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Showing content with the highest reputation on 11/12/20 in all areas

  1. Mass Effect 3 - Along with the color coded ending, anything with the space ninja was awful. You could beat his ass but there would still be a cutscene showing him dominate you.
    2 points
  2. Llama uses spit attack. It's super effective!
    2 points
  3. I don't care about Apple, I dislike their walled garden approach, but I am curious about how these chips are going to perform versus their x86 counterparts. I have long believed that ARM will eventually displace x86 in laptops, in desktops, and in servers. In servers it's already begun happening, but it's taken much longer for ARM to reach laptops and desktops than I anticipated. With Apple making their own chips and Nvidia buying ARM, it's going to get interesting in a few years.
    2 points
  4. I was looking over my library of Assassin's Creed games the other day, and I was trying to muster up the interest to play AC: Origins. I love the setting and the RPGish changes made in the game, but there is one major plot issue that makes it hard for me to ever get into. So without further ado, here is my thread on stupid plot devices: (somewhat spoiler free, since they happen at the start of the game) AC: Origins - You stab your own kid. The entire gameplay of these titles is based around you being this amazing warrior, capable of precise acts of skill in battle. You confront some people holding your son hostage. So of course, they cut scene you into a scenario where you plunge a weapon into your own child. I get they are trying to create some sense of vengeance against the hostage takers, but at the end the cut scene, it was pretty clear I was at fault. The reality is, if I could live with myself after a terrible act like this, I'd probably never want to touch a weapon again. The game does not give you that option, unless setting it aside and not playing was their goal. Dragon Age 2 - After fleeing from Westeros, or whatever the DA continent plagued with darkspawn is called, you end up at a city with a bunch of other refugees. When you approach the city gates, a group of refugees (or are they deserters? Does it matter? Their country was taken over by darkspawn) are trying to get in. Ok, so these guys have fled for their lives and they are desperate. But are they really desperate enough to attack a walled fortress city? They are, I guess, which is dumb. But then they also attack you, and you are basically forced by the game into massacring them. Yay for choice and consequence! Wasteland 3 - This is a spoiler
    1 point
  5. When trying to build any type of structure or craft decorations, the item or structure slants to a side after pressing the build button. This is an issue that did not happen until the new update was released (Nov 10th). Very important to address this issue as base building is a crucial part of the game and experience.
    1 point
  6. They'd have three steps to fulfill in order to get GOG approval and announce keys 1) Technically up to spec (and with enough appeal to be worthwhile) 2) Agreement on terms and release date, coordination with GOG marketing 3) Approved key gen They would have to have all three confirmed/ approved in order to announce backer keys, and while that might take some time there is still 3 weeks until Dec 3rd and the one that would take time is largely irrelevant since the game's been on Epic for a year already. In the end that process simply illustrates the difference between a curated store and an anything goes shovelware emporium like steam where anyone can stick nearly anything up with minimal oversight; they know they'll have Steam keys etc because everyone/ anyone can get them under Steam's licence agreement including them. I'd be very surprised if it wasn't on GOG, but an announcement 3 weeks early for a previously released game would also be very unusual, and any announcement would as per 2 have to be co-ordinated with GOG marketing too. Even if they think they'll get them they can't say it pre-emptively in case they don't.
    1 point
  7. We have a joke here: He's such a peasant he eats ice cream with a pocket knife. Pocket knives being stereotypical farmer belongings.
    1 point
  8. Thanks for letting us know about this building rotation bug! The team is aware of this bug, and it should be resolved in the upcoming hotfix. Please let us know if you run into after the fix is out, and you've updated the game. Thanks for your patience!
    1 point
  9. just popping in again to say that this build is exceeding my expectations with regard to megabosses. anything that isn't interrupt-immune is basically a done deal from the start (and even dorudugan ended up going down pretty easily). just for fun i recorded the hauani o whe fight to show how the build works at peak effectiveness. i didn't need to do any prep work for hauani (unlike dorudugan), in fact i made some dumb mistakes (e.g. i still had some AI script settings leftover from the dorudugan fight by accident, forgot about salvation of time positioning for quite a while). once the build gets going, there's no stopping it. i don't think hauane gets more than a few actions off the entire fight (including all split oozes). the hardest part was just getting all the buffs going at the start and stripping hauani's concentration (too high fort to get plague of insects to land). megaboss fights are so long i use brilliant, but in typical fights you don't need that to wreck the enemies. recommended for viewing at 1.25x or 1.5x speed due to its relative length.
    1 point
  10. You can cast Chain Lightning on yourself. No walls needed. A higher lash than from Crackling Bolt is the result (most of times). Edit: Stormspeakers can also do it, but unfortunately the only playable Stormspeaker in the game has no head slot. Edit2: I have never checked if a Fury's "Storm's Rage" (1/encounter abilitywhile shifted) can be cast on yourself. Edit3: A Fury can cast Storm's Rge on herself when shifted but hehe: I forgot that a Storm Blight is immune to shock damage. But at least a Fury can cast a high dmg shocking spell on somebody with Deltro's Cage Helm on.
    1 point
  11. Yes, lashes do not multiply with each other - but still with the physical dmg roll. So basically like: (dmg roll + dmg bonuses) * (lash1 + lash2 + lash3). Separate PEN/AR issues ignored. To be fair everything pales in comparison to a prolonged, high value shocking lash from Deltro's Cage Helmet. Wizard is supernice in that regard because he can always shock himself (or party members) reliably. What I missed with a Bloodmage/Boar were some nice attack abilities. It's all about buffing up a ton and then just doing auto-attacks (besides Taste of the Hunt which Blood Sacrifice will not replenish). Stuff like Helwalker/Boar or Forbidden Fist/Boar is def. more fun to play for me. Forbidden Fist/Boar is also fun because you can run through your own Tanglefoot and get a lot of wounds because the rel. short-lived Hobbled afflictions expire all the time (especially with Clarity of Agony activated).
    1 point
  12. Yup, but at this point, do you even need the Boar DoT ? I think that lashes stack additively. Therefore, maybe the cat "better DPS without Lash" could be more significant.
    1 point
  13. This is so unusual but interesting that twice now you have also articulated something that immediately annoys me in fantasy RPG Silly lines and teenager writing really doesn't connect with me
    1 point
  14. The workaround doesn't always work sadly.. this bug is extremely annoying.
    1 point
  15. 1 point
  16. The long "Production Health and Safety" title disclaimers at the end of the video remind me of "no animals were harmed during the production of this..." Sign of the times. Ditto. Some of their products have been temping for various reasons/uses - just not enough to make up for that. Tech-wise they're often interesting.
    1 point
  17. I am building a glacier in the Roost owing to over 2' of snow ...
    1 point
  18. Is he using the 12 GB VRAM SUPERMEGAULTRAHYPERUBERTEXTURES? Because if not, what's the point? Might as well play a 8-bit retro graphics game.
    1 point
  19. TOW had a 'coming soon' page/ news item/ notification on GOG, less than a week before release though. It was Larian's (late) decision to add the indev version of BG3, they originally said it would be Steam only. Same for Taleworlds with Bannerlord, for that matter. 'Trusted' studios do not need the full certification/ approval for GOG and it's basically certain none of those 3 games required active certification beyond the most basic level of making sure they'd run 'DRM free'. I would imagine PP is not seen as a 'gold standard' type game like the three above though, and is regarded as considerably more niche. (It is certainly pretty rare for previously released games to get pre-orders or coming soon announcements on GOG, but for most of their existence they've specifically been doing re-releases as their speciality. Most games there full stop don't get coming soon or pre-release announcements)
    1 point
  20. It remains to be seen if PP will be available on GOG on Dec3rd. I don’t remember OuterWorlds being advertised as GOG prior to release, same recently with BG3 - it was Steam only, until it was approved, shortly before the release. If Snapshot planes to release on GOG in December 3rd, as I assume they do, they need to be approved first. From the little I read GOG takes its time with replies. As such, developers can’t announce GOG release, until they are allowed to release there. With weeks before the release, there is still time for that.
    1 point
  21. https://www.washingtonpost.com/nation/2020/11/11/mississippi-secede-election-republican/ For a bit of humour at this time. Probably should let them go, if their politicians can't even use English correctly
    1 point
  22. And, the last boss before picking up my DS2 Platinum Trophy was Last Sinner. Well she was not planned as last one, but after owning my ass few times, I've decided to skip her for now. Unfortunately, when you decide to skip the Ruin Sentinels, you are not able to light the oil braziers in the boss arena, so, I had to fight her in darkness... The worst encounter so far was successful on 2nd try. Not this one... Counting all the attempts, including the first attempts in the middle of the game, I ended up finishing her on my 23rd attempt... The key of the encounter is to have always as much health as possible, and always focus on the boss, not the adds!!! I had to die 10 times before I stopped being stubborn and shoot all my spells at the boss instead of them... Anyway, the final successful attempt can be watched bellow
    1 point
  23. Yep, I've the same issue... It's very frustrating because this is the base of the game... Please check this up quickly because this Update is amazing guys!!!
    1 point
  24. You forgot to switch accounts, HoonDing, .
    1 point
  25. @ShadySands, @ManifestedISO Our motto was "Always Faithful". But it was not to a President nor to a government that we pledged fidelity It was to the country, our countrymen, our bothers and sisters in arms, and to ourselves. Years have passed since we turned away from battles and watches. The service we gave fading from all memory but our own. But once a Marine always a Marine. Always faithful we remain. Happy Birthday my brothers!
    1 point
  26. Amnesia: Rebirth is pretty intense so far, and, as per usual for Frictional Games, the greater part of the tension is achieved through audio. That's not to say that there aren't disturbing images, but Frictional's expertise lies in audio design. They excel at creating an ambiance that constantly has you on edge. I haven't encountered anything quite as heart pounding as the water level in the OG Amnesia, but it's early going. I wonder if they'll manage to pull off a mind**** as good as in Penumbra: Black Death?
    1 point
  27. Finished Pathfinder Kingmaker. Enjoyable and a good game overall, suspect it will be a better Baldur's Gate 3 than the Larian offering. Finished on whatever the 2nd to top difficulty was since I got most of the way through during lockdown back in April/ May then stalled out, and it was far easier 2nd time through. Monk protagonist, got most of the 'secret' content except Tenebrous Depths, because I zoomed through it so didn't get all the trigger pieces before killing the bosses. Think I mentioned it at the time but my major criticism is how random the combat is, tactics tend to be the same most of the time- buff and swarm plus some crowd control- and who wins is determined by saving throws and occasionally crits, most often against your main character since that can be an instant game ender. At least this time the enemy annoying ability spam was manageable. Plot and characters weren't really anything special or memorable, but equally weren't bad or a detriment. The kingdom mechanics were fine, again since it was a replay I knew some of the more annoying quirks like the Bald Mountain curses triggering earlier than the journal said they would so could work around the old staple of having the protag stuck upgrading someone's abilities while things turned to crap for a week or so. Only had one outright bug too, with one of the crafters never turning up, and a handful of crashes. OTOH, the save game size meant initial loads were pretty long even with a NVMe SSD. Definitely good enough and enough room for improvement that I'm looking forwards to the next game.
    1 point
  28. If this is your second run then most likely you are experiencing the immense positive effect of meta-knowledge - not so much the increased power of custom adventurers. Also because your party doesn't seem like overly optimized in terms of party synergies and crazy class combos. Custom adventurers start 1 level below official companions which def. balances out the somewhat unoptimized stats and class choices of the latter. So at least in the early game it doesn't make a lot of difference. At least for me who's not experiencing the effect of increased meta-knowledge anymore. Later in the game there can be big differences of course because the difference in levels is gone and certain multiclass- and party synergies start to really have an impact. One thing that really can make a good impact in the early game is an Assassin who's opening fights from stealth with his +25 ACC. This is a huge increase that early in the game and can tip the battles right at the start.
    1 point
  29. I like Tonga's. Nice version done by their marines
    1 point
  30. So sad to see a kid aim so low, he could have at least aspired to be a Marine.
    1 point
  31. Cool story. Good luck and Godspeed 2nd LT. Idrache. Many thanks!
    1 point
  32. Game runs like garbage for me no matter what settings I use. The game used to run amazing on launch but I just started a new game and find even on low settings I get barely 60fps without constant issues. I am running an i7-8700 with an RTX 2070, 32gb 3400 ram and a 1tb Samsung SSD. I am well above the recommended specs for this game and cannot understand why the game runs like garbage now compared to launch. I have all latest drivers and have tried fresh reinstalls of the game and even of my drivers.
    1 point
  33. Well... I managed to work out the triggers to get this the retreat to play. However, I don't think it is actually possible without console commands. I just don't think it was scripted into happening. I managed to, with the help of StrangeMortim's info here, to trace back the requirements for Hylea's conversation in which she mentions the Sky Dragon being mortally wounded back to the triggering conversation with the dragon by going through the conversation files of both Hylea and the Sky Dragon. Hylea's conversation - 13_cv_hylea.conversation located in /data/conversations/13_twin_elms_elms_reach/ Sky Dragon's conversation - 12_cv_sky_dragon located in /data/conversations/12_oldsong/ Now, both of these files are not much help, to be truthful. I merely got lucky (would it be luck, though) that I found a programmer's comment, in the Sky Dragon convo, mentioning that the health trigger is set to 25% health for the Sky Dragon. That happened to be under conversation node 17. Unfortunately, that trail kinda ended there. I then went on to search Hylea's conversation and I found a number in conversation instance referencing the Sky Dragon conversation. Unfortunately, that all led to a dead end. But it was a start. And that start led me to start looking into other files. I browsed the game.globalvariables file which fleshed out all the variables for all the booleans that StrangeMortim mentioned. game.globalvariables - game.globalvariables located in /data/design/global/ Also another stopping block, so I did some more digging for other files related to it. The Nest Above The Clouds quest - 12_qst_nest_above_the_clouds.quest located in /data/quests/12_twin_elms_oldsong/ In this file, I found the triggers for all the addendums and end states. At this point, I was stuck. Couldn't find any leads, so I started browsing Hylea's conversation again, and I managed to find a breakthrough. There are mentions of the conversations activating the end states. So I set about searching for a conversation thread that lead to activating end state 2 (the end state of the quest that involved the Dragon fleeing). There, I found the conversation node with Hylea that deals with letting the Sky Dragon flee. And the only boolean that was tied to it was having the conversation that starts with Node 17 of the Sky Dragon convo and ends with Node 22... Basically, I knew which conversation I had to have and that led me down the path of a few discoveries which makes me think that, either the programming was screwed up and the Sky Dragon fleeing is currently bugged and doesn't activate, or it was removed. I believe it was removed (if it was in to begin with in the first place). What leads me to believe this is, that after using console commands to trigger the conversation during the fight, the Sky Dragon did not disappear... The fight continued on. I did get an Addendum activation though as the quest updated. The update however was the update that is also triggered if you allow the Sky Dragon to stay at the temple. So, I set the Dragon and the Wurmling to not hostile with console commands, it still left me in combat. I forced an area transfer to Oldsong, which got me out of combat, headed over and talked to the priests, which confirmed that I had indeed "let the dragon flee." Signs were good, final test was the Council of Stars, so I headed over, made a save, and sure enough, the conversation, triggered as if I had let the dragon flee. Great, time to look at the save game booleans. n_Nest_Dragon_Combat 1 n_Nest_Dragon_Dead 0 n_Nest_dragon_State 0 n_Nest_Dragon_Support_Dead 0 n_Nest_priests_State 3 n_Nest_quest_main 3 n_Nest_quest_start 2 n_Nest_Reputation 0 n_Nest_Wurmling_State 0 This is what I ended up with. Normally, if you try this set up without having the conversation in which the Sky Dragon pleads to be allowed to flee, the conversation with Hylea, just shuts down right after the text block revealing that Hylea to the PC. So... unfortunately, I don't think it's possible to trigger the mid-combat conversation. I think they removed that trigger. Mainly, because after the conversation was triggered, the fight continued, instead of setting off a chain of event triggers that would cease combat and remove the dragon from the scene (or maybe a cutscene needs to be triggered, which leads to the conversation triggering, in which case I have no idea how to find said cutscene). On top of that, the quest addendum update was that of letting the Dragon stay (which makes me think that it used to say something along the lines of "let the dragon live" rather than "let the dragon stay"). What I do know is that the health trigger is supposed to be 25% health. Maybe someone will be able to trigger it and record it happening. As for a workaround... Head to the Dragon and initiate combat trigger the conversation with the console command: StartCoversation CRE_Sky_Dragon 12_cv_sky_dragon 17 Select the options to let him flee Transition to a different area (I used Oldsong) with: AreaTransition 99 1 Complete the quest by talking with Hylea Go back and kill the drake Save Open up the save editor and adjust the following values to the following(I don't know if all the values will change to this, it's just a hunch) n_Nest_Dragon_Combat 1 to 2 n_Nest_Dragon_Dead 1 to 0 n_Nest_dragon_State 0 to 2 n_Nest_Dragon_Support_Dead 0 to 1 n_Nest_priests_State 3 n_Nest_quest_main 3 n_Nest_quest_start 2 n_Nest_Reputation 1 to 0 n_Nest_Wurmling_State 1 to 0 Make sure to turn set the Cheats Enabled Flag to False And everything should be what it's was supposed to be as if the Sky Dragon fleeing was actually possible (meaning you get to enjoy the conversations with all the parties involved, while still having it... somewhat... clean... after all you get two extra Sky Dragon Eyes that you weren't exactly suppose to have, but you can use the console command "RemoveItem part_sky_dragon_eye" twice to alleviate that). Anyway, if someone is willing to go digging into the Unity Bundles, someone may be able to find exactly what is supposed to be triggered at 25% health (the conversation and I'm guessing a scene in which the dragon walks off or flies away).
    1 point
  34. I think the saddest thing would be not getting an end to what was supposed to be a trilogy. Deadfire is very unsatisfactory as an ending. So many unanswered questions. Maybe avowed will answer those? But I doubt they would confuse new players by having it be a sequel to deadfire. If we never get a POE3 then I hope avowed or an eora based game eventually does answer those questions
    1 point
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