Posted July 23, 2017
Since the Polish version of TQ translation is rather botched and I have no time nor will to fix it in whole now, here are some errors I encountered in the English version since I started playing it. That, plus a handful of suggestions. GoG seems to be a more receptive place to feedback than Steam, by the way.
1. Sepulchers and other graves/tombs that are trapped with a poison trap - sometimes it fails to disperse on its own and continues indefinitely when activated.
2. Why the bonus to Total Speed doesn't increase Health/Energy regeneration rate? Is it a W.A.D. (Working As Designed) or a bug?
3. More quality of life improvement, than a bug: can we get a patch where the game remembers the current view distance setting as it resets itself? The same goes for the map as its prone to reset the currently set view distance too.
4. The prevailing spelling error of "LEACH" instead of "LEECH" everywhere in conjunction with Life and Energy. It should be Life/Energy "LEECH" not Life/Energy "LEACH".
5. Weapon ability of "Chance for Reduced Resistance". Shouldn't it be "Chance for Reduced Resistances" instead? After all, it targets all resistances, not only one randomly chosen, following by the various Internet sources.
6. Why it's not marked that "Chance to Dodge Attacks" ability (gained via skill(s) or equipment) applies only to Melee in the description? Also, "Evade Projectiles" sounds better than "Avoid Projectiles".
7. An option to skip the intro movies entirely would be great.
8. The tooltip for LIGHTNING resistance doesn't mention it also applies to ELECTRICAL BURN type of damage.
9. The tooltips in character window are outdated and break the attempted immersion. They randomly addressed the current hero(ine) as "the character" or "you"; they all should address with "you" to go in tandem with the skills window where each description refers to the player in the second person.
10. The tooltips in character window also fail to mention that the various primary and secondary sources of damage are not stopped by the armor, but by the resistances only. Plus, it would be nice to state that the base shield cooldown is 3 seconds. In the "Blocked Damage" tooltip, for example.
11. Some flavor text for Attributes (Health, Strength and so on) tooltips would be nice. Also, while Secondary Resistances are mentioned as that (Secondary), the Primary Resistances are not; it would be a fair play to mark them as such.
12. Remove ":" from the Secondary Resistances and from the Combined Armor parts (like "Head:", "Legs:" and so on) for a greater consistency with the other elements in the character window.
As for 7 to 11 - I managed to modify the English text file myself. Here it is, if you want to have a look.
Cheers.
PS. Also, regarding the "rubber banding". People from the Gothic community (that ancient game) managed to fix the similar issue (that, plus FPS drop when character/inventory window is involved; that also applies to anything that could be called an "overlay" screen/window, including alpha channel or translucency) in the game via System Pack ([url=https://forum.worldofplayers.de/forum/threads/1340357-Release-Gothic-%C2%BD-%C2%97-SystemPack-(ENG-DEU)]here[/url] is the forum page), and some .DLL hook or injection. Even if their fix is for the DirectX environment, not OpenGL, which Titan Quest is using, it might be beneficial to ask them on how exactly they achieved that.
PSS. Does anyone know a reliable way to provide feedback to developers, perhaps?
1. Sepulchers and other graves/tombs that are trapped with a poison trap - sometimes it fails to disperse on its own and continues indefinitely when activated.
2. Why the bonus to Total Speed doesn't increase Health/Energy regeneration rate? Is it a W.A.D. (Working As Designed) or a bug?
3. More quality of life improvement, than a bug: can we get a patch where the game remembers the current view distance setting as it resets itself? The same goes for the map as its prone to reset the currently set view distance too.
4. The prevailing spelling error of "LEACH" instead of "LEECH" everywhere in conjunction with Life and Energy. It should be Life/Energy "LEECH" not Life/Energy "LEACH".
5. Weapon ability of "Chance for Reduced Resistance". Shouldn't it be "Chance for Reduced Resistances" instead? After all, it targets all resistances, not only one randomly chosen, following by the various Internet sources.
6. Why it's not marked that "Chance to Dodge Attacks" ability (gained via skill(s) or equipment) applies only to Melee in the description? Also, "Evade Projectiles" sounds better than "Avoid Projectiles".
7. An option to skip the intro movies entirely would be great.
8. The tooltip for LIGHTNING resistance doesn't mention it also applies to ELECTRICAL BURN type of damage.
9. The tooltips in character window are outdated and break the attempted immersion. They randomly addressed the current hero(ine) as "the character" or "you"; they all should address with "you" to go in tandem with the skills window where each description refers to the player in the second person.
10. The tooltips in character window also fail to mention that the various primary and secondary sources of damage are not stopped by the armor, but by the resistances only. Plus, it would be nice to state that the base shield cooldown is 3 seconds. In the "Blocked Damage" tooltip, for example.
11. Some flavor text for Attributes (Health, Strength and so on) tooltips would be nice. Also, while Secondary Resistances are mentioned as that (Secondary), the Primary Resistances are not; it would be a fair play to mark them as such.
12. Remove ":" from the Secondary Resistances and from the Combined Armor parts (like "Head:", "Legs:" and so on) for a greater consistency with the other elements in the character window.
As for 7 to 11 - I managed to modify the English text file myself. Here it is, if you want to have a look.
Cheers.
PS. Also, regarding the "rubber banding". People from the Gothic community (that ancient game) managed to fix the similar issue (that, plus FPS drop when character/inventory window is involved; that also applies to anything that could be called an "overlay" screen/window, including alpha channel or translucency) in the game via System Pack ([url=https://forum.worldofplayers.de/forum/threads/1340357-Release-Gothic-%C2%BD-%C2%97-SystemPack-(ENG-DEU)]here[/url] is the forum page), and some .DLL hook or injection. Even if their fix is for the DirectX environment, not OpenGL, which Titan Quest is using, it might be beneficial to ask them on how exactly they achieved that.
PSS. Does anyone know a reliable way to provide feedback to developers, perhaps?
Post edited July 28, 2017 by Czudowny