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Turn Based mode beta bugs and feedback
Swells replied to Reinne's question in Patch Beta Bugs and Support
Chiming in with some of my own thoughts. Chanters require a complete overhaul in TB, they are worthless in their current state and feel awful to play: Chants trigger at the start of their turn, meaning if you are out of range of targets when their initiative starts, the first cast goes to waste. That first chant does not contribute to invocation count for some reason. If you just end turns, chanting does not progress. Linger seemingly does nothing, even with high int the chants I tested lasted one round. Offensive chants do not have a damage indicator in the logs. Chant progression is seemingly static comparing Kana and a high dex character, around 3 turns just to get a new chant. Invocation duration is nowhere near proportional to the amount of time it takes to acrue points, especially summons. Interrupts are way too powerful. I've fought opponents into a state of being stunlocked and conversely been knocked out of the battle by a chain of attacks interrupting my characters. Unclear relationship between action speed and actions you can take. Sometimes characters get an extra round, but that could be interrupts at play, it's hard to keep track of and the thresholds are a mystery. Same with using firearms, it seems that my chanter skips a turn or two after using a crossbow. This is arguably the most important information needed for the player given how many skills impact action speed. If action speed has the player miss rounds it has the knock-on effect of making heavy armour unusable since one-action economy makes turns infinitely more desirable than a small bump in defence. Abilities seem to scale 1 turn for every 6 seconds of duration. This has some severely lopsided results that really harms martial classes, such as wizard and fighter having near enough the same accuracy buff but the wizard getting way more mileage by merit of the class prefering to stack int. This is on top of Wizards having 5 other action-free buffs they can pop off that lasts 15+ turns (ignoring the per-rest limit, as most can be changed to per encounter as the game progresses and resting is only a real limitation for specific challenges). Summons are impacted the most, lasting only a couple of turns and being way less beneficial than a damaging spell of equal value. E0ven if we fixed the issues the chanter faces, the current summon duration would still render half its moveset and power fantasy unusable. Non-controlled allies glitch frequently and don't act on their turn. Interrupts and DoTs don't interact well. DoTs trigger on an enemy's turn, so if you interrupt the enemy and get an extra round to attack and reapply the DoT, it won't do anything. I believe the most recent DoT applies too, so if you crit and then follow up with a graze the DoT damage is weakened. Spellcasting is a frustrating experience. Even with planning, enemies can just decide to readjust their priority and move out of the AoE entirely. You can't cancel or retarget your spell so it feels like spellcasting is wasted a lot more than RT. Additionally, the interrupts add onto this frustration by knocking a player out of the casting entirely, I gave up on casting spells more often than not just seeing how far down the initiative it would take to cast. I question the merit of even having this system, since there are classes with instant-cast nukes and debilitations that don't feel overpowered by comparison. Lastly, this isn't a turn-based issue, but you can no longer mod in your own voice files for player characters. Rolling back to legacy patch 3.7 the folder structure is there and I can mod voice files no issue, but all the other patch branches no longer allow it. It's a shame since it was one of the things I was most excited for revisiting the game and I would argue has as much impact as being able to add in your own portraits. I hope it's not out of scope for the devs to fix, otherwise it leaves patch 3.7 being the best version of the game for customization. -
Asdrubale joined the community
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Hi Devs, Regret to inform, but the update from yesterday seems to have seriously broken the Omnitool capabilities. The tool now has no effect on: - Grass (both green and dry) - Husky weeds/dandelions - Clay - Pebbles The tool can still dig gum, bust sap deposits and chop milkweed pods. Obviously this is by no means an exhaustive list, but clearly something is amiss...
- Today
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Nylz joined the community
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stellary joined the community
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Nicolay joined the community
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Yes, Gothic like ES scrolls are expected to have bugs when first released This feedback about how buggy it is comes from Codex and people playing it but I never take that too seriously You much more objective and you not prone to hyperbole and drama around how stable it would be But Im interested in what you think after 10 hours because the one guy listed about 10-12 bugs around quests and he had clearly played it for a while
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Apparently the problem isn't just the translation, some of the lore supposedly is obtuse to the Chinese players as well per this Reddit post of a Chinese player. The English voice acting has mostly been fine, at least with a female MC, I don't dare try Chinese since some of the text assumes Chinese, and things do get cut off occasionally, especially when it comes to on-screen tips. Though there's some weird issues sometimes like where the subtitle runs behind one step with the spoken dialogue, or the lines are assigned to the wrong person, which is hopefully less of an issue in Chinese. I've yesterday finished the final boss we have access to for now, which seems to wrap up the Kaifeng storyline and I did have some trouble, though I managed it in one try in the end. I guess one tip for combat is to use the Healing Fan as an offhand, as well as to look into the weapon combinations in general, I found this video helpful to explain how I picked wrong initially
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cowanbs joined the community
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Cinema and Movie Thread: coming 2 a theater near u
Bartimaeus replied to PK htiw klaw eriF's topic in Way Off-Topic
Weapons (2025). Wasn't sure how I felt about it for most of it, but the hilarious ending pushed me it into liking it overall. -
as expected avoid bankruptcy by running for office will become popular option
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This could have just as easily be filed under Funny Stuff... Mike Lindell files paperwork to run for Minnesota governor I guess we'll see how well his weirdness fares against that 'seriously retarded' Tim Walz.
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anchal020219 joined the community
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g.o.d joined the community
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Jedimastrxul joined the community
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Teng1 joined the community
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uwedressler1984 joined the community
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Matthew Weber started following Peep.r crashing game
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With the update today when I press Y for peep.r on Xbox my game crashes now. Don’t know if anyone else is experiencing this
- Yesterday
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Yeah, I get it's a main aspect of the game, ofc (not a peaceful game, lol), I just meant there seemed to be at least one early (?) quest/thing where you could do it that I saw, and sometimes that means there's more like that - like the kinds of constant run/avoid speed runners might take advantage of. But I have no clue, maybe they were using some glitch to their advantage, or it was still a tutorial area with different rules or something. It does look (story, npc) cutscene heavy but Chinese games I've tried before, it probably won't bother me much (vs. US games). I was planning on using original language/subtitles (even if text translations aren't always awesome), the Eng dialogue/dub/whatever sounds horrid. Combat mechanics probably are a bit more than I want - I find constant parrying/dodge timing annoying/difficult AND tedious/boring vs. exciting/gratifying - but I'll probably try it at some point. If it was offline I'd just mod it but - plus re: waiting, I'm curious if they'll actually mellow out the supposed multi-multi menu nightmares a bit. they've supposedly said they're "looking at that" re: complaints.
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GROUNDED 2 CRITICAL FAULT... Im on windows, i use a mouse and keyboard. I have been using RFDG for decades due to carpal tunnel issues that i get with from using WASD control schemes. BUG: When i pick up a blade of grass, i can no longer use R to move forward. This is because someone used the keystroke "W" in their code, as opposed to proper use of the "variable" designated in INPUT MAPPINGS. Someone thinks It's ok to put keystrokes in the code as input instead of getting Input from the "customizable variable" designated in the INPUT MAPPING system. UNREAL 5.5 introduced a new input mapping system, it's brilliant!!! You should force your coders to abide by it to avoid the swam to unseen problems created by ignoring it. There should be an input mapping bible that all of your coders abide by. someone is not.....
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Only if it turns out his bank account is already empty.
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Cinema and Movie Thread: coming 2 a theater near u
Gfted1 replied to PK htiw klaw eriF's topic in Way Off-Topic
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Been playing this game quite a bit recently on the default/recommended difficulty but with the parry prompts enabled (which means I can pretty much forget doing anything MP related). I never made it past the first boss of Dark Souls (not my cuppa tea), but I did greatly enjoy Dragon's Dogma: Dark Arisen, to try and give some kind of indication of where I fall. I've basically completed the major content of the first region (Qinghe), and just started on Kaifeng (second region). Combat is rather hard to avoid, region completion relies, among other things, on finding boxes, which means you have to clear out hostile camps (chests are often locked until enemies are dead). Movement abilities tend to get disabled when you aggro enemies, so just running past usually isn't much of an option, and when it is it's generally obnoxious enough that you'd probably just want to beat them up anyway to get it over with. The main story bosses, at least so far, have been mostly fine for me, difficulty wise, but each major region also has a region story, and the final boss of Qinghe (first region) was pretty darn brutal and took me a couple of tries. Technically they (and the rest of the region story) are optional, but most of the storylines do appear to tie into the overarching narrative so I'd consider them very worthwhile to do. This is also why I'd recommend taking one's time exploring and at least completing the major plot lines in the region, and not just beelining the main story. There's also optional bosses, those can be skipped entirely, though I've accidentally triggered a few due to not being aware they were there, or them being in a place that makes them really hard to avoid. That said, once beaten they do not respawn in the open world. The lore/story is pretty interesting, but unfortunately most of the cultural nuance is lost in translation, leading to some pretty major gaps in understanding of the story for anyone not intimately familiar with Chinese culture/(folk)lore that I had to resort to Reddit to explain to me (thankfully there are Chinese players that really care and post comprehensive breakdowns of major storylines/events)
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Grounded 2 playground & frogs
Graviset replied to Groundedfan54's topic in Grounded 2: General Discussion (NO SPOILERS)
That actually sounds awesome. A flat-world sandbox where you can build everything yourself would fit Grounded 2 really well. And the new creatures you mentioned - frogs, ladybugs, a lizard boss - would make the game way more fun. I'd definitely try a mode like that. -
Music: Sharing and Listening - Where words fail, music speaks
Gorth replied to ShadySands's topic in Way Off-Topic
because I'm a sucker for beautiful voices (all subjective of course) -
A "**** you" to the devs who thought waiting until December 2nd before announcing that the "fall" update won't be out another 3 months. You suck, Obsidian.
