure out yourself who was the culprit behind every instance of Stuff, etc.
Instead, as it is now, there's Stuff (tm) happening, then you are ZOMG! SHAKEN BY A SUDDEN MEMORY! -> It was castoffs.
*farts*