#104579 - 08/24/03 07:38 PM
Re: ALT key is a spoiler
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gridlock
Knight
Registered: 04/22/03
Posts: 638
Loc: Stl, MO
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if you dont like it, dont use it. personally i think finding stuff is a pain in the butt. i like that my character can see things.
on the other hand...when you put the mouse over barrells, chests, etc... and it tells how many items are in it if any at all. thats just stupid.
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#104590 - 08/26/03 07:03 PM
Re: ALT key is a spoiler
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DAD
Knight
Registered: 06/17/03
Posts: 1049
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Quote:
Very true. I think the problem is that I have a habit of finding tricks and shortcuts which end up making the game too easy. It makes me good with RPGs and builder games. I'm terrible at RTS though. I can hardly work out those for the life of me.
Hi HEF, I know what was bothering you and it bothered me too. Firstly, the Alt key is critically essential to expose hidden doors and other objects, without which it is impossible to target such objects in an isometric P3D environment. I also admit that Larian Studios succeeded in producing that effect superbly.
The only problem is that the Alt key push event was overloaded with more than one function. The first function is critically important and I just defined it here above. The second function is identifying weapons and armour statistics, which is although very nice it could have been even better if it was attached to another key so that the player is not forced to identify while searching for hidden items. This would allow us to save first before the random status “AXE” sever our heads.  Let us assign the two functions to K1 and K2. K1 push down key event should trigger a method to expose hidden items without giving them any popup status. K2 push down key event should trigger a method to display a popup status panel for every visible item not the hidden ones. This means that I have to move or pick up hidden items to make them visible first and then push K2 to deside if I wish to pick it up for the keep or not.
Just a cent and a yen. 
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#104593 - 08/26/03 07:34 PM
Re: ALT key is a spoiler
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DAD
Knight
Registered: 06/17/03
Posts: 1049
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Quote:
they could also make it as in some other rpg's like lionheart, where you have a detect secret's doors, which you can give skill points to. So that most things are visible by pressing the alt key, but the secrets have to be find with the skill detect secret doors?
This automatic detection is exactly what takes the pleasure away from the player. I do not need NOCANDO skills to move my mouse and test pixels for being hot on something in my view. One of the pleasures of RPG is to investigate at your own leisure. If there was a booby-trap and I triggered it without skill to disable it, then reloading the game is fine with me, but a skill to realise that there is something on the floor that I could move is rather silly. Let us take a very common habit of looking under rocks, you could find a hint-full tagged key, a rune scripted paper or a scorpion that stings you, but they need no skill for moving the damn rock. You may need skills to figure out the door or chest of that key, a skill for reading the paper and a resistance to decide if you live or die but you do not need a skill to move the rock and find what is hidden under. I want to be able to detect secret doors without skills, but opening it could be by another object manipulation or by means of a skill or whatever; however, detecting the secret door itself should never require a skill inside the game but rather a skill within the head of he who is sitting on your chair. 

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#104597 - 03/24/04 05:42 AM
Re: ALT key is a spoiler
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HandEFood
Angel
Registered: 03/27/03
Posts: 5015
Loc: Melbourne, Australia
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Welcome Epideme! 
That's not a bad idea. Do you think you should be able to move the cursor like a torch-light? Perhaps it should just be a stationary globe based on your sight and (currently non-existant) Search skill? Or the further you move the mouse from your character, the smaller the globe is?
I don't think coding would be too difficult (famous last words). Any item within the globe and within line-of-sight would glow. Most of the functionality exists already. I think that any items you've already run your mouse over or that are dropped by a fallen enemy should glow when you press the ALT key, regardless of where they are.
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