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Showing content with the highest reputation on 08/31/20 in all areas

  1. Well IGN gave 10/10 also to The Last of Us 2 Might just mean, that’s just right amount of water in CK3
    5 points
  2. No, I could have let that go. But when she trashed FO:NV I drew the line
    4 points
  3. Let's start off this thread like I start each morning, with a steady breakfast of
    3 points
  4. Yeah, that startles the beejeezus outta me every time.
    3 points
  5. Playing Grounded today with a friend, we both agree that the sound that the Grubs make when they are moving underground around you is way too loud. It overpowers the sound of the Wolf Spiders in the tree, even when they are chasing and attacking you. I feel that it should be slightly audible with controller vibration on console (like the ground moving beneath your feet, a tremor.) SUGGESTION: - Decrease the volume of the Grub as it moves under the ground. - Make controller vibrate when near a moving Grub, based on proximity.
    2 points
  6. I think it's also .. the wrong sound ... what we're hearing is what you'd hear if something the size of a school bus or larger ... suddenly burst it's way up through stone and concrete .... we are NOT hearing the sound of something the size of a grub poking it's head up through soft moist earth ... it should be a light moist-wet sucking sound with a dirt and gravel friction .... it's shouldn't sound like Hulk having a tantrum in the Rock Quarry
    2 points
  7. My wife just dropped off our two kittens to get spayed and Im so tense about them coming out of it ok. I know its an everyday procedure but Im still worried about my furry girls.
    2 points
  8. I like where you're going with this, but let me refine your ideas a little. I like the idea of a dungeon in each biome, but what if each of these "dungeons" was a thematically-fitting rogue-like? So, a sandcastle in the sandbox, because sand. Maybe the oak tree has a knothole high up on the trunk you must build stairs to reach. Maybe the pond has an underwater cave system. Now, what do I mean rogue-like? Well, on one hand I like knowing where to go when I'm in, say, the ant-hill. But after awhile, its not exciting anymore BECAUSE you know how to get everywhere. These "dungeons" could provide you with some randomly generated rooms that make it so you never really know where to go to speedrun it, so to speak. At the end of these areas could maybe be a boss type of creature or a challenging puzzle/platforming section with raw science as your prize?
    2 points
  9. The Mongoose Club crowdfunded a convention and all they got was this lousy ballpit.
    2 points
  10. I guess I need to re-watch the video because I did not get the same assurances regarding live service elements or MTX or anything.
    2 points
  11. I think I've mentioned it once or twice, but there's not been much progress on making it official so to speak. Who knows, maybe we'll remain perpetually engaged?
    2 points
  12. Please let us relocate built items and structures. I continue to alter and grow my base and that forces me to constantly "recycle" chests, grass plank pallets, etc. I feel like being able to move items would solve issues like accidentally recycling portions of structure you didn't want to get rid of and avoiding potential crashes. I've had several game crashes that seem to be triggered by the recycle mechanic. Large structures should still be force recycled because moving an entire section of wall is unrealistic, but moving a chest of items or a table or cooking spit would be a wonderful quality of life improvement.
    1 point
  13. EXCELLENT job on the bird. It's movements and manerisms spot on. Glad he don't want to eat me.
    1 point
  14. I am not convinced of this at all. Even a recent poll done by a major gaming website in the aftermath of BG3 being announced as TB, shows support for TB v. RTwP at 53% to 47%. Polls on the Larian BG3 subforum themselves also are similar. What I find is that TB fans are about 51-55% but make 90% of the noise, and that's what people (and cRPG developers) are reacting to.
    1 point
  15. old people tend to have multiple health conditions so, duh. HA! Good Fun!
    1 point
  16. And again more of Dark Souls 2 NG+. After getting few of the mandatory boss-fights and running around I went back for two bosses, which I have put into my "backlog" until I have little bit stronger character, because, I wanted to get some rare drops which could be get only during these encounters. First in line was Executioners Chariot, where I wanted to get the Lizard Staff drop from Necromancers. Luckily I got it on my third try, but unfortunately, due to my clumsiness I wasted that account, and died very soon after picking up that loot. What followed next was pure pain in the ass similar to sitting onto the big pile of nails. The encounter was still fine in NG+ but the way to the Undead Purgatory is insane... They have put 5 red phantom mobs just before the bridge, and another one, which was at the end in NG as well as a one time spawn is respawning in NG+... I've spent more than hour to get through that stupid area, again, because I was to tired, but to stubborn to just quit and go to bed without Soul of the Executioner in my possession... In total because of me constantly losing focus, I've needed 7 attempts to defeat him. So far, because of that, "the most difficult" bossfight in NG+ for me despite taking little bit less than 3 and half minute including intro
    1 point
  17. I was thinking as a shrunk down version of myself in the backyard; what if we had rockslides or mudslides to also contend with? I see big pebbles that we break into little ones but what if there were rocks that would hurt you or we would get caught in a mudslide and figure out a new way to get to a certain destination or wait until it dries.
    1 point
  18. to add more to this. flash floods or mudslides after a rain storm. make new puddles that take a few in game days to dry up, wash away structures if built on the low ground or in the trenches. carry you a few hundred cm down stream, and bugs too if they get caught. or better yet, have the sprinklers turn on and do this., even worse if they come on during a storm. Also have wind. I know people will hate this that have built towers and such but have the wind affect built items above the top of the grass. destroy grass plank walls, knock down stem or sturdy walls that need repaired to be replaced. roof and floors destroyed. Wouldn't take much, a mild breeze for us really moves the grass around, combine that with a storm and sprinkler on top, that could be a special world event.
    1 point
  19. Go to pause menu and "give up". This will kill you and you will respawn at lean-to.
    1 point
  20. It's funny that although both P:K and BG2 are both rtwp, they are still both very much stuck in a "round" format, as you say. It's doubly funny because for me, turn-based is a total turn-off. It is reason enough for me not to even give BG3 a try. It just looks stilted, so artificial, even if I'm fully aware that rtwp in P:K and BG2 are technically almost the same, under the hood. But when everyone pauses in turn-based and then everyone moves on their turn, it just looks so damn awful in my view. Can't help it, I'm afraid.
    1 point
  21. Sad news, I tried "downgrading" Clear Out to a GenericAbility and add the indicator that way, but it just bugged out. Probably not fixable. Good nows, a guy asked about implementing Powdered Burns indicators which luckily did work: https://www.nexusmods.com/pillarsofeternity2/mods/448?tab=files Powder Burns Indicator.zip
    1 point
  22. Update 0.2.0 has arrived! Included in the update are the following changes and fixes we've made to the game. NEW FEATURES Bird! - Includes new crafting materials and recipes from bird feathers. Perk system with 13 unique perks to discover! New BURG.L Quest types: Artificer (crafting quests) and Chipsleuth (quests asking you to locate BURG.L chips). Added Fence buildings (Sprig and Acorn). Added Table buildings (Grass and Clover). Added Water Flea ambient insect to flooded biome. CHANGES / TUNING COMBAT Buffed damage on the Spider Fang Dagger so it's on the higher end of tier 2 weapons. Buffed damage on Spike Traps significantly. Spiders learned a new set of attacks to choose from instead of just their basic bite. Added a brief forced delay between block start events, preventing the player from perfect-blocking by mashing the block button. Slightly reduced the bonus damage given by the Eyepatch. Adjusting larva blade poison proc so it's consistent. Reducing the stun ratings of two-handed weapons. Slightly reducing amount of damage the mint mallet deals so it's in line with tier progression. Tier 2 insects now have a cooldown after being stunned before they can be stunned again. Perfect Blocking no longer reduces armor durability. INTERFACE Updated Raw Science UI icons to be more consistent across the game. Adding shortcut for dropping items in the inventory screen (Drop Stack is in the context menu). Adding "Deposit/Receive Stack" button on storage UIs. Shift+clicking item stacks in the storage UIs will transfer the full stack clicked. Dragging an item stack onto the paper doll in the inventory screen will drop the item stack in the world. Crafting an item with a full inventory will now notify that the item was dropped in the world. Storage and Flag marker icons have been revised, regrouped, and their colors have shifted (Requires a one-time tour of the yard to set everything back / new trail markers will be blank by default). Slight revisions to a few SCA.B flavor schemes. Canteen slurps available are displayed in the equipped item HUD element Additional icon art Added a highlight effect that appears on interactable objects when the player looks at them. This feature is controlled by the "Highlight Objects" Accessibility setting. WORLD Revised clover cave layout and lighting, and moved entrance slightly. Revised flooded area layout in southeast corner of yard. Updated house electrical socket with final, non-blockout art Items left in the world (not in a container, etc.) for 48-72 in-game hours will eventually despawn once out of range of all players. Items loaded from a saved game from version 0.1.x, will have all item timers start at zero to give players a chance to react to this change. Players and critters now create ripples in the water while moving. Kids are starting to throw Archer Cookies over the fence, along with their Billy Hogs and Apples. Added a few footprints throughout the yard. BUILDINGS Base buildings will now be more reliably anchored when built on top of objects such as the Baseball Palisades will no longer immediately collapse when an attached building is removed. Water Containers can collect falling droplets. The player can now drink from Water Containers while holding weapons. Stairs may now be embedded in the ground like scaffolds and ramps. Walls that are sandwiched above by two floors will have their crenellations suppressed. The camera will slide to the correct position when interacting with a Weapon Wall Mount. Tweaked the placed position of the Weapon Wall Mount to be more centered. PERFORMANCE Better Windowed-Fullscreen performance in Windows versions of the game. Better UI/Inventory GPU performance. Significant load game time improvement for games with large bases. Better GPU performance during nighttime. OTHER The Voice Chat Activation setting is now properly reapplied when entering a game. SCA.B flavor scheme collectibles now have a pulsing light and are slightly bigger to make them more noticeable. Hedge Berries now float in water. Prevented very large numbers of ants from being assigned the same task, such as killing a weevil. Reduced the camera near clip plane fixing the camera clipping into the player when using high a high field of view. Polished up spear movement and aiming animations for 1st person. You should now see grass extend to the furthest reaches of the yard. Ants now find and store lost Ice Caps. Soldier ants can now properly drop ant heads as loot. Tall woody weeds are now displayed as "Husky Weed." Dandelions and husky weed both still supply weed stems. Husky weed now respawns. Ants will not be happy if you take their eggs. The Resource Analyzer now animates when analyzing. A couple of new smoothies can be whipped up at the smoothie station. BUG FIXES - ALL PLATFORMS TOP COMMUNITY ISSUES Incapacitated players are now saved instead of ignored when a save game is made or they exit the game. With this, players that reload an incapacitated character will have their backpack spawned where they died instead of them just spawning without their inventory in the world. NOT RETROACTIVE Items and insects will spawn under the world less. Cleaning up items/insects that have fallen through the level upon load. (This should help with insect population/egg spawning) Insects should no longer spawn inside of the large Pond rocks. Any insect currently in the rocks upon load should be snapped out. (This should help with insect population/egg spawning) Grass planks will no longer fall through the ground. Fixed Hedge Berries appearing in incorrect positions for clients, making them very difficult to harvest. Fixed torch sound effects. Insects should no longer "walk through walls" when not looking at them or when they are at your far away base. Fixed giant arrows sometimes spawning when shot into a large insect. MAJOR Multiplayer clients will no longer crash when despawning droplets containing items. GAME Optimized building collapsing so the game will no longer lock up when collapsing huge structures. The game will no longer crash when collapsing very long structures. Buildings can no longer be placed in invalid locations during their grid-snap interpolation. Gnats will now need a little more delta-V than a Bounce Web can provide if they want to go to space. Fixed a problem where insects would not become appropriately hungry and sleepy after the players slept. ITEMS/EQUIPMENT/RESOURCES Standalone buildings that are attached to walls and floors will collapse as well if the floor or wall they are on collapses. Large Rake Rock now has proper collision. Soda pop can now be dumped from a canteen. Fixed water droplets near sprinkler and oak tree that respawned immediately when you approached. Fixed gas arrows not being one-time use. Rotten Bee Armor can no longer be repaired for free. Workbench light will no longer be disabled after loading a save. UI Fixed wall crenellations appearing inconsistently on clients and the host. Fixed wall crenellations appearing incorrectly after loading a saved game. Fixed fingers moving on weapon hand during one handed movement animations. Restructured 3rd person body aiming for unarmed punching. Fixed SCA.B Bugged scheme not appearing in list correctly. The resting UI updates properly upon bedtime. SCA.B won't flash thirst and hunger danger if levels are good. Defrag button in Inventory can now be navigated using the Gamepad. Less explosive results when using the Drop Stack action. Fixed Clover Hood and Poncho description being the same as the Leggings. Unfinished buildings no longer block the third person camera. Swapping armor after having collected Raw Science no longer displays the material of the previously equipped armor. Water mask for global volumetric fog no longer leaves fogless voids in the world after having emerged from a large body of water. Puddle drinking animation and camera improved to address clipping issues. Bug Fixes - Windows 10 Store Version Fixed issues with 4k fullscreen resolution failing to work properly. Fixed issues with Alt-Tab crashing the game. Bug Fixes - Xbox One Version Reduced screen edge artifacts / flashing. Ominent Practical Technologies [REDACTED] Thank you all for the continued reports, suggestion and feedback sharing, and support while we continue to develop Grounded. They are all appreciated as we read everything that comes in to help enhance your time in the backyard. If you continue to encounter any of these issues after updating the game or stumble across a new issue, please first check our Known Issues List to see if your issue is known. If your issue is not listed, then either email us directly at support@obsidian.net or fill out the Contact form located on our Support Site and include the following information: Platform. (Xbox Console, PC Game Pass, PC Steam). Multiplayer or Single Player Game. (If multiplayer, can you let us know how many players in total in the game, and their platforms if you know this) Description of issue. Last thing you did in the game before the issue occurred, if applicable. Thank you again, and have fun out in the backyard!
    1 point
  23. I don't think bombs have been nerfed. I threw 2 bombs in the group and killed a few and the others had less than half health. Also, I wouldn't use the ice mallet in a big group because it uses so much stamina. Use the spider fang dagger. It has decent damage and poisons with alot more strikes before you lose stamina.
    1 point
  24. I just searched for "does Covid-19 cause heart disease" and found pretty much a number of articles, including a scathing take down article on Russia Today (although admittedly on duckduckgo, not on google). https://cardiovascularnews.com/frankfurt-study-finds-high-rate-of-cardiac-complications-in-recovered-covid-19-patients/ Looks like the numbers of the study were off due to mistakes that should have been caught even before the first draft: https://www.tctmd.com/news/message-unchanged-say-researchers-criticized-covid-19-cmr-study Anyhow, while the original authors stand by their conclusions it's certainly not nearly as clear cut as the original paper suggested. Science at work, I guess. I mean, except for the objections you raised anyway about pre-prints being used to make decisions due to the nature of the pandemic and the media making a fuzz as if even a mild case of Covid-19 will kill you in the future (as if all instances of myocarditis end deadly or cause permanent heart damage). So, yes, flawed study by the looks of it, causing a media spectacle. As to why, anyone's guess as good as mine. Terror inspiring conspiracies, malice, greed... wanting some more clicks, leftist media attacks on our freedom, pick one. Personally I'd go with being greedy for clicks and headlines like "Corona is going to kill us all through cardiac arrest" are perfect in this day and age, yes? The conclusions of this study might shock you. Picture #5 is amazing!
    1 point
  25. Finished NieR Automata, well, got the final set of endings (C, D and E), still have a bunch of achievements to go. Pleasantly surprised overall, once past the tutorial (dunno why they figured making the tutorial so hard/punishing was a good idea, the rest of the game is well easier) I didn't have too much trouble. Dodge (ab)use combined with decent chip setup (anti-chain damage and the auto heal thing) kinda goes a long way, and I finished all regular fights on normal difficulty. I did, however, switch to easy and equipped some auto-fire, auto-dodge chips to get past the obnoxious hacking sequences in the Soul Box, that stuff just wasn't enjoyable at all. Probably will finish up some more achievements, not sure if I'll do that before, or after, I get through the existential crisis... So yeah, I guess negatives: the tutorial, really, the no savepoint before that final boss was just kinda obnoxious. Then again, the no compromises on the creative vision is a good thing, so I guess I'll take this over making it palatable for everyone and their cat, or dog. So maybe not so much a negative after all? Soul Box hacking sequences. That stuff was just obnoxious, especially since there's really not much you can do to make it easier (eg. changing chip-setup) aside from dropping down the difficulty, thankfully that was an option, or that part would have been one hell of a rage inducing show stopper... too much of the story is "hidden" in content outside of the game (novels, live performance stuff, etc.) and only referenced in the game. To get the full picture one does need to dig around a bit (well, a lot, really). This includes some rather interesting stuff that happens after Ending E (the "real" ending) which I feel should just have been in the game, if only to give some additional closure to the player. some characters could have used more depth, I'm especially referring to And wouldn't have minded learning more about Jackass either. port isn't exactly great, and does need unofficial patch to get rid of some obnoxious technical issues (like the mouse cursor blinking in the middle of the screen all the time) The good: story (well, errr, duh?) character development, with less talking they made characters a hell of a lot more relatable than many other games that spend a lot more words, and time, on them. combat: while the game's combat kinda isn't really my thing, being someone who doesn't usually use a controller outside of race games. Even with my clumsy controller skills most of the game (see before for the exception) was playable without killing my fingers (despite rather, errr, long playing sessions), or leading to excessive frustration, on normal mode. Looking forward to the NieR Gestalt/Replicant remaster (hoping the PC version will be better, technically) and/or a follow-up to Automata.
    1 point
  26. agreed, all the other games I've tested have made you restart from the beginning when they were "released to retail" as was called back then, not sure if that's the current term now since that one generation liked to change everything Some gave you bonus items for the retail release for helping in alpha and/or beta testing. I'm hoping they might do something like that here, not expecting, just hoping
    1 point
  27. @majestic Brygo Barter check gives you extra 200$ so nothing much in terms of missing out. However barter 6 requires 10 skill point so it's 3 levels worth of investment assuming you start with 1 point at character creation. Giving that you will be level 7 or 8 when you even have the option to meet him I would say it's doable. I dont think W3 have to many skills. Way, way less than W2. I went with 3 rangers ( I want to have 3 companions) and have most of the skills covered. Excluding weapon skills I'm missing wierd science, animal whisperer and survival. I'm not interested in whisperer and survival is covered by companion. So having a 4 PC squad will cover all skills assuming you will focus on one weapon skill per character. Giving that all weapon skills (except unarmed) cover two weapon types it will give you all the diversity you need. I like the game so far. One thing I don't like is stealth which is wierdly done. There is no sneak mode, you cannot even crouch while moving. There is a stat that say how quickly (in seconds) you can be discovered, even if you run directly at the enemy. So forget about getting sneak attack by more than one character. After nerfing intelligence which now doesn't affect the number of skill points you get per level (it gives you flat one time bonus 1 skill point for every 2 points in intelligence) the best attribute is charisma which gives you a bonus to experience (30% at 10). So my advice is to give Charisma 10 to main character at start and skills that are used often like lockpicking. This is so he can level up quickly (choose perk for another 5%) and quirk for extra skill point every other level. You don't have to worry about other attributes because you get attribute point every level after level 4 and if my math is correct at the max level (50) you should be 1 point short of maxing all the attributes. There is also a trick you can use. The level of the created characters in your base is based on average level of the group so you can level up your squad by removing them and then then re-recruit them if they are behind the more experienced leader. Oh, and when you know dialogue will end in a fight choose the option with [Attack] description. That way you have the first round.
    1 point
  28. I am also optimistic. The dev team simply must have learned quite a bit from all the criticism it received from the first game. It's also good to know that the team is a lot bigger now; this was news to me.
    1 point
  29. Unless you are on the receiving end of carpet bombing, assassinations abroad (domestically people just "disappear"), a secret police that competes with the religious police in who can outdo the other in atrocities, a completely misogynistic society that has moved very little forward the last 600 years and a regime that supports both Isis and AQ financially and logistically (ignoring that they pay lip service to try to reduce that support). You might as well support the current government of Venezuela because of their great human rights record /sarcasm I think we'll have to disagree on that one. Some things are NOT worth selling your soul to, especially with the oil prices being rock bottom anyway (and long may that last)
    1 point
  30. These are things I also agree are very frustrating in P:Km (though not nearly enough for me to quit the game; I just play on low difficulty). But I feel these are things that result from a game design and development team that is (a) passionate but completely inexperienced, and (b) very small in number. If they had had a bigger team that also included some experienced devs, someone in the team would've said something the moment they noticed these kinds of situations in the game. You can tell this was the case because when these types of issues were brought up in their forum or elsewhere, the devs were genuinely surprised. The good news is that instead of digging in their heels and insisting they were right and knew what they were doing, they immediately acted to try and fix as many of these issues as possible. But there were just too many of them in the game for the devs to fix them all, and there can be no substitute to not designing a game this way in the first place. So I am (cautiously) optimistic things will be different in the next game because their development team is now both more experienced and a whole lot bigger.
    1 point
  31. Reviews for CK3 are all pretty good - IGN gave it 10/10, PCG gave it 94, etc.
    1 point
  32. any virus can be deadly, some are more than others. the point is that while this pandemic is ongoing and we are locked in our homes terrorized by the media saying "another one died-another one died", legislators vote away our rights without opposition and i fear we will come out of this quarantine in an authoritarian dystopia. in my country at least i see all sorts of things the government did using the virus to keep people from revolting. they repealed the law on overtime work, they cut pensions, they reduced salaries, they increased taxes, they moved public school teachers from being state employees to being municipal employees (meaning their pay is cut almost in half), they took funding away from public schools and diverted it to private schools (public schools will be at the mercy of the mayor's management skills and they will often be understaffed and without books). instead of hiring more doctors and buying ambulances (it takes 3 hours if you are lucky to have an ambulance come to your home in an emergency because there aren't enough) they diverted funds from the already understaffed public hospitals to gift equipment to private hospitals (who often send the serious cases away to a public hospital because they don't want the responsibility of the patient dying on them). and many more stuff like that but nobody speaks, nobody goes out to protest because if they do they risk getting the virus. EDIT: and they gave away a total of 20M euros to the media and to news sites (or even directly to high profile journalists) with no disclosure on who got how much or why so yes, i believe that the threat level is exaggerated because keeping us afraid to come out of our homes is very convenient to those in power. and since you made a car analogy, there are people who drive drunk out there. will you stay at home all your life to make sure you don't get run over by some drunkard? you will keep an eye out for them as much as you can and go about your day and if you happen to get hit well, bad luck. same thing with any virus, the only way to prevent infection is to live locked up in a sterile room. either that or you take some precautions and go about your day and if you happen to get infected well, bad luck. as for the 100 people tested, yes that's the report i'm talking about. 100 people are a very small sample size to give any definitive results in any medical research and i was not referring to the researches when i said "speculation or fabrication" i was referring to the media. the scientists probably said "this may happen to some" and the media reported "this will happen to all". and to go full tinfoil hat here for fun, why should i believe that the numbers and results reported by the media are real or more so that this test even happened... this is what you get when you have the news reporting system equivalent of the boy who cried wolf.
    1 point
  33. It's not a big thing, but I also happen to think that the cover and repeating loading screen is a blemish on the game. It makes you expect something that never happens. This is not good.
    1 point
  34. Yep happens to us too. It's been an issue since the game first came out. Hopefully they fix it soon.
    1 point
  35. Enemy skull is wrong, it should just be a skull. Khorne cares not from where the blood flows, after all.
    1 point
  36. I love cats too and have always had them in my life. These two are so affectionate and friendly while also being unintentional engines of pure destruction.
    1 point
  37. I'm having the same issue so bad that it'll drop to 1 frame per 15 seconds on my Xbox One X regardless if I'm on Multiplayer or Single player. I had to clear out the whole cave twice and still no ant eggs to be found!
    1 point
  38. Nothing official, but we can assume: Game Director - Chris Parker. Production Director - Dan Maas. Narrative Director - Lucien Soulban. If you want a more extensive list you should read this post:
    1 point
  39. Well, its a typical frontline character and enemy backline charger. I don't see a scenario where he doesn't get hit. Although Repulsive Visage helps a lot and if he uses Tuotilo's Palm with Shield Style he can be decently tanky, I tried it (trying to maximize Ripostes and provoke Disengagement Attacks, even had Tumbling and Graceful Retreat at one point) and I vastly prefer the "in-your-face" aggressive approach with offhand rapier with modal to generate a torrent of extra hits. Repulsive Visage does make this much easier. As for resource management, Stunning Surge is quite the game changer. As you crit very often (and should focus squishy targets first), the cost gets refunded and you can spam it. Plus Forbidden Fist is free (with no curse instances accrued), of course, and very often worth using. Guile I mostly spend on buffs (Mirror Image and Repulsive Visage mostly), the occasional Escape (although can be also used defensively for the huge Deflection bonus). I only use Confounding Blind and Toxic Strike on really tough cookies and/or bullet sponges. And Crippling Strike is also used conservatively - mostly when I'm left with lots of Guile but Mortification is nearly empty (or if I have issues with Penetration - but usually I don't). And yeah, in longer fights I use Empower to recover resources (very rarely, other characters usually run out of resources much faster). When the fight is longer and the enemy defenses very high, you simply rely on autoattacks more - they are still very potent (even more so when Scordeo's Edge Blade Cascade triggers...) and can cause extra hits with the critical conversions. Don't have a cipher in my party. Although I've only killed one megaboss so far (Sigilmaster). Will see if I don't want/need a cipher for the rest.
    1 point
  40. Every Freakin TIME ...... I'm slow creepin away from a spider .... and then there's an Explosion .. and a Earthquake at the same time .... and I scream ... and nearly have a freakin stroke .. but it's just a completely harmless grub ...
    1 point
  41. SAME! It makes me scream every time I hear it. First time I heard it I thought I was being stalked by a new creature! Please reduce the audio levels of the grubs. 50% or so would be plenty.
    1 point
  42. I have 200+ soldier ants in the ant hill near me causing so much lag my game is dying! Beware!! (The ants are basically spawning like mad, its a glitch)
    1 point
  43. Diving the wilds of northern Sweden will be a REAL adventure now!
    1 point
  44. I am more afraid of this sound than the wolf spider lmao
    1 point
  45. There are other ways to cheat than rigging dice. A blatantly obvious example of the way P:K cheats against the player is the encounter at Verdant Chambers where the PC has to go alone to meet the nymph. Enemies and even traps appear out of nowhere into the map (mainly, the plant creature and the difficult trap outside the gate) once you speak with the nymph. There is no way to legislate for that, that is cheating plain and simple. There is also a wolf lair where wolves appear out of nowhere into areas you have already walked through and made sure are empty. And these are ordinary wolves (even if big), they don't know how to teleport. So I very much stand by my argument that P:K cheats against the player and appears to be quite happy to do so.
    1 point
  46. But imagine the e-peen.
    1 point
  47. I've been playing since the very release and I have to say this game is fantastic. There's so many things that can be added to this game, new building recipes, new plants, different biomes, different types and level tools, a bugjillion different types of insects such as stick bugs, worms, leeches, different type of fish, spiders, ants, larvae, wasps, mosquitos, Flys, horse Flys, ticks, and even non insect creatures such as a bird boss, squirrels, chipmunks, frogs, toads, king beetles. There can be events that happen, the creation and imagination in this game can be limitless. Looking forward to seeing more updates more bugs and more stuff and things! However given that its still early there is always bound to be "bugs" pun indeed. And few I have notice and i dont know if they have been talked about but the spawn of insects are not properly working atleast thats what i would assume with the way one day you'll see 1000 larvae in one area. I captured myself killing 64 larvae by a ant hill with the mint mallet, it was not fun. Also alot of the bug ui isn't quite clean, and by that I mean bugs are getting stick in grass, inside rocks, and under the map. This can cause alot of issues because if they're stuck there then more are able to get stuck which this can cause the lack of resources able to be harvested by the player to get items such as lady bug parts for lady bug armor insect are etc. There is no way of really fixing that by the player either. I'm sure it'll hopefully get fixed eventually and hopefully soon. This game is a child hood dream for most im sure getting to re live "honey I shrunk the kids" and the whole team of obsidian has done a fantastic job with this award winning game. Sincerely, Jade.
    1 point
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