My first round after the Early Access release


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Nice vid mate. Just a quick question is there any way to see how much an ability/anything in general costs? Such as how many AP peaking will cost.

What I'm saying is should or is there (I haven't seen it yet) a small label to show the cost when you hover over the icon, in this case peak?

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Nice vid mate. Just a quick question is there any way to see how much an ability/anything in general costs? Such as how many AP peaking will cost.

What I'm saying is should or is there (I haven't seen it yet) a small label to show the cost when you hover over the icon, in this case peak?

Yea, the tooltip normally shows the cost.

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Yea, the tooltip normally shows the cost.

The same tooltip when you hover over peak? It doesn't show and I can't see it in your video as well. Sorry this is the first time playing and honestly I've done my research and wore my special gaming goggles but I can't see it!

I think I'm being blind.

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The same tooltip when you hover over peak? It doesn't show and I can't see it in your video as well. Sorry this is the first time playing and honestly I've done my research and wore my special gaming goggles but I can't see it!

I think I'm being blind.

I'll have to look over it again, but I mean over their heads when hovering over an ability.

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I'll have to look over it again, but I mean over their heads when hovering over an ability.

Just turned my pc off. I'll re watch your video. Gimme a sec.

Edit: nope nothing. It shows the AP points remaining above the characters head but it doesn't show the abilities AP cost. I know it's 1 but I know only after I use it. If Klei do decide to add more abilities it would be a nice touch to see the cost of what ever you use.

Again apologies if that is already in the game and I'm totally oblivious to it.

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Just turned my pc off. I'll re watch your video. Gimme a sec.

Edit: nope nothing. It shows the AP points remaining above the characters head but it doesn't show the abilities AP cost. I know it's 1 but I know only after I use it. If Klei do decide to add more abilities it would be a nice touch to see the cost of what ever you use.

Again apologies if that is already in the game and I'm totally oblivious to it.

What's that? Another reason to play another game?

For Science Testing!

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Hm, I didn't really play an awful lot yet, maybe 5 or 6 runs (from start to retiring) but as far as I know there's no action that costs more than 1 AP.

 

So it's all just:

Moving = 1AP per tile

Blue Buttons = 1AP

Yellow Buttons = Free

Orange Buttons = Free but use up the attack.

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Hm, I didn't really play an awful lot yet, maybe 5 or 6 runs (from start to retiring) but as far as I know there's no action that costs more than 1 AP.

So it's all just:

Moving = 1AP per tile

Blue Buttons = 1AP

Yellow Buttons = Free

Orange Buttons = Free but use up the attack.

Thanks for clearing that up.

I just thought of something else. When you press R you enter running mode. Is there any way to revert back to normal walking mode? Is it intentional that you can't enter running mode if you have already used AP?

I'm going to play some more tonight, can't wait to test and learn more things.

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Thanks for clearing that up.

I just thought of something else. When you press R you enter running mode. Is there any way to revert back to normal walking mode? Is it intentional that you can't enter running mode if you have already used AP?

I'm going to play some more tonight, can't wait to test and learn more things.

 

So far I never had to revert back so I wouldn't know, but about switching after using AP I can clear that up. Running gives you flat.. 4 AP I think it was? Doesn't matter, it's flat AP so if you could switch after moving there would be several problems:

You could sneak to a certain point, past some guards, and after that just get those bonus 4 AP to keep going.

You could sneak to a terminal/safe/etc. and see you're lacking AP to interact. You could go into running mode to get those free AP to interact while not actually ever running.

The AP just represent where your agent can get and what he can do in a specific amount of time. If an agent ran to a terminal and has 1 AP left, then switches back to walking and has 0 AP, why can they suddenly not interact with the terminal anymore? It's not like irl you think "ha, I'll activate running mode!" and suddenly you play games on the PC faster. There's just a logical mistake here how it's handled at the moment.

 

A solution would be to make the AP gain from sprinting be a percentage, like +40% AP. That would solve atleast most problems with it.

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So far I never had to revert back so I wouldn't know, but about switching after using AP I can clear that up. Running gives you flat.. 4 AP I think it was? Doesn't matter, it's flat AP so if you could switch after moving there would be several problems:

You could sneak to a certain point, past some guards, and after that just get those bonus 4 AP to keep going.

You could sneak to a terminal/safe/etc. and see you're lacking AP to interact. You could go into running mode to get those free AP to interact while not actually ever running.

The AP just represent where your agent can get and what he can do in a specific amount of time. If an agent ran to a terminal and has 1 AP left, then switches back to walking and has 0 AP, why can they suddenly not interact with the terminal anymore? It's not like irl you think "ha, I'll activate running mode!" and suddenly you play games on the PC faster. There's just a logical mistake here how it's handled at the moment.

A solution would be to make the AP gain from sprinting be a percentage, like +40% AP. That would solve atleast most problems with it.

That makes complete sense. But what I'm saying now is that as soon as I activate running mode, I can revert back to walking mode, bearing in mind I haven't used any AP.

Sometimes I like to see how far my agent can reach a certain spot, but that doesn't mean I'll go through with it. I know the devs have said that what ever decision you make in Invisible can't be undone and you can either die with the consequences or relish in the rewards.

So maybe what we are suggesting isn't something that suits the experience the devs are going for, which I'm not used to but I can learn to live with and like.

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That makes complete sense. But what I'm saying now is that as soon as I activate running mode, I can revert back to walking mode, bearing in mind I haven't used any AP.

(I'm assuming you mean you can NOT revert back?)

Sometimes I like to see how far my agent can reach a certain spot, but that doesn't mean I'll go through with it. I know the devs have said that what ever decision you make in Invisible can't be undone and you can either die with the consequences or relish in the rewards.

So maybe what we are suggesting isn't something that suits the experience the devs are going for, which I'm not used to but I can learn to live with and like.

 

I highly doubt that they had that sort of stuff in mind when they talked about "sticking with your decisions".

 

It's not really a decision, you would just like to see how far you can go IF you were running. Not being able to revert it back only makes it more tedious. You can just count four tiles from the furthest tile you can go, after all. The solution would be either to make it show up when hovering over the button or making it revertable if not moved, whatever is easier to program I guess.

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More elegant would be to just tag on the sprint range in a different color to the sneak range. That way there's no need to toggle.

To me that would be visually noisy for a skill I'm likely not going to use that often.

Maybe a compromise is that when you hover over the button it shows you the sprint range.

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To me that would be visually noisy for a skill I'm likely not going to use that often.

Maybe a compromise is that when you hover over the button it shows you the sprint range.

 

Sounds like a good idea to me! 

Nice videos. :) 

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