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Yeah, like whether I have anxiety or not.
For a game with various lore objects scattered around to interact with, to not be able to highlight that Statue 1 contains lore information to read unlike statue 2 to statue 23178281 which are just static props just adds a layer of tediousness to the entire experience of the game.
This isn't a point and click adventure game where cursoring over every last static object and prop in every room essentially pixel hunting to make sure you're not missing out on information is the core of the game after all.
This is a (Action)RPG.
I really, really wish the fanboys like you would stop and think. I'm not criticizing the game so quit the "the game is fantastic". I bought it myself and would want a function every other game of the genre has, as it is more convenient. The game would be BETTER with it.
Truth to be told - I am very torn about highlight toggle - few times I changed my mind about that. In EA there was a thread about this and most players opted for keeping things as they are (no highlight) so they can look around the see (meaning really notice) the environment. At that point it convinced me, since we really put a lot of effort into hand-crafting every single place on every single floor.
After we finish next round of performance improvements and qol feature - we can go back to our prototypes and see if we find a good way.
Thank you for taking the time to answer. Mind you, I get you, the game is lovely to look at and interesting.. but in a loot based system, you want to know if you've missed stuff or not. It could be as subtle as a small shine effect if you find the usual blue tint too intrusive. I agree that stuff like Torchlight make it intrusive, with a box with exactly what's on the ground but I'm sure something subtle would work. Just like you did with the slow mo/active pause, make it optional in the settings and you please the ADDH crowd like me and the other purists :)
I would say a good middle ground would be to avoid highlighting direct loot (Like gold and such), and stick to highlighting interactable objects only.
Also make it radius dependent. Not just some all seeing eye across all the map, but rather interactable objects within say 10m of the party are highlighted.
In your suggestion, I'd go for full highlight at 10m
I of course understand your point - we tried to make all important (collectible and quest) objects as visible as possible - gold reflects the light, unique items and other special items have their own graphic effect.
Pixel hunting is only for non-critical lore books, notes and various other description of the items or environment. But if you like to read all of them - then it could be annoying to move your cursor left and right across the screen.
So - we will try to make it as an option - something delicate (fitting the atmosphere) - perhaps a small shine effect would actually be nice - that's a good idea.
So not in next patch - we have already full pipeline - but in the one after we will do our best.
Great, I thank you kindly for listening.
a big THANK YOU. That´s what great dev´s are made of ! ;-)
Like I said before, it is a nice option for people who want to use it (maybe holding down tabulator key) and purists are simply just don´t need to use it. It is as simple as it could be: there is a pro and contra. Pro: players use this key . Contra : players don´t use this key. The positive would be: there IS this key .
(For the people that don't like this: great, don't press the button that highlights stuff. For those of us with poor vision this is an accessibility issue)