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Here are my comments about the demo (sorry if I repeat anything that's already been said elsewhere!)
1. Not sure if this is a bug or not, but the mouse-over description for Intelligence says that it increases your energy regeneration rate, but my energy regeneration rate doesn't seem to go up with more points in Int. I like the way they did it in Diablo2, where your energy regeneration rate depended on your maximum energy, but from what I can tell, it doesn't seem to be the case here... 2. It seems that with certain ranged items, the responsiveness of my character is pretty slow. If I'm holding shift and firing arrows at some enemy, and I let go of the fire button, it seems as though the game's queued up 1 or 2 more shots, so my character will keep firing. The game also exhibits some of this when firing at multiple enemies; sometimes, after an enemy has died, I tend to fire one extra arrow at the dead guy before switching to a new target. This makes my killing speed a lot slower, and allows the enemies to get a lot closer to me. 3. I was playing this morning, and there was this one place where I was on a cliff and could look down and see a bunch of crows. When I stood near the edge, the game would slow down to an unplayable crawl until I moved away from the cliff. Moving back to the cliff again made it crawl again, and moving away fixed it again. 4. The portal can be pretty tough to go into if there are a lot of items (usually broken/crappy) on the ground near it. I think the portal should take precedence over items, unless you're holding down alt/z/x. I realize that you can just move away and create another portal, but still, this would be a nice feature. 5. It would be nice to be able to have an option where you can press a quickslot button, and it would automatically switch out your left/right click, like the way it is in Diablo. Sometimes, you want to quickly switch out a left/right click skill, so that you can use it without having to press the corresponding quickslot key each time before clicking. 6. For skills that are toggles, it would be nice if the skill in the quickslot bar would have some indication that it was on; after all, the icons in the top left are pretty small. 7. I think maybe the items that you can't buy due to lack of gold should also be "disabled" somehow; maybe a big red X over them or something. This way we can see at a glance the items that we CAN buy and are able to use. 8. There also seems to be a short delay before the mouse-over info for items appear. I think it would be nice if it were instanteous, because I'm not fond of having to wait around for popups to appear. All that said, I think this game is great. I'm definitely getting it when it comes out! |
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I have to agree with Pryremes. Especially the matter of assigning Skills to the right mouse button needs some improvement or it might become problematic to use several active skills in the same combat.
The assignment of Skills by using the arrow key is not sufficient in my opinion, as it requires additional time and attention that you need for other things - like fighting. |
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Upon further playing, it seems like issue #2 (attacking more times than I want) occurs mostly when holding down the shift button and attacking. It seems like when your attack is activated by simply left clicking on the monster, it will acquire the target, and check to make sure the monster is alive before each swing. However, with a shift-click, it seems like it'll queue some number of attacks (with the target monster in mind). When the monster dies, the game continues going through the queue and attacking at the monster's last location.
I think a solution to this would be to ensure that the left button is down when starting an attack routine, and THEN follow through. This would hopefully be a simple check that would help improve responsiveness. It's no fun letting go of the attack button only to have your character waste 1 or 2 extra shots at empty air, while other monsters are rushing in at you! |
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Anyways, it's probably the pathing code trying and failing to find a way to walk down to the bottom of the cliff. |
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Hi,
My issues on the demo : 1_ When an item fall on the ground this size is to small, you can't see anything and you need to always use ALT key in order to find items. 3_ PLZ display items name immediately after it fall on the ground. Actually there is a short delay. 4_ A small detail but immersive, your char run and have all of this weapons in the city, it would be interesting if not. 5_ Char run to fast and there is no difference between class ? umh too bad ? 6_ I'm the only one who hate the fonts use in the game ? 7_ There is no degradation of the equipment. It is a lack of time for implementation or a choice ? THX |
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Since you skipped 2_ I'll write it for ya: 2_ If you are running for an item at the ground, and in the meantime open your inventory (preparing for the item to show up), then the item will not be picked. Said in another way: if you open your inventory--> all item-picking will be cancelled. This is a difference from D2, and it bores me. Last edited by Napoleon : 05-14-2006 at 11:29 AM. |
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