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Insolentius

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Everything posted by Insolentius

  1. The sales numbers have been disappointing, meaning that Deadfire will receive only a fraction of post-release care that the original Pillars did. It's literally a waste of money for them.
  2. The game doesn't handle it well when players do things out of order (which completely defeats the purpose of its open-world design). Obsidian gonna Obsidian.
  3. I think that the damage bonus is only active during combat. Check the log and press SHIFT to see how the damage was calculated after landing a blow.
  4. After completing Hasongo, Atsura approaches me in his ship and tells me to see him in the citadel once I get back to Neketaka. After arriving there, the Hazanui tells me that Atsura wants to talk to me, so I go down the stairs and initiate the conversation with Atsura only to see the same generic dialogue options as before. Is this related to the Dim Prospects quest (which I accepted before going to Hasongo). If so, shouldn't the game recognize that state and not initiate the scripted event post-Hasongo?
  5. Shuffling party members in and out fixes the problem, but I can't replace my main character (so he's stuck with the buff). Any character that spends time with Pallegina gets the buff permanently until he or she leaves the party.
  6. Four of my characters have a permanent 'Exalted Focus' buff (none of 'em are paladins). Resting or reloading the game doesn't fix it. I was exploring Hasongo with those four characters + Pallegina (who has Exalted Focus), but then decided to reload an earlier save and restart the area with Maia instead. After resting once in Hasongo with the new party, four of the character received the buff.
  7. You're missing the point. The only bug here is that the skulls don't show up at all if any form of scaling is enabled. That doesn't mean that everything scales (down) to your level - it just means that the high level encounters/monsters/quests will not be marked with skulls (go fight The Steel Preacher at level 2 or 3, and see how you fare). PotD being easy (or at least easier than it was in PoE 1) is a different problem (which they plan to fix).
  8. That's the thing - there are no dialogue options that take that scenario into consideration, hence the illogical conclusion to the quest. It would be cool if they programmed a unique response in case the player accidentally bumps into Yngfrith, but the game just assumes you already know about her (which is directly reflected by the illogical dialogue options). Do you understand what I'm getting at?
  9. That sucks, I really can't play the game at the current stage and have to wait even longer. It sucks they released it in a first place with so many bugs. Obsidian + Large open-world RPG + Unity engine = Unavoidable disaster
  10. I know, but the issue here is the inconsistent (and illogical) story progression. The game doesn't acknowledge that my character doesn't even know who Yngfrith is, and it magically assumes that I have already unlocked all of the Modywyr's traits and learned about Yngfrith from her.
  11. I was able to complete this unmarked quest by simply bumping into Yngfrith in the Radiant Court. The problem here is that I didn't upgrade the weapon nor did Modwyr ever mention Yngfrith up till that point - which led to inconsistent dialogue options indicating that I was already aware of Modwyr's history with her. Basically, the broken triggers let me complete this quest long before it should have been possible.
  12. The reputation/disposition system for the companions seems to be broken. Xoti attacked Pallegina literally the moment I recruited her. After a single conversation and a single anti-religious reference, Xoti attacked her and mentioned that she was tolerating her for far too long (which doesn't make any sense when you consider the fact that she just met her). That single reference was enough for her relationship with Pallegina to drop to -1, whereas her relationship with Eder (with whom she agreed dozens upon dozens of times during my playthrough so far) is still at zero. Something is not right here and it's completely breaking my immersion.
  13. The game requires at least 8 gigs of RAM for a crash-free experience. However, there's no way to avoid frame rate issues and performance degradation over time. I usually restart the game every hour or so.
  14. I just had this happen to me as well. When talking to the lady animancer, my character had the option to confirm how Eothas told him his plan (which hadn't happened yet).
  15. Memory usage steadily climbs as I play the game - going from 1.8 to more than 5 gigs of RAM in about an hour of gameplay. The problem becomes more noticeable the more I engage in combat. This is on version 1.0.2 (which was supposed to fix this problem). Newsflash - it didn't EDIT - simply running around Neketaka increases RAM usage over time - it went from 1.8 to 3.1 in less than an hour and the minor stuttering is already becoming noticeable
  16. I noticed this too - memory usage goes from 1.8 gigs to nearly 5 after an hour or two. It became really obvious in Arkemyr's Manor (which normally runs at 60 FPS at all times). Visiting the manor after getting into combat elsewhere knocks the frame rate down to about 30, while restarting the game fixes the performance issues.
  17. The image says it all. This has been a problem since the 1.0 version of the original Pillars of Eternity. It was literally the first bug report I filed. I can't believe that you STILL haven't fixed the problem.
  18. It's the same thing as with the original game - it eats up CPU cycles like they're hot pockets while barely utilizing the GPU. I know people with monster rigs (i7 + GTX 1080) who also experience poor performance and heavy CPU usage. Unless the game undergoes some serious optimization, there's nothing to be done.
  19. Summoning a creature, phantom/duplicate or weapon (whether it's done by the player's party or the enemies) always leads to a one- or two-second freeze, and it occasionally results in a crash. The freeze, however, only happens the first time a specific summon ability is used during a gameplay session.
  20. the icon for the 'ability' option is missing after using an ability, the combat encounter proceeds without the 'hobbled' debuff being applied to the enemies the first option doesn't result in a disposition change (which doesn't make sense when compared to the other options)
  21. When trying to convince Cortina to sell you the crates, there's an obviously missing dialogue line from her (which makes the Watcher's response nonsensical).
  22. Despite its ability, Drunkard's Regret doesn't prevent the 'hangover' debuff (at least not when consuming rum).
  23. Empower is a per-rest mechanic that doesn't reset all casts/resources (only half). As far as resting in general goes, Deadfire doesn't encourage rest spamming (unlike PoE 1) because of the way food/drink system has changed. Having six characters in a party (i.e. complexity for the sake of complexity) doesn't lend itself automatically to more compelling gameplay. Veteran and PotD difficulty settings haven't been tweaked yet. Yea, about resting. Nothing prevented you from backing out of a dungeon and just going to rest if you needed to. There was really only one place in the entire game that I can think of where you could put yourself in a position where you had to fight out through a level or two. Everything else "Oh that was a hard fight, endurance is down, out of abilities, got a wound or two, let me just run my ass back to town for more supplies". Rests being finite just added an unnecessary time sink imo. Unless they went whole hog with the mechanic, and made almost every dungeon a "Oh damn, the entrance collapsed behind us and now we have to fight our way out or game over" it didn't really impact the game in any measurable way, other than to make you spend X number of minutes running to an Inn and back. Yes, but sometimes the dungeons were very deep and far way and you didn't want to use all your resting supplies. The skills were most rest based too, so you depended a lot on rest to recover them. So in the end of the day you would think a lot more in your actions to make every rest count. Use a fireball to destroy a simple imp? Better save the skill for something stronger. In PE2 it's simpler... Just spam everything you have on every encounter, hit rest, hit esc, all characters fully supplied and rested in 2 seconds. I don't even know why would someone pick that passive skill that increase the number of empowers per rest. It's pathetic lol By doing that, you end up wasting powerful (and expensive) buffs from food/drinks (which will become even more useful once Veteran/PotD difficulty settings get adjusted), whereas the only thing required in PoE 1 is backtracking. Simple facts.
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