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Old 04-13-2012, 02:40 AM   #31
inspiral66
 
 
 
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Quote:
Originally Posted by danskmacabre View Post
I would like an option for pure turn based.
Meaning everyone gets their turn to move, fight etc.
Monsters don't carrying on doing stuff out of turn.
It makes the game a little TOO twitchy for me.
Heresy!!

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Old 04-13-2012, 02:50 AM   #32
danskmacabre
 
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Quote:
Originally Posted by inspiral66 View Post
Heresy!!

Yeah I know it's not to everyone's taste. which is why I said an option.
But games like Bard's tale etc were like this.
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Old 04-13-2012, 03:01 AM   #33
Mivo
 
 
 
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Quote:
Originally Posted by danskmacabre View Post
I would like an option for pure turn based.
I second that. I was actually under the impression the game was turn-based until I bumped into the first monster, and I thought, "Aww, shame."

The real time aspect, especially paired with the magic system and four party members, is one of the few things I like less about the game.
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Old 04-13-2012, 05:28 AM   #34
Baresark
 
 
 
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Quote:
Originally Posted by TentacleMayor View Post
Have a demo. I can tell what to expect for gameplay from the reviews, but none of them can tell me how/whether it'll run on my system. And Steam doesn't do refunds so who'd buy a game blind like that?
Don't know if this was covered, but there is a hardware test for this game. I'm not sure where to get it off the top of my head, but a good google will turn it up without issue.
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Old 04-13-2012, 06:01 AM   #35
Steffe
 
 
 
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Not sure if it's possible with the free-movement mouse pointer, but it'd be nice if it locked the cursor to the game window if possible. With two (or more) monitors it moves the cursor to the other monitors.
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Old 04-13-2012, 09:12 AM   #36
W1zzard
 
 
 
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How about a "potion Belt" so you can carry a potion or two under each characters portrait? Right now potions have a very limited use
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Old 04-13-2012, 09:15 AM   #37
Scorcher24
 
 
 
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Gosh, stop with the suggestions to dumb the game down. So hard to press 1-4 and rclick a potion?^^
I always have them in the same spot on all chars, so I really don't see the problem with it.
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Old 04-13-2012, 09:24 AM   #38
p90
 
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I would like to see a bigger delete button on the load screens. Right now there height is to small.
Also give me a option to disable the "Do you really want to delete this savegame?"
I would also like to see my savegames sorted after parties and not just after savetime.
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Old 04-13-2012, 09:39 AM   #39
Scorcher24
 
 
 
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Competitve permadeath anyone?
I would like that feature. Of course, you can just play your own dead-is-dead mode, but I would love some achievements for it on Steam and the savegames be bound to the SteamID by embedding the SteamID (the public one, which is like STEAM_0:1:8886082), so it is kinda competitive, like in X3:TC and AP (where those Achievements are still unclaimed).

Changed Rules:
Only one Savegame allowed per Party. The game overwrites it as soon as a character dies or any other meaningful event happens.
Savegame gets deleted once you die. Should have some protection against people moving their savegames out of the folder.
Maybe a little higher reuse timer on the Savestones.

Along with that, the following Achievements:

Quote:
Almost like a Rogue
Complete the Game with Permadeath enabled on Normal

Between a Grim Rock and a hard place
Complete the Game with Permadeath enabled on Hard
SAM Cheaters can be taken care of by the Steam's competitive achievement community, so don't worry about them .

What ya think?
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Old 04-13-2012, 10:09 AM   #40
Elenoe
 
 
 
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- random generated levels and secrets!
- moving forward(backward,steps) with mouse gestures (as turning left/right)
- key for attack (as in all M&M games and many others)
- ESC when charsheet is open should close charsheet first
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Old 04-13-2012, 10:19 AM   #41
inspiral66
 
 
 
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Hmm, it seems to me a lot of these suggestions are taking the game further and further away from its origins. To my mind, Almost Human have set out to recreate the dungeon crawlers of old, with particular emphasis on Dungeon Master, while giving it the occasional tweak, such as automaticcally picking up thrown missiles, and when a character dies they don't drop, along with all their belongings, into a useless pile on the floor! These are sensible changes. A lot of the above aren't, IMO.
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Old 04-13-2012, 11:13 AM   #42
I Haz Waffle
 
 
 
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Quote:
Originally Posted by danskmacabre View Post
I would like an option for pure turn based.
Meaning everyone gets their turn to move, fight etc.
Monsters don't carrying on doing stuff out of turn.
It makes the game a little TOO twitchy for me.
This would remove the speed of weapons, making it quite imbalanced.
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Old 04-13-2012, 11:37 AM   #43
just_dont_do_it
 
 
 
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Quote:
Originally Posted by Scorcher24 View Post
Gosh, stop with the suggestions to dumb the game down.
I fail to see how adding some usability will "dumb down" the game.
Doing it old school way doesn't mean that UI must also be "old school"-grade horrible.
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Old 04-13-2012, 11:40 AM   #44
Scorcher24
 
 
 
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Quote:
Originally Posted by just_dont_do_it View Post
I fail to see how adding some usability will "dumb down" the game.
Doing it old school way doesn't mean that UI must also be "old school"-grade horrible.
Hotkeys for Spells makes it easier. Period. Same goes with Potionbelts.
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Old 04-13-2012, 11:50 AM   #45
just_dont_do_it
 
 
 
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Quote:
Originally Posted by Scorcher24 View Post
Hotkeys for Spells makes it easier. Period. Same goes with Potionbelts.
Indeed. Easier as in "less furious speedclicking". So, your point..?
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