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Maquabra

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About Maquabra

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  1. This bug occurs when very specific conditions are met. I had focused on Defiance Bay instead of The Endless Paths and ended up very far in the city before trying to reforge the blade. I went for it only when the knights got overrun by golems and I spoke to the smiths when he was standing by his leader in the room with map. When I asked him to reforge the blade, dialogue proceeded as it should have and camera jumped to the forge (covered with fog of war). My team and the smith remained in the map room and conversation was interrupted. I didn't get my sword, there are no dialog options about the sword anymore and my quest log still says that I need to bring parts of the swords to the smith. I thought that maybe after the patch I need to wait some time for the blade to be ready, but it's been already a week of in-game time since I asked to reforge the blade and the smiths still is oblivious about the blade. I got screwed by that little bugger. The quest is resolved properly when I mention my intention to reforge the blade in any other circumstances, i.e. when the smiths is in his forge.
  2. Check resolution in options (set to your screen's native), check whether there's a fixed resolution and screen centering method enforced in your graphics driver (disable any enforcing), disable the cheat engine. In this order. If these doesn't fix it, I've hot nothing more
  3. Yeah, like in the whole Dragon Age series, wizards are extremely overpowered in PoE. I've restarted my game because it was too easy with a wizard as the head of my team. Frankly, I cannot imagine playing alone with any single character on PotD because enemy crowds always have various crippling skills and e.g. there is no way to counter being paralyzed/petrified without a priest. Also, I dread to think how long some solo battles would take. Enemies in PoE actually hit very often and only extreme endurance together with high deflection and damage reduction make them seem harmless. Make sure to create a youtube channel with a solo PotD playthrough.
  4. A good RPG game should never allow you reach the maximum level. Thee shouldn't be something like that at all. There are several reasons for that: 1) Experience becomes a progress meter. Every time you level up, you feel like the game is closing to an end. You are not exploring the world, but ticking off another portion of it. It's simply sad. 2) Character development is one of the most important aspects of a role-playing game and shouldn't disappear. The moment you reach maximum level, a part of the game expires. 3) It's plainly stupid 4) There's no reason for an experience cap, especially in PoE Experience caps make sense in console games where you can just leave an area, return to it, slay the same bunch of enemies for the 50th time and acquire so much experience, you'll have nothing to spend it on. PoE does not grant any experience for butchering the same enemy over and over again so there's no danger a character will reach level 35. While strictly binding all secondary stats like accuracy and defenses to character's level, drastically decreasing importance of primary stats by this move, is controversial to say the least, it could have become an important incentive to complete side quests. With level cap, it may be preferable not to complete side quest in order to delay just a little ramming into exp-cap glass ceiling. "Hard" difficulty would actually be harder, not just slower, as it is now. To sum it up, experience cap is anti-climatic and since the devs can perfectly control ex gains in the game, there's absolutely no reason for its existence. Players should be able either to go to lv13 with experience needed for lv14 beyond maximum xp available in the game, or players should reach maximum level right before the end of the game. The first situation is rather straightforward and the 2nd one was nicely implemented in a game from a little different field, Sid Meier's Civilization, all iterations. Top-tier military units you get in the last dozen or two dozens of turns, are real end-game devices that allow you to wipe anyone clean from the face of Earth in no time. The same goes for Ghandi, if you know what I mean. In PoE's reality, a player that has completed literally 100% of the game would be able use some hardcore abilities for the final battle or a chain of battles. There's really nothing I hate more in games like that than xp-caps. Except for game-breaking bugs, ofc. Fix them first, please.
  5. Another reason to never use GOG again.
  6. I found a ring that increases Aloth's intellect by +1. Orlean ring of something. Every time I remove the ring, his intellect permanently decreases by 1. Now my mage has intellect of 1, +4 bonus from nice bedding included. Luckily, this ring doesn't seem to affect other characters in the same way, and other stat-boosting items in possession of my team do not seem to suffer from the same effect. Still, I don't know how bad I had screwed my team already because I doubt that only this ring is "cursed" in this fashion. You guys are like Paradox Interactive. Apparently, I paid you to participate in early beta testing of your game. Next time I'll just download a pirated copy and buy your products only if I complete it without such bugs. You can find my system specs etc. in my 1st post on this forum. A pre-bug and right-after-the-bug saves below. https://dl.dropboxusercontent.com/u/18184780/all.your.intellect.are.belong.to.bugs.7z
  7. Yeah... I have quite a lot to add to this thread. 1. Path-finding It's extremely annoying. Party members just run against a wall and... keep running into it instead of going around. It completely ruins the mood. Seriously. They are also incapable of moving into range with two-handed, long weapons. They will just run around the party member that is engaging the opponent(s) and do nothing unless they are in a clear, large space where they can reach their target going only in straight line. Narrow passages are also a huge problem. You never know where it's still "corridor" and where it already is "wall". It's annoying especially on fake 3D objects like curved bridges where you are simply unable to tell when you will be able to move your team around and when it will be impossible. Last but not least, do you know that awkward feeling when you bump into a cutie, you try to move to one side and so does she bumping into you again, and if that wasn't enough, you try the other side and so does she? She allows herself a shy smile, you are a little embarrassed...In real life, it's a good opportunity to ask her out for a coffee or something, in PoE it's usually the reason for your whole team's death. 2. Range of spells and weapons Mechanics of magic offered in PoE is great. I really love it. Red circle, yellow circle and range. It's fantastic and you deserve a medal for that. However, I never know where exactly I'll be able to cast my spell, how far my character will have to travel before he/she is in range and it makes it extremely hard to use where there's very little space to move around. Solution? A line that would connect your cursor and your character. The line could be green "in range", and its "out of range part" would be red. This way we would be informed not only whether we're in range or not, but also how far do we need to go to be in range. The solution above would pretty much solve all issues reported with "uselessness" of AoE spells. Personally, I find them extremely useful even with this problem, though it definitely needs to be improved. Melee weapons also have their range. It would be great if the range could be displayed as a circle around the a character when I mouse over the equipped weapon. 3. Scripting of characters In general, I don't need it. I hardly ever queue actions, though many people certainly do. Why do they do so if they can pause the game every moment and issue fresh commands? I guess there's some use for it. I'd rather need scripts that wake my party members that go dormant for no apparent reason. Such situations happen when I issue an order to use a special attack on someone who dies before the attack can be performed. I sometimes end up with my artillery ceasing their fire because the enemy got slain by some other action, like trap or aoe spell. Teleportation is also an issue because there is no consistency in it. The teleported creature first disappears, then it appears as a piece of graphics without any substance (with whom it's impossible to interact), and only after some time (~1 second) the creature returns "in flesh". All commands that concern the creature are made void because that creature did not exist for said second. It's one of the main causes of autistic party members. On the other hand, I don't want my teammates to attack just because they can, or what would be much worse, to use abilities when not explicitly told so. So, if something aggressive in the are of scripting is implemented, please allow me to disable it. I just want my characters to return fire or target the 2nd mob when one was killed before they were able to attack it. There are a few other issues, like lack of any tactical sense in AI, but my coffee break is over and I have to get back to work
  8. Something that's not gamebreaking, though annoying as hell. Appeared only after the hotfix was applied. Looted bodies remain on ground as unclickable, shiny, sparkling objects and the ground is simply littered with them. When I move my party around as a stack, I can sometimes click at one of the bodies, a party member approaches it, opens an empty container and when I close the popup, the body at least stops to sparkle. It's still there as a theoretically clickable object but I cannot interact with it anymore. Carcasses disappear when I leave the area and enter it back. Posting screenshots would be useless because everything looks normal, like not looted yet corpses. In narrow corridors or areas with throngs of enemies, it's really bothering. EDIT: The bug seems to be a little more serious. Some bodies can be accessed when a character is standing right on top of them and the body is double-clicked. Area-looting picks equipments/remnants from some bodies and some are left with goodies. It seems to be random because distant bodies sometimes get picked clean while the nearby ones remain with loot. Even bodies still with loot cannot be accessed in the normal way. Looks like I'll have to approach each and every body, stand directly on top of it and search it "manually" to make (somewhat) sure that I'm not missing anything vital. Guys, that Paradox logo when the game is launching... It jinxed you. You are implementing as many bugs with every patch as you fix.
  9. I'd strongly prefer having to download 600MB from GOG (an hour or so to complete) than having no patches at all, as it is now. I'm stuck with the unfixed 1.3 that is simply unplayable.
  10. I have no issues with performance but my rig is by far more powerful than what most people report here. All the same, game and in general software optimization is a serious issue. It's really a shame that this game needs so much resources in comparison with games that have much more to show.
  11. Some of my spells report like 5000 dmg but everything works properly so it's only a bug in description.
  12. Yeah, it's kinda disturbing lol. I locked myself in the archives and panicked for a moment. You need to ram yourself onto the door, the game will glitch and you'll be able to see through them for a moment and then you can click the door again. Use slow game pace for it.
  13. Then I need to put my game on hold for now because lockpicking is simply broken. I came across two more locked doors in the Kurwidołek of the city and they are unwilling to comply either. Dungeons and Dragons evolved into Errors and Bugs.
  14. It's patched to the latest GOG release: 1.03.0524 And the 2nd thing... It seems to be the issue you've reported. The wall is not clickable and the mechanism in the center doesn't even acts like something with what one could interact. I was unable to open the center door as well but I guess that there are things that need to be done before I accomplish it, like learning how to talk with those souls, so I'll be asking about it only if I fail on my own
  15. Two things. I'm exploring the Defiance Bay (if that's what it's called in English) and I came across Valian Embassy. There are two locked coffers, both require lockpick skill check to open but my rouge cannot interact with them. When someone with too low skill tries to open it, it acts like a standard locked object, but when my rogue with adequate skills wants to interact with it, nothing happens. The cursor changes to padlock but clicking on it does nothing. The second thing in a similar manner is a wall on the -12th or -13th level of my keep, the level where you look for trinkets for Spiderman's ancestors. There is a door in the center of the level, the one accompanied by a series of traps, but my problem does not include them. My problem is with a strange wall covered with runes, located in the northeastern part of the level. There's definitely something behind it, cursor change to the "interaction hand" when I move it above the wall, but i cannot interact with it. Are these things bugs or is it like it was with my problem with Eder, i.e. I need to wait or accomplish something before i can interact with those coffers or with the wall?
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