[Sept 18] Character Screen

To make the UI of character screen more clear it would be great to group the atributes in each separators/folder into groups.

For example for defence:

Armour
Evade
Energy Shield
---
Resitance X
Resistance Y
Resistance Z
---
Health regen
Mana regen
...

And second change could be a litle frame on the left and right side, or something like that to let the numbers separated

For example:

[Armour] __[700]
[Evade] ____ [0]


Third thing. The efect of armour and evade or other things. It Could be in the same line as their name and quantity. And also whats that percentage comes from when you hover over it with mouse.

[Armour] __ [32% less dmg] ___ [700]
[Evade] ___ [0% Chance] ________ [0]

When you hover its "32% less dmg from goatman-cruel". It would be last enemy that you fought.
Devs:
I played the game during the open beta and wanted to start out with a big hearty THANK YOU! The game looks great.

That being said, I do have a request for the final version. Can we have it so that the vendor sell/purchase items screen is movable so it makes it easier to compare items and to sell items? Currently, I am playing on a 3 monitor setup (TripleHeadToGo Digital) at 3072x768 and the game looks great. The only problem is that it is a long way to drap items to sell them.

Thanks
Distalnak
Not sure where i could post this, but i would really enjoy zoming out a bit more to get a better picture with a bigger screen size.

Also i got some eventual bugs where looting something or completing a quest would make the screen flash and would lose sound either for a moment or until closing and starting agan the game.
Any chance of a bigger rendering of the character on either the character screen or somewhere else? The camera angle is pretty high up, so we can't currently get a good view of all the awesome loot we're wearing - it'd be awesome to either have a frontal view of the character somewhere (at least in the character selection screen) or be able to zoom in close enough. :)
What have you become when even nightmares fear you?
Hi guys, great game. Not in beta, but had fun during the weekend.

One suggestion (I may have missed this so correct me if I'm wrong): show spell critical chance in character sheet.

Although I suppose different spells have difference crit chances, but is there a base chance at all? If not perhaps show the crit chance from passive investment?

Anyway, thanks, and great work. Definitely far more polished than I expected.
"
Distalnak wrote:
Devs:
I played the game during the open beta and wanted to start out with a big hearty THANK YOU! The game looks great.

That being said, I do have a request for the final version. Can we have it so that the vendor sell/purchase items screen is movable so it makes it easier to compare items and to sell items? Currently, I am playing on a 3 monitor setup (TripleHeadToGo Digital) at 3072x768 and the game looks great. The only problem is that it is a long way to drap items to sell them.

Thanks
Distalnak


Well, for selling them, you can just shift+click items in your intentory, no need to drag them. Or was it ctrl+click?

Yeah, another weekender here...I'm sure someone can confirm this for you.

That being said, movable screens would be nice.
In the inventory, there should be an easier way to compare items. So when you are hovering over an item with the cursor you should be able to also see the equipped one so you can easily see the differences.

Also, in the defense or offense stats tabs, there should be an improvement since it's difficult to spot what happens over there.

Resistances should be recolored. Fire (red), Cold (Blue), and so on, you get the picture.

And one more thing. Personally, when I equip a new item, I always want to see the impact on stats. So, when click-equipping (and watching stats) you should see marked the areas where it affects them. Say, it gives bonus to cold resistance, you should see a "+" fading in 2 secs. If it drop your resistance, you should see a "-" then fading.
Last edited by CyNEXX#4251 on Apr 4, 2012, 7:55:22 AM
Another thing I figured out today is the percentages considered in the character screen near the stats.
Example:

Evade __ +% ___ Sum
300 ___ 100 ___ 600

Then you can see whats more important in single situation. If adding "2%" gives you more then "20 evade" etc.
Its easier to build yourself when you see how the numbers grow with your actions. It could be abut life, mana, and many other things.
I looked through the topics, and this one was the only one that seemed like it could fit the subject of character class/gameplay.
If this has already been covered, I apologize, feel free to link or point me to the thread section.

I'm a little confused about the difference between any character you select to play. It seems as it stands now, that you could pick the same character class each time you start a new game, and it wouldn't make a difference.

Select witch - then take strength and melee skills and dual weapons.

Select Dualist - then take strength and melee skills and dual weapons.

Select ranger - then take strength and melee skills and dual weapons.

There doesn't seem to be any reason to have 5 or 6 characters at the selection screen. You could have just 1 character and call him "Hero"

Select Hero - then take strength and melee skills and dual weapons.

Select Hero - then take ranged and bow skills and bow weapons.

Select Hero - then take Int and element skills and a wand weapon.

doesn't this have a huge effect on replayability? the whole reason to roll another character and play again is to see how a fighter plays as opposed to a mage...one uses swords and big swings and smashes, while the other uses wands and spell attacks, not to mention the playstyle of plate armor vs cloth.

A new player could essentially play all 5 characters in a single playthrough, just by switching weapons and gems....then he's just going to be done until a content patch comes out.
All characters start on a different part of the passive skill tree, meaning a witch can't actually choose strength right away, etc.

It's true that all classes can eventually make a "similar" build, but never the same.
Last edited by ellex04#5360 on Apr 5, 2012, 8:46:26 PM

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