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Everything posted by Gairnulf
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List of typos/spelling mistakes/grammar/inconsistancies thread
Gairnulf replied to Headbomb's question in Backer Beta Bugs and Support
The subject here shouldn't be replaced by a pronoun because there has been no previous mention of it. Also, please sticky the thread. -
[Description of the issue] The secret door in the portion of the Scaen temple that's opened after talking to Wymund doesn't look any secret when viewed from the other side, where the stone beetles live. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Reach the stone beetles section of Dyrwood Ruins. 2) Take a look at the wall in the northeast corner. 3) You visually spot there is a secret door. [Expected behaviour] You shouldn't visually spot there is anything peculiar about that part of the wall (ideally). [Other remarks / Comments] This is a minor issue, but since I've heard Josh Sawyer explicitly say he is fighting this effect, I thought it may be important enough for me to post a bug report. Also, I couldn't resist:
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Not encouraged
Gairnulf replied to ls35a's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Second troll for today. Could even be the same person with different accounts. -
Gameplay ....
Gairnulf replied to Joyoo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is obviously an infestation by trolls. Guy isn't even a backer, how could he play the beta. Even if he's pirated it, does him pirating it actually give us an excuse to help him play it? In the absence of moderators we should just ignore such threads imo. -
I generally use Baldur's Gate II as a source of reference. Item descriptions there had Statistics above the description, but that's not much of a concern for me. What I find confusing is the layout/arrangement of items' special properties. I think the current convention in PoE makes statistics difficult to read or to scan through quickly, and also wastes screen space. You can see an example in the screenshot. I'd remove the headings "Athletic:" and "Of Dexterity:", remove the indentation of the property values and list only the property values under a single heading like "Statistics", together with Value. On a sidenote, I'm not sure if "Value" is needed at all, and I'm positive players know that the "item type" would be "head", so I'd do away with this part completely. See the attached mockup and judge for yourself which is better. To anyone from Obsidian who might read this: I hope changes are made in the direction of making item statistics easier to glance through. I believe such changes are needed.
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@NCarver, it would be nice if you could put the date you last edited the Known Issues post, so it's easier to see if something has been added recently, or even color differently the changes you made when you last edited, if you are feeling like it. That way I won't have to scan the whole list to confirm I'm not reporting a known issue every time. Thanks!
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[364] Text Overlap on Fine Estoc Item Description
Gairnulf replied to Sensuki's question in Backer Beta Bugs and Support
They must have a fixed height for the description window (the parchment), and the weapon's effects section is unusually long, so it gets into the description section. Fixed layout troubles I was about to report something on a related subject. -
Osvir, admitting the fact that we are operating with imperfect information, and admitting our limitations to process it is not equally easy for everyone to do It's so much easier to presume you operate in a vacuum and you know every outcome of every decision. Admitting you don't know also gives out a disposition for rational debate - why all that effort, when you can just repeat the same statements over and over, without ever trying to disprove them yourself, because they must be right if they are coming from you, right? Also, avoid emphasizing that what you claim is your opinion only - here we work with absolute truths which are valid for everyone. I played through all Dyford Crossing/Cave/Dyford Ruins, and I have to say that engagement didn't make combat uninteresting for me. I hope this doesn't come as a shock to anyone I don't think I metagamed. I found myself scouting ahead, counting enemies, waiting out their patrol routes to get a jump on them alone, planning ambushes, etc. I liked this style of playing because it gives me the most information before I attack. Of course, this isn't the only possible approach to the problems my party faced, I could have played in other ways as well. My conclusion from playing like that is that stealth is overpowered, and stealth working equally well for the whole party is unrealistic, and I'll try to notify the developers of how I felt about it. I'm quite sure that the developers collect our experiences as they would from a focus-group, which means they count people who liked/disliked, did/didn't do something, they probably take notice of how much something is liked/disliked, but there is some kind of limit to that. I believe that past a certain point, there is no effect from repeating the same arguments, they already know a certain proportion of the betatesters don't like this or that and they don't like it this little or that much, so past this point, what we do isn't informing the developers of what we think about a feature. It's just a chance to "scratch our tongues" at something. That's the only post I'll make about this, because I'm getting tired of the same arguments, which sadly often degenerate to personal insults infecting one thread after another and bloating it with the same content. Honestly, I don't come to the betatesting forums to tell the world how right I am. I come for information - to hear from the devs or to pass something to them. I try to put myself in their place, and I know there is a limit to how much I can affect their decisions, and to how much the whole community can. For those who don't know, the Crusades ended in the mid-late 15th century. It's too late. Peace.
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I'd say no floating anything. I'm allergic to halos in general, as a UI approach. You can never predict what they will block from view, and there are all kinds of possible graphical issues associated with them, which all have to be provided for. I don't expect Obsidian would redo them completely though.
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[Description of the issue] When I am in a no-stash area, I can still open the stash, although I can't move any items into it or out of it. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Go to Dyrwood crossing for example 2) Open inventory 3) Open the stash 4) You can see items in it but you can't put anything in or out. No feedback on what's happening. [Expected behaviour] Either the sash shouldn't be open-able at all and there should be text feedback on why, or if it's still open-able, there should be feedback on why objects can't be moved to it/from it. [Other remarks / Comments] I think it may be useful for the stash to be open-able in no-stash areas, just so the player can see its contents, but he/she should be somehow informed that they can't use it right now.
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[Description of the issue] After an enemy has taken some hits it's often occuring that the red dots disappear completely. [DETAILED list of steps to reproduce the issue AND what to look for] I don't know how to reproduce it. I've attached screenshots to prove it though. [Expected behaviour] Red dots should denote correctly at what stage is the enemy's health.
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[Description of the issue] In the Scaen temple ruins after talking with Wymund, you get to loot a small room to the west of him. In one of the containers there, there are random treasures, and sometimes an item appears that says "Fine arbalest" when you hover over it, but has a picture of a bow. When you take it and it's in your inventory it's called Warbow. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Finish talking with Wymund in the Dyrwood Ruins area. 2) Loot the room with the sarcophagus to the west of Wymund. 3) Repeat as many times as needed until you get to the Fine Arbalest. Take it into your inventory. 4) Check its name and properties in the inventory. 5) It's now called Warbow. [Expected behaviour] The tooltip and the item created in the inventory should correspond to each other.
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[333] Hiding the UI makes your selection lasso invisible as well
Gairnulf replied to Gairnulf's question in Backer Beta Bugs and Support
The issue is still present in 364. Hide the interface and you can no longer exit an area. -
[364] Can't Scroll Savegames If Hovering Over a Button
Gairnulf posted a question in Backer Beta Bugs and Support
[Description of the issue] In any of the game's interfaces, it's impossible to scroll up or down with the mouse wheel, if your mouse pointer is over a button. This can be tested in the Load game screen or in the Controls screen. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Have enough savegames in order for a vertical scrollbar to be present in the Load game screen, or go to the Controls. 2) Hover over a Load or Delete button in the Load game screen, or over the Restore Defaults button in the Controls. 3) Try to scroll the list down or up. [Expected behaviour] The lists should scroll even when hovering over a button. -
[364] I Think This Inventory Behaviour Is Confusing
Gairnulf posted a question in Backer Beta Bugs and Support
[Description of the issue] When I have one character selected and visible in the inventory screen, but I click an item in another character's inventory and pick it up from there, by dragging or clicking, I think the character in whose inventory that item was should be come the selected character in the inventory screen. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Open the inventory screen 2) Select character 1 3) Click an item that's in the inventory of character 2 4) Character 1 remains selected [Expected behaviour] Once you've picked up an item from character 2's inventory, I believe it's more intuitive to have that character active in the Inventory screen. [Other remarks / Comments] I decided to post this for your consideration after I noticed I am about to equip a grimoire in my Rogue's quick slot. It was especially deceptive because once I picked up the grimoire, my Rogue's quickslots got highlighted as if something useful would happen if I equipped it To expand my reasoning a little bit, once a player has picked up an item from someone's inventory, he can either 1) put that item in the stash; 2) or equip that item on that same character from which he took it; 3) or equip it/move it to the inventory of some other character. If the active character in the inventory screen is always the character whose inventory was last touched, then scenario 2 is always provided for, and in scenario 3 the player only has one more click/drag-drop left to do after he moves the item to character 2's inventory. I think this is more economical and more intuitive than the current system. I'd also suggest that dropping an equippable item over a character's small portrait in the inventory screen should equip that item. It currently just moves it to that character's inventory and switches to that character. I'd prefer if just putting it into character 2's inventory would switch to character 2, and putting the item on the portrait would equip and switch to the character. -
[Description of the issue] If you put an item from a shop's inventory into the list of items to be traded, but then change your mind and return the item back to the inventory, the item is returned, but an empty slot remains where the item was. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Put two items in the list of items to be traded 2) Double-click one of them. This may happen with drag and drop too, I haven't tried. 3) The item returns in the list, but an empty slot is also created where the item was initially [Expected behaviour] I think the item should get back in its old place.
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[Description of the issue] When you return to the Dyrwood Crossing area after having chased away the two bandits and defeated the other three, once you return to the area or load a savegame, Norgar and Raolf have returned. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Have a main character that can pass the Resolve 16 check in the conversation with the bandits. 2) Meet with the bandits and select the option which uses the Resolve check. Norgar and Raolf will run away, and you get to fight the rest of the enemy party. 3) After defeating them, save your game. 4) Load the savegame or exit and reenter the area. 5) Raolf and Norgar at where they were before they ran off, and they don't react to dialogue. You can still kill them by force-attacking. [Expected behaviour] Raolf & Norgar shouldn't reappear, or if they do, some contextual dialogue with them should be possible.
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[Description of the issue] By slightly moving the view left and right, I get this glitches when calculating the shadow of a dead Forest Lurker. I can't really reproduce the problem. It just happens from time to time. [Other remarks / Comments] It may have to do with alt-tabbing. I think I had alt-tabbed at least once before I noticed this happening.
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List of typos/spelling mistakes/grammar/inconsistancies thread
Gairnulf replied to Headbomb's question in Backer Beta Bugs and Support
I'm reposting the typos I put in my own thread yesterday. Someone should really pin this thread. The screenshots are taken with v.364. I'd still like to say I like the archaic sounding "switchs" -
[333] UI Elements Overlapping
Gairnulf replied to Gairnulf's question in Backer Beta Bugs and Support
It's great to have feedback. Thanks for replying -
I wish to ask a question of the developers - after the playtesting week, how do you find the combat/dialogue log? Can it be made more convenient and informative and how do you think it should be changed? I have a bunch of suggestions to make about the combat/dialogue log specifically, but I'm curious what your thoughts are.
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