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  #1 (permalink)  
Old 05-16-2006, 05:52 PM
Sneaky Bastard
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Join Date: May 2006
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Default I think the biggest issue post release, and no; not cam rotation. Information!

After completing this demo about 10 times with 10 different builds of characters, I can finally say the biggest issue I see coming post release is lack of information.

In other words, I like the undo feature of the talent tree, but it’s pointless if you can’t see the affect in some stat on your character.

If you look at the character sheet, this closes out the talent window and your choices will be permanent.

The other issue is the inconsistency with some classes having the important information and other classes do not. Comparison is a Warrior, who can check their melee DPS, and a Hunter, which has abilities that don’t seem to include in the DPS output.

So, while I am in the Talent tree and looking over my skills, even though I can add and take way; all that shows me is what the current level and next level numbers are, but not any indication of how effect that will be until I start killing mobs.

Even then I am not getting any damage numbers, so when the mobs die after one hit, I am not sure how efficient my build is at that moment.

Basically, I think there are going to be allot of people asking for “the numbers” ahead of time, so they can make better and more educated choices with their character builds, which really is going to be the peak of this game, in my opinion.

I think what may be a good idea to resolve this would be to include TOTAL base info in the skill trees. In other words, have the skill info bubble also contain an average damage based on what your character abilities and equipment is at that moment; assuming that skill you’re looking at is activated.

You could then review, click UNDO, open the character sheet, change equipment and then reassign skills again.

Your thoughts?

S
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Old 05-16-2006, 06:13 PM
Lestai
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Good points you bring up! with the undo feature as i to feel its useless or misleading, as its really not an undo, it only allows one to see what the points in a skill does, like the next lvl and how much damage ect it does but you cannot look at your character sheet or even test the skill for set amount of time to see how it works, so this is what i mean by misleading.

I would have liked this feature better to last until you next lvl up, like undo last lvl of skill points, so that we can test our builds and undo the changes and try diffrent skills that would be a true undo feature, but as it is now it does not allow for much flexability.

Big hugs,
Lestai
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Old 05-16-2006, 06:19 PM
Nerulan
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I totally agree. This is the main thing i am missing at the moment in terms of game play. I cannot build a character if i cannot see how effective my skills are. Knowing the damage of my standard attack is pretty useless in higher levels.
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Old 05-16-2006, 06:28 PM
Deadrex
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Default

Moore dmg showing in tq means moore builds,tactics means much much much much moore replayable vallue! GOGO TQ
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Old 05-16-2006, 06:31 PM
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Cironir
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I actually would like the option to reassign stat and skill points later on. Should be hard to do, and a rare occasion. Perhaps a very rare random drop that (if activated) resets all skill/stat points one time -- an "Orb of Rebirth". (Yes, there will be trainers later on, but I'd prefer a legit in-game way to achieve this.)
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Old 05-16-2006, 06:35 PM
Sneaky Bastard
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Quote:
Originally Posted by Cironir
I actually would like the option to reassign stat and skill points later on. Should be hard to do, and a rare occasion. Perhaps a very rare random drop that (if activated) resets all skill/stat points one time -- an "Orb of Rebirth". (Yes, there will be trainers later on, but I'd prefer a legit in-game way to achieve this.)
I just want to chime in and ensure that this topic doesnt get off hand on respec. I actually believe what you are asking about his in game by a special vendor later on.

I'm hoping to keep this focused on intial character build by having the information nessacary to educate the players as they are making choices they will have to live with, until they meet that respec vendor.

Respec ability in an RPG, should never be avaialbe to help a player undo a mistake, but rather to offer another source of variety of gameplay for that player.

S
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Old 05-16-2006, 07:20 PM
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Roland
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Location: Utah, USA
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Default TQ Skill Point Test.rar

Here is a file I found yesterday that gives you 3 different char's with Max Skill points and char points (as well as 1k gold) to mess around with different build ideas.

You place the points where you want...

Very cool, I used it last night.

Just place the new char's in your Save folder and your set.

I wish I could find the original post, was either here or on the VN Board.

Anyway I decided to host it on www.savefile.com for those who want to check it out.

It's a .rar file so you need winrar or a similar program

Have fun!

http://www.savefile.com/files.php?fid=8135883

Roland
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Last edited by Roland : 05-16-2006 at 07:29 PM.
  #8 (permalink)  
Old 05-16-2006, 07:36 PM
Sneaky Bastard
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Hey, thats a GREAT IDEA. Thanks for the info
  #9 (permalink)  
Old 05-16-2006, 07:41 PM
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Switchblade
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I agree, any sort of window / display that shows your damage output on each of your assigned buttons, be it attack or cast would be (surely) minimum to understanding how effective you ultimately will be in combat?

This could even be implemented as a mouse over to your assigned actions to each of your mouse buttons down on the HUD, would be fine for me, easy to access etc etc. Unlikely to happen, just a thought.

Peace
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  #10 (permalink)  
Old 05-16-2006, 08:56 PM
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Gorkk
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Default

Quote:
Originally Posted by Sneaky Bastard
[...]
The other issue is the inconsistency with some classes having the important information and other classes do not. Comparison is a Warrior, who can check their melee DPS, and a Hunter, which has abilities that don’t seem to include in the DPS output.
[...]
You see prolly even less your damage with a warrior than with a hunter: nearly all warrior's abilities are chance based (eg. passive but won't be always activated), and won't show up in the char panel. With those max skills + lots attributes builds, with a balanced warrior (mainly strength and health, with reasonable dext to use the fastest weapons), and with equipment you can buy in the demo (17-21 very fast swords), you don't get to 100 DPS, while a melee earth mage will reach easily over 130 DPS with his enchantment. However, although the warfare guy doesn't actually have high base DPS, his Onslaught gives him much additionnal damage with each charge and won't be shown in char panel), and all the dual weapon tree gives him chances to use the skills for increased damage and to hit several ennemies at once.

Showing numbers reflecting this apart from stating the chance to use this or that would end up being extremely difficult, or would be completely ununderstandable...

How would you show the increased DPS you will do thanks to an additionnal point in dual wield which increase your chance to attack with both weapons at once? And then when you factor in Hew, Cross Cut and Tumult which are chance based as well and respectively gives chance to increase damage, to hit up to 2 targets in front of you, and up to 3 targets all around you?
And then how to show the effect of one additionnal point in Onslaught? if you never hit more than twice before its effect stop, the third point won't ever be useful for you. Same for the increased speed from Ardor when Onslaught is charged.

Giving more than base DPS considering your attributes, always active passive skills, and active enchantments would certainly be a really messy thing to do, and would prolly end up giving even less informations.

But if you have an idea to improve that information considering the points I noted above, please share details, so that devs might implement it ('cause hell I would truely love to see a Warfare showing more DPS than a Melee Pyromancer on his char sheet!)
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