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cRichards

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Posts posted by cRichards

  1. Hey everyone, thank you for keeping us informed about the progression of this issue. We're glad to hear that a lot of you are seeing improvements, but we're also taking note that there are still some instances of long times while saving or loading. We'll do some more investigating to see if there are further optimizations we can find, but in the mean time make sure to try to keep your amount of save files to a reasonable number. Keeping your computer clean of dust and keeping the fans clear for air circulation can also improve efficiency while playing the game and lead to more reasonable saving/loading times. Thanks again for the help, everyone. Keep up the great work!

    • Like 2
  2. I had this problem occur with my gaming mouse at home after around 2 years of use, but the issue was not restricted to just one game, it happened all the time. Apparently it happens to some types of mice after extensive use. I got a new mouse and haven't had any more problems. If this issue still occurs with anyone when they use a secondary mouse, please post your game files, especially your system specs and output log (follow the steps here), and we'll try to find and resolve the issue. Thanks for the heads-up, everyone!

    • Like 1
  3.  

    Thanks for reporting this issue. This is a known bug and we had it a priority issue. I don't have a timeline but you should see a fix for this in the next patch. Sorry for any inconvenience in your gameplay.

    Thanks - but is that just the Lady Webb quest part, or does it include the auto-pause that cannot be unpaused (see the end of the video) as well?

     

    -- Pete.

     

    After going through the Duc's hearing cutscene myself with all auto-pause options turned on, I realized it was auto-pausing due to the 'Spell Cast' auto-pause option. So if you turn off that auto-pause option you should be able to proceed without a problem. I also discovered that if you click off of the game window and click back, then the game would unpause and resume the cutscene. Hopefully this can help you progress normally. The issue has also been reported to our team. Thank you for bringing this to our attention, and keep up the good work!

  4. Hey gulla and tleilaxu, have you tried following what Dragoonlordz says he did here?

    I ran a windows update, ran a memory test (which came back fine), uninstalled Precision and installed Afterburner plus reinstalled my audio drivers and it seems the crashing to desktop has stopped. I do not know if the shut downs will stop though. I will continue to monitor my CPU and GPU temps but both as have said many times are running perfectly cool and certainly not overheating, will try playing for a long period of time see if shuts down again. I haven't had the crash to desktop or the shut down for over a day now so maybe both are fixed though that might be wishful thinking on the shut down aspect but the things I did above did certainly fix the crash to desktop issue.

    This apparently solved the problem for the most part for him, so it might assist you guys if you haven't tried all of the suggested solutions yet. In the meantime, I'm submitting another report to the team about the issues you all are still having. Capping the framerate and making sure your computer isn't dusty was the main solution for a lot of people, but seeing that the issue is still persistent after that for you guys means that we'll be taking another look.

    • Like 1
  5.  

    This is the status of some of the issues mentioned as far as I am aware:

    #6 Dual-wielding with unarmed and 1 weapon not working properly- Fixed

     

    Is this about an upcoming patch?

    Because currently, when you equip a weapon in the offhand-slot, you get the one-handed weapon bonus to both "hands", plus an potential acc-weapon-bonus to the offhand.

     

    Example:

    Gung-Ho, a 2nd level monk has an unarmed accuracy of +33/+33 when using his fists. When I equip a rapier to the offhand, this becomes +48/+53 accuracy (+15 one-handed bonus, plus an additional +5 accuracy bonus from the rapier). In combat he then alternates between the fist at +48 and the rapier at +53.

    In contrast, equipping the same rapier in the main hand will give him +53 accuracy, but make him attack only with the rapier.

     

    I don't think that this is intended behavior? At the very least I would expect the one-handed acc bonus to apply only when using the weapon in the main hand.

     

    Sorry, my mistake. This issue was very recently fixed on our internal build just after the patch went live, so the fix won't be in the released version until the next patch.

    • Like 2
  6. This is the status of some of the issues mentioned as far as I am aware:

     

    #2 Companion dialogue skipping - Probably an issue with the computer running a parallel server or virtual OS, addressed here

    #4 Permanent status effects - Fixed and retroactive

    #5 Paladins in Noonfrost disabling passives - Fixed and retroactive

    #6 Dual-wielding with unarmed and 1 weapon not working properly- Fixed

    #7 Retaliation on friendly spells - Fixed

    #12 Losing items when dismissing companions - Fixed, cannot be retroactive

     

    I can't say for certain the status of the others issues, as some of the forum posts linked to one issue are of different problems. Hope this helps!

    • Like 7
  7. Not sure how 'balancing' escapes is of any use. So they'd escape a week later, or two. How nice. What should be done about it, is build a side-quest for some people you can imprison. To make the whole prison thing rewarding enough to have and maintain. Maybe a prisoner would know a secret or two that they are willing to share for their freedom after a week of flogging. Who knows... But no. That would be interesting. And therefore it has no place in PoE. Could be that some players miss that 'content'.

     

    For me: I had 2 escapes in act 3. Security was at ~42. It was annoying, but realizing that all I could do was maybe release them for a pittance if and when a relative would show up, I did not find it in myself to care too much.

    We use the term "balance" very broadly. For instance, balancing a quest can range from just adjusting the experience reward all the way to removing or adding entire characters from the quest line.

     

    In this case, there are a few things lacking from the prison that you have all helped point out, so we would like to change it to make it feel better. This is a difficult task, especially due to it already being a part of people's games as it is now. This means that if we are able to make changes, it will take time and can be restricted based on the core functionality that is already in place. But rest assured, this issue is known to the team. Thanks again for your help, everyone!

  8. Thanks for the information, Narrin. I loaded up your save file, and while the Forge Knight outside was neutral (which is not supposed to happen), when I went inside, all of the Forge Knights were properly hostile. It is strange to see a difference such as this, so I made sure to inform the team about the issue as well as how it acted differently between our computers.

    To proceed through the quest, I suggest clicking on the sword icon on the HUD, then clicking on a Forge Knight to initiate an attack manually. Make sure to do this to any neutral Forge Knights inside the Keep, and that should allow you to progress. I hope that helps. And keep up the great work!

  9. Hey Zefie, I can't seem to get this issue to occur on my own computer. When a skill description is open for me, pressing spacebar or clicking on the clock on the HUD does not unpause the game. What buttons do you click to be able to unpause the game? And it might also help if you let me know if you run the game on Windows, Mac, or Linux. Thank you very much for your help. Keep it up!

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