It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Is there a way to highlight lootable containers like in TW1 (alt button)? I can't find it in the controls or manual.
I think if you press Z near stuff, it should highlight stuff, atleast thats how i take it from the manual.
Yes and it gets explained during the tutorial of the prologue as well.
It does, though it has a cooldown. Oh, and the medallion is very useful for finding places of power, those are hard to spot this time arround.
I might have either missed it or didn't get there yet, thanks for that!
You are welcome and I have to admit when I first started the game I missed it too because the setting kind of demands of the player to check the environment and not look at silly boxes popping up ;) But there should be a journal entry as well in the tutorials section if you missed it when it displayed.
I actually miss the alt key still.. the medallion has limited range and the timing is quite annoying. I wonder what the play testers said. Maybe I will get used to it, but I don't like the idea of having to waste time approaching every single item that looks like a container.

Even the medallion barely makes the items more visible!
When you have trained a couple of bad guys in a swamp and have killed them over a large area you really need real highlighting ... short range ping on a cooldown is a poor replacement.

Another victim of consolitis :(
It's not consolitis, but I think they designed the UI and interface with a future console version in mind, because TW1 had an inventory management that was a lot truer to the true, original RPG.

Quite a few things prevent me from enjoying TW2 fully.

1. Lack of storage.
That is not acceptable in game design that holds a RPG label. I know of no RPG that did not offer some kind of storage. They probably thought it would enhance authenticity and immersion, but then again, nobody will force you to use storage, so if you want to make your experience authentic, simply don't use the storage option. They could have left the option there and made everyone happy, but they didn't.

2. Drinking potions in meditation.
There is ZERO way to know what kind of creatures you might expect in a dungeon or in the adventure ahead. Guessing work is NOT roleplay. Any game mechanic that forces you to die and reload to make the proper choice isn't really a smart mechanic in my opinion.

3. Lack of highlighting, as mentioned before.
As you said, a red glow isn't sufficient in swampy areas to see loot clearly. It doesn't identify NPC nor buildings, neither does the mini-map. A HUGE oversight. Again, if they thought highlighting names would break immersion, nothing forces a player to use that option. They just deprived us of this ability AND storage, which was a bad move in my opinion.

4. Inability to see ingredient types at a quick glance.
You need to select each ingredients in your list one by one to see their type, whereas in the first, a color system was used. A colored dot appeared in the bottom right corner of the ingredient's icon, which made it easy to glance at the inventory and see what was worth harvesting and what you had plenty of already. THIS, I believe, is a symptom of consolitis. I am NOT advocating the game is a port, but it's clear they wanted to keep the menus console-friendly for potential future expansion on the console scene.

5. Inability to see what diagrams we already have
TW1 provided a prompt "You've already read this" to let you know not to purchase the same formula or book again. There is no such system in TW2, which forces you to go in the list one by one. What's worse is that there is no way to sort inventory in any shape or form (by weight, type, price, alphabetically, etc.)

6. The inventory in general
It is clunky. Can't sort anything, it's not streamlined at all. I preferred the Inventory system in the first game a lot more, and it stuck to RPG roots a lot more as well.

7. Control remapping
Not sure what else to say except "what were they thinking?"

None of these are game breaking problems, but they seriously made a dent in the overall game quality and polish. I can live with the combat just fine, I even find it interesting and revivifying. But these seven issues are really annoying me.
avatar
PinkysBrain: When you have trained a couple of bad guys in a swamp and have killed them over a large area you really need real highlighting ... short range ping on a cooldown is a poor replacement.

Another victim of consolitis :(
.
I actually dont see it that way at all. Active searching is a smarter, more "hardcore" rpg experience. Having an always on "look here" button is by far the more "dumbed down" option.


I actually really like this system. In a table top RPG, you dont get to walk into a room and have everything handed to you. You have to actively search for it. Games with infallible highlighting keys tend to just be played with the things pressed down all the time anyway. Might as well just have everything highlighted by default. I like that this system puts the player into a slightly more active roll. And the highlighting lasts long enough that its recharged by the time it wears off, so cooldown really isnt an issue, unless you're just running through the forest at top speed trying to spam it every 5 feet. Now that is *really* dumbed down.
Post edited May 19, 2011 by Cyjack
avatar
Cyjack: I actually dont see it that way at all. Active searching is a smarter, more "hardcore" rpg experience. Having an infallible "look here" button is by far the more "dumbed down" option.
As I said, it's the kind of dumbing down I would appreciate. If you want to keep your gameplay experience more authentic and hardcore, simply do not use the key, that's it. I'll use it and feel happier and less frustrated, and it takes nothing away from YOUR experience.
Post edited May 19, 2011 by TigerLord
avatar
Cyjack: I actually dont see it that way at all. Active searching is a smarter, more "hardcore" rpg experience. Having an infallible "look here" button is by far the more "dumbed down" option.
avatar
TigerLord: As I said, it's the kind of dumbing down I would appreciate. If you want to keep your gameplay experience more authentic and hardcore, simply do not use the key, that's it. I'll use it and feel happier and less frustrated, and it takes nothing away from YOUR experience.
Thats silly. Of course it would. I would have to will myself to ignore the the unlimited range and duration of most "alt highlight" implementations. The search pulse of the medallion strikes a nice balance between active searching and always on highlighting.

My liking the limited active searching does not equate to wanting "no highlighting at all".
Yeah I too wish for a highlight all because running around spamming the Z button to see what I can pick up isn't very fun
avatar
Cyjack: Thats silly. Of course it would. I would have to will myself to ignore the the unlimited range and duration of most "alt highlight" implementations. The search pulse of the medallion strikes a nice balance between active searching and always on highlighting.

My liking the limited active searching does not equate to wanting "no highlighting at all".
I'm saying they should have kept the medallion design, and provide an ALT key for highlighting names and doors and other crap (not loot, if you want to keep it slightly more hardcore).

This way, you keep the same experience, but there's an highlighting button for those of us who appreciated it in TW1.
Alt for names would have been preferable and I hope the implement it.

The medallion really shouldn't have a cool down time. No one would argue otherwise.