To avoid interrupting gameplay with pockets of inventory management, we’re not planning on bringing back different-sized items. However, we’ve been tackling the other points from a variety of directions.
With item icons, we’d initially pursued a painterly style to stay in line with the overall art direction of the game, and we’re finding that it doesn’t come across as well when we’re talking about small elements in the UI. We’re now exploring another approach more directly based off the 3D models to give them natural texture and realism.
Those examples look great imo.
In addition to giving players the freedom to assign any skill to any slot from the get-go, all skill slots can now have their keys rebound. We’re committed to supporting skill rebinding for controllers as well.
Supporting controllers on PC
Great. BUT how about mouse and keyboard support for console? There is no good reasons not to support that set-up as well.
Both MS and Sony seems to allow it these days.
Overall, I cant help being a little disappointed by the stuff you chose to focus on for this quarterly update. Not that the topics are not important, but hopefully we get much further into game mechanics, systems, itemization, skills/talents etc.
Btw, monster families seems like a reasonable way to catalogize monsters to create more coherence.
But do any of it tie to the itemization and skills/talents for example? Like doing more/less dmg against Cannibals etc.
Or more/less dmg against bruiser or swarmer archetypes etc.