RequiemLux wrote:ParticuLarry wrote:Regarding the pathfinding: If this is indeed caused by the increased resolution, would that mean it can be solved by changing the settings of Glide? If that is the case, I'm already satisfied. And no, the malicious tongues was just a hypothetical situation. After all, it wouldn't make much sense for the mods to do something like that as I stated before.
No, if it's related to the resolution then there's nothing you can change in the settings to avoid the issue, since sigma's base resolution is roughly 1/3 higher than the highest resolution option in vanilla. Perhaps to mitigate it you could try clicking (when to move your character) closer to the center of the window rather than to its edges.
What a pity. I'll try out your suggesting. Maybe that helps.
RequiemLux wrote:ParticuLarry wrote:Regarding the sprint mechanic: (...)
Oh I see, the fact that you callled it "hidden" made me think of something not intended going on. Why do you even use this option if it makes you feel such discomfort? What enjoyment there is to be had? Maximizing the progression speed honestly seems hardly worth it if it means resorting to such measure... This game is not a race and on average you alredy go so much faster than in vanilla, there isn't really a point I can see into going out of your way to push this as far as posssible.
Yes, sorry about that

However, I'd argue that the whole stamina system in the original game is an entirely outdated mechanic as a whole, and getting rid of it in its entirety would be the best choice of actions. There's a reason why no other hack'n'slash uses a stamina system after all despite them all being merely successors of Diablo, or at least they're trying to be. The sprint mechanic as it is now doens't fit the genre imho. This is not Dark Souls, where the difference between life and death depends 100% on how much stamina you have right now, forcing you to save your stamina at all times for the important encounters that are seemingly random when you play the game the first time. This is not the case here. Normal and nightmare are way too easy, allowing even randomly skilled builds to progress without much of a challenge, with the only exceptions being Diablo and Baal in nightmare. You don't need sprint until you get to ubers at all.
Which brings me to the point that I was thinking about at work today in order to make both sides of the discussion happy:
Since rushing and powerleveling is impossible, I would like to ask to allow running being available until level 105, swapping to the sprint mechanic once you reach level 105. This could for example be done via an early game fixed reward charm from Akara once you finish the Den of Evil quest in normal, that, while having that charm in the inventory, grants the player a permanent stamina shrine effect until you get to level 105 . After that you can cube it with the Butchers charm to get +10 all stats or something along those lines, for the sake of not making this charm useless after 105. That's nothing too outrageous and would at least allow the players to get quickly to the uber section, which is the only part people care about anyway, and the only part where using sprint for its intended purpose makes sense.
Grotesque Bite
shows that this kind of mechanic is possible, right? Another positive side effect would be: people are slightly more encouraged to run a 2nd character in the season, since it would be easier to level up your character. One negative side effect could be people trying to exploit this by running a 2nd character in order to farm Aracane crystals for the main character. But even getting to act 5 takes already enough time to make this "strategy"/"exploit" not viable/worth it, so this isn't actually a negative side effect.
Grotesque Bite
Hand Axe (Sacred)
One-Hand Damage: 37 to 39
Required Level: 100
Required Strength: 376
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
+25% to Experience Gained Until Level 120
+15% Physical Resist After Level 120
100% Chance to cast level 40 Harvest on Melee Attack
+(2 to 3) to All Skills
50% Attack Speed
+(20 to 30)% to Poison Spell Damage
Maximum Poison Resist +4%
+100 Life on Melee Attack
Socketed (3)
Hand Axe (Sacred)
One-Hand Damage: 37 to 39
Required Level: 100
Required Strength: 376
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
+25% to Experience Gained Until Level 120
+15% Physical Resist After Level 120
100% Chance to cast level 40 Harvest on Melee Attack
+(2 to 3) to All Skills
50% Attack Speed
+(20 to 30)% to Poison Spell Damage
Maximum Poison Resist +4%
+100 Life on Melee Attack
Socketed (3)
I would disagree on how that list would look like, but you have some fair and valid points. So I'll end this post at this point with the suggestion above that can hopefully be implemented.