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About Xenavire

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  1. I mean, I am not disappointed exactly, it's launch day of a game that already went through periods of instability, so I wasn't expecting it to be flawless. But it's buggier then I expected, almost as though the wrong build was uploaded. As long as patches are coming, and doesn't take weeks/months for the nastier bugs (like crashing, or stats from enchanted items seeming to not work in some cases), I'll be satisfied to wait a little longer to enjoy it properly.
  2. Simple question, hopefully with a simple answer. I've run into multiple bugs and a complete crash with maybe 6 hours of gameplay (I can list them if necessary), but I just want to know if bugfixes will be happening for the switch port, or is this a case of "it is what it is"?
  3. Unless I'm mistaken, there are a number of bugs in the switch release. I was testing with a ring of deflection (+5 deflection), which seems to do absolutely nothing, and isn't being suppressed as far as I can see. I'm also seeing inventory items having broken icons (either a distorted mess, or duplicating another items icon), distorted text, and the whole game just crashed entirely minutes ago trying to enter a cave. I own and have played the PC version for several hundred hours, having none of these issues, so I can only assume something is wrong with this build and they'll be pa
  4. Between the two, I prefer Deadfire. Pillars was great, don't get me wrong, but Deadfire gave me the one thing that Pillars couldn't - a feeling of freedom. The exploration was never bad in Pillars, but there was never much to find - the furthest places off the "beaten path" you could go were relegated to side quests, and frequently very small or lacking any particular oomph. Plus the final act was so horribly cramped, I felt like backtracking for anything was more of a chore than just gritting my teeth and making that push for the ending. Deadfire cured that rushed feeling for me
  5. Sorry if I misunderstood, but I assumed your point was to do with the timeline of the ports (that because they aren't being done in-house, that they will be faster.) If it was just idle conversation, then yes, I believe I have heard that too. And I agree, what has been said by Aarik lines up pretty well with my estimation for October/November. I still hope I'm wrong of course, especially since I had originally planned to get a switch on my birthday, and Pillars a few weeks later (I have the switch, but Pillars is clearly far from a console release).
  6. Without a finalised build (and forwarding whatever fixes may be needed assuming there are patches between then and the release), the ports can't go anywhere. So unless there is already a finalised build, and assuming anything else will be patched in later, the console ports could be well underway. But I doubt there is a finalised build yet, and won't be until TBM is done. So the bottleneck here is still Obsidian getting things to a certain point. It really wouldn't matter if Obsidian was doing the ports themselves either, because the real work needs that specific build to be ready
  7. If they call it a day after this patch, I'll be genuinely flabbergasted. Think for a moment how many patches they have needed after every release (main game and DLC) in order to fix new or longstanding bugs - and we haven't even heard yet if they consider TBM out of beta yet. There is zero chance this is the "last" patch. Not when they are dropping such a large patch on us - when we see a decrease in issues being fixed by patches, and patches become extremely scarce, that's when we can expect patches and updates to cease. But not now, not when they still haven't finalised a versio
  8. I really hope they are further along with fixes etc than I am expecting. I want so badly to be optimistic, but I know more than I want to about game development, and I'm expecting at least three more major patches for the TBM to be "finished". I'll be so happy to be wrong though, hopefully only a few hours left to find out.
  9. I sincerely hope I'm wrong too, but I've been a QA before for a digital only game, and the delays there were sometimes quite extreme (and that's only talking about times where there was a set release date). So not even taking into account actually producing a physical product, if the next build isn't flawless, and they haven't already ported most of the game files over to each console in order to fast track QA, we have months of waiting, at the minimum. Luckily I long since tempered my expectations (the moment the release date went from known to unknown, I knew it would be coming
  10. I love the optimism, but I highly doubt the next patch will be adequate, and considering they will be making physical copies, I can't see the launch being any faster then 10 weeks after a stable release candidate build is ready, at the minimum. We are talking about porting to multiple platforms, multiple rounds of QA, the actual production and shipping, and whatever grace period stores need to actually get the product advertised and on shelves. As much as I want my switch copy to be ready and shipping today, I cannot see any hope of the game releasing for consoles before October,
  11. I think if there are "low sales" (and I admit, I don't keep tabs on sales, I just buy the game and play), part of the reason could be people waiting for console versions. I'm sure more than a handful of players ended up buying it twice, or buying in once the console version of part one was released so naturally some would wait and get a complete console version (especially if anyone else is as excited for a switch version as I am. Pillars on the go!) So all the delays for console versions may be causing a deficit in sales - which is being exacerbated by the turn based mode, as that seems
  12. To put it bluntly, buggy games are a fact of life. Even Nintendo, one of the most thorough companies I have ever seen with their QA, has bugs riddling their games - take a look at something like Super Mario 64. Other than a few fairly minor bugs people stumbled upon, it seemed on the surface to be an excellent example of good QA at the time it released. Fast forward to now, and the number of bugs and issues that have been found and are actively being used to speed-run through the game is fairly staggering. I've worked in QA. I found some crazy **** both during development, and after launch
  13. It sure makes their lives easier to do that, I agree. But patches exist, so any number of changes could be made to it post release - the downsides for them as developers would be quite significant though, so I completely understand their decision. I just hope it doesn't take too long, just got my switch, and I'd love to be playing Pillars on it. Wish they could release the first Pillars for switch too (an easy day one buy, despite me having that complete on PC), because it's certainly going to be a shame to never be able to bring over an organic set of consequences from the first game.
  14. Yeah, I was hyped when they had the listing for May (my birthday is next month, and I'm getting an early birthday present of a switch this coming Saturday, so the timing would have been perfect.) But I think the issue holding things up is that they decided turn based would likely be the preferred method of play with a controller (and they would probably be right, if that is indeed what they are thinking, it would be so easy to make mistakes in RTWP using a controller). So, logically speaking, waiting for the ideal mode to be completed before shipping makes a lot of sense. I hope it doe
  15. One answer to ticks is to give those kinds of s0ell effects their own initiative, and they fire at the time their initiative dictates (I'm not sure how difficult that would be to balance, however.)
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