3 months ago - EHG_Kain - Direct link
  1. Are you referring to a universal dodge button, or as LividLegends suggests, a way to skip parts of a map? We’ve discussed the former, but there’s nothing currently planned to be added. For the latter, our maps aren’t designed to have impassable sections be passable. Most traversal skills can cross small gaps, so long as doing so isn’t bypassing a certain amount of the map (going around isn’t a very long distance). Using traversal as a way to skip large parts of content/maps is not currently a planned feature.

  2. For melee attacks, there’s a setting in the menu for “move to melee attack enemies that are out of range” which you can enable/disable. For ranged attacks, this is the default behavior. Though if you use an ability on LMB, which is used for movement at its core, holding “Shift” then pressing LMB will force attack. If you are already holding LMB to move, pressing shift will not interrupt movement to attack, though if that’s the interaction you’re looking for, binding the Shift key to the ability through keybinds might be a better option. Some abilities are considered movement abilities, such as Dancing Strikes, and Warpath, and you’re not intended to be able to use them in place - movement is a part of them so force attack functionality won’t force them to stand still. These abilities will have the “movement” tag.

  3. This should be the case. If there’s a window it doesn’t back out of, that would be a bug and should be reported. We are aware of windows on the character select screen not closing with escape, and the keybinds menu does not close with escape.

  4. I’m not quite sure what you mean - do you mean showing the character’s build on the screen in case you forget which character is which? That would be an interesting idea, though depending on how in depth it would be, it could add a fair amount of clutter, and would increase load times to launch the game as it would potentially need to preload all possible systems for rendering equipment stats, abilities, icons and visuals, and character data, then potentially process all the data for all the characters to show any sort of stats the character has. Just showing the skill bar might be more reasonable.

  5. Yup, coming in 1.0!

3 months ago - EHG_Kain - Direct link

for #4, On the character selection screen, it should state the character name. Below that, it states the character level, followed by the character class (or mastery if achieved), followed by game mode (SC, HC, SSF, etc.). To the right of this information is the Class/Mastery Icon as well. Above the character list, you can filter by specific class, or game mode.

3 months ago - EHG_Kain - Direct link
  1. One scenario in particular where I think this desire might arise, is where item labels and hovering them bringing up their card creates clutter while fighting, which is normally where the toggle item labels (default ctrl+z) hotkey comes in. I don’t see why this couldn’t be implemented if there’s enough demand. (This is the first time I’ve seen this request).

  2. I can see this, yup.

  3. There’s two parts here: Map Resets, and Zone Transition portals.
    a. - Map Resets: Because we don’t promote things like vendor runs (items intentionally sell to vendors for very little, so you only pick up things you might actually use), and all endgame activities fail if you leave them before completing them, leaving and returning to a map in the same play session is a rare occurrence during normal gameplay. So as well as being a technical limitation to improve performance, it’s also been lower priority to address; though ideally map permanence would be nice.
    b. - Zone Transition Portals: We’ve been discussing this internally - we had looked into the potential for making it a “dedicated click” scenario, such as we had with portals and waypoints, however zone transitions are designed in such a way to work with “moving through them” that a dedicated click system doesn’t really work without major changes in the transition points and level design for them. Though we are making other changes to them such as adjusting positioning and size to reduce accidental transitions.

  4. I can see this also, certainly. It’s not common to have two extremely close items, but it can happen with set items and non-legendary uniques.

  5. Yup, this has been on our list for a while, haha.

  6. This is a known bug and has been fixed for 1.0

  7. It may be map dependent? I’m not familiar with this issue, though town portals do take a second to activate, so if you click immediately on them they won’t work. This is the first time I’ve heard of pathfinding issues to the town portal, but it’s also rare scenario, so don’t at all doubt it. I tried this with a few obstacles, and pathing worked fine, so long as the required walking distance wasn’t too long (same kind of rules that apply to Traversal skills - clicking on a portal down a ledge isn’t meant to be a way to auto-run the map, but I also don’t know how you’d place the portal there without walking there first, haha)

  8. In the case of Pannion’s study, the quest asks you to explore the area to find the next area, which is why it doesn’t immediately give you an arrow. Once you finish exploring the area (get close enough to the exit), the arrow appears. We have made a number of improvements for the map and quest log in 1.0, though I don’t believe the arrows specifically have had functionality changes, nor has this quest been changed to my knowledge.

3 months ago - EHG_Kain - Direct link
  1. I’m assuming you’re referring to character inventory here - I’m not sure what you mean by “EQ”, other than Earthquake, but that doesn’t make sense =p I suppose this would be possible with enough demand, it’s not something we intentionally don’t support.
  2. Yes, this is intentional. You can be in a situation where your inventory is full, in which case if you were to close the forge, the item would have nowhere to go, and would drop to the ground, which if you don’t notice is far worse. So instead of having different scenarios of where the item can wind up based on if your inventory is full or not, we went with consistency: Your item is where you put it. We also looked into doing a “ghost” version of the item in the forge (not actually moving the item itself), however this caused other issues because of how crafting an item directly changes the item.