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Posts posted by Insolentius
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39 minutes ago, xzar_monty said:
So what happens with the potion-drinking bug, then? I always turn AI off, so I have never seen that.
The character completes the drinking animation and goes into recovery without consuming the potion or getting the buff.
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46 minutes ago, Daidre said:
I haven't touched Deadfire for months and one of the first things that welcomed me on my new run was the bug that stops characters from drinking any potions in combat with AI on.
Try using 'Defend Self' instead of 'Aggressive' or 'Defensive'. I encountered this exact problem in my current playthouth, and this way you get to keep the AI active while being able to consume potions mid-combat.
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Try changing the anti-aliasing method as well. If that fails, try downgrading the drivers or messing with the other settings.
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I get a similar problem when trying to force AA via the NVIDIA Control Panel. Try settings everything to the default values in the Catalyst Control Center (or whatever it's called now).
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None of the UI & UX issues I listed in this thread have been fixed (except the 'bouncy' text in scripted sequences) (the forum redesign has messed up the formatting a bit) -
Additionally, this...
- Players should no longer be experiencing low frame rates due to multiple NPC's being on screen at once.
... is blatantly false. The frame rate still tanks in Queen's Berth and any other busy area (including naval boarding). To make matters worse, the 'performance degradation' problem still hasn't been fixed (you can easily test it by boarding a couple of ships and using a ton of spells/abilities, and then returning to an area that previously ran at 60 FPS). Just like before - saving, quitting and reloading fixes the performance temporarily.
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Is it weird that the thing that excites me the most is seeing the text during scripted sequence NOT bounce up and down when selecting a dialogue option?
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2 hours ago, AndreaColombo said:
Odd. The scene played all right for me but a couple days ago (I'm also running 4.1.2.)
The scene in the camp didn't play even after reloading the area. However, the rest of the 'scenes from beyond' in Poko Kohara played just fine.
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Just encountered this bug in 4.1.2.
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Yup. It's definitely a bug. The conversation is supposed to go on from there (check the video).
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The final stage of Xoti's personal quest triggers immediately after she performs the cleansing ritual in Gaun's temple (even though the journal mentions the need to travel more after the cleanse and help her collect more souls).

The problem with this is that she discusses Eothas' intentions long before the player gets the opportunity to learn about them (even before visiting Hasongo). She literally spoils the main story.
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When Xoti initiates the dialogue regarding her infatuation with Eder, it ends abruptly mid-conversation.

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- the hotkeys and numerical values on the ability bar sometimes overlap with the dialogue interface

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Becose game is not using Pre-upload in VRAM. Though it should, becose whole VFX asset bundle is about 350 Mb. Every time, when you start a game and use some spell, game need a time to load corresponding texture or model to VRAM. Then, when you using the same spell / summon for a second time there's no stutter, becose all assets already was loaded into VRAM.
I know, and it's weird since the original PoE didn't have this problem despite using the same engine.
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This problem still hasn't been resolved. v4.1.2.
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As long as we're talking about afflictions, was the "Fampyr/Dominating Gaze" bug ever fixed?
https://forums.obsidian.net/topic/99465-fampyr-dominating-gaze-bug
https://forums.obsidian.net/topic/101585-bug-fampyr-dominating-gaze
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I'm also using a Pascal card (GTX 1060) (417.22 drivers), and I don't experience the problems you listed (aside from frame-rate drops in busy areas like Queen's Berth).
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...the open-world design doesn't gel well with story-driven games
It's good, that CDPR don't know about this

While Witcher 3 is a stellar game, all of its ancillary content (contracts, side quests, horse racing, fist fights, Gwent etc.) only serves to detract from the primary story. The side quests were well-written, but most of 'em had nothing to do with the main story. A focused narrative needs a linear (or a restricted faux-open-world) design.
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The game looks rough, to say the least. It needs to be delayed.
Delayed from when?
Its 2019 release. Considering the game's current state and Obsidian's development history, it needs to spend more than nine months in the oven.
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The game looks rough, to say the least. It needs to be delayed.
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Obsidian games are really buggy and they seems to not have any quality and standards in resolving them.
It's not about quality & standards; it's about saving money by way of maintaining a bare-bones QA team.
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Arcana affects the damage & duration (by Arcana/2 * 5%), but it doesn't affect the radius at all.
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- when scrolling between different spell/ability tier icons, hotkeys & frequently used abilities flash/appear for a fraction of a second
the hotkeys and numerical values sometimes remain on the screen when accessing the inventory/journal etc
UI elements that were set to 'hidden' when out of combat sometimes flash/appear when selecting different characters
occasionally, enabling a modal ability makes that section of the UI start "shaking" until the cooldown is over
the dialogue text that appears above NPCs when they interact with each other sometimes overlaps
clicking on the 'empower' button causes the background of that enture UI element jiggle up and down (click on the button repeatedly if you can't notice the problem immediately)
using 'empower' to restore spell/ability resources causes the entire screen to shake for a fraction of a second (even if it's intended, it doesn't look right - it's almost as if the game quickly goes from 'windowed borderless' to 'fullscreen' and back)
the spacing between UI elements shifts as you hover over the individual elements - https://forums.obsidian.net/topic/109018-412-ui-spacing-between-ui-elements/
the 'shading' of blocks in the shop interface shifts as you select items - https://forums.obsidian.net/topic/109000-412-ui-shop-interface/
the text and dialogue in scripted sequences 'jiggles' when a new block of text appears
the 'magnifier' and 'door' icons occasionally flash once or twice as you move the pointer towards the objects that can be inspected
the size of character model in the 'inventory' screen sometimes changes when equipping or removing items - https://forums.obsidian.net/topic/108981-bug-412-inventory-character-model/
the hair and armor color of the character model in the inventory screen sometimes changes when equipping certain armors - https://forums.obsidian.net/topic/108981-bug-412-inventory-character-model/
UI elements overlap when clicking SHIFT to see more information in the combat log
the 'name and health' pop-up appears above the character's portrait (instead of above the characters themselves) and overlaps with the spell/ability bar
equipping or removing an item from a character in the inventory screen causes the character model to 'reset' (the position changes and for Xoti, her lantern goes off and then turns back on)
chanters' phrase UI element stays on the far left and decoupled from the the rest of the ability bar even if the chanter character is in the 4th of 5th slot (which moves the ability bar directly above the portrait)-
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PoE > PoE: Deadfire because...
- I don't particularly enjoy the tropical setting
- I loathe pirates
- the open-world design doesn't gel well with story-driven games
- quantity-over-quality approach to dungeon/location design
- shallow main quest
- shallow companion quests
- overall bugginess nearly a year after the game had been released
- voiced dialogue (which negatively affected the dialogue/narrative text ratio (i.e. I got sick of characters "worrying their knuckles" and "furrowing their brows")
- ship management & ship combat
- poor performance on high-end PCs
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QoL is all fine and dandy, but not when it breaks other elements of the game. If I could go back to the version of the game I played last June, I'd do it in a heartbeat.

Terrible performance?
in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Posted · Edited by Insolentius
Here's the deal - there's no gaming configuration that's able to run Deadfire at 60 FPS consistently. What makes the problem even worse is that the performance degrades over time.
As for the stuttering, it happens when the game loads new assets (this is clearly noticeable in Port Maje as the weather there changes frequently). When they talk to each other or address the player, NPC 'speech bubbles' also cause stuttering. However, this only happens the first time the game loads a specific asset during a session. The frequency of periodic 400-500 ms frametime spikes gets lower the longer you play.