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brandysnap

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Everything posted by brandysnap

  1. i never create topics like these, youre just asking to be targeted. i do like what ive seen of the demo, and hope the full game is much longer than illegal users have stated. i hope some of my graphics problems get patched, i hope for a key remap for those with those problems even though ill be using a controller to play. im certainly not part of obsidian defense squad though. for one thing i prefer crinkle cut lol
  2. large rumble + optional screen shake effect on critical is almost a given these days. even in pc games you get the screen shake, or a body literally exploding with the force of the crit. thats why i feel, maybe like yourself, that combat feedback in this game just feels weak.
  3. sacred was also enormous. you felt you had been playing for days non stop and then looked at the map and saw the pathetic dotted area you had actually explored. it was thoroughly demoralizing lol
  4. whilst i dont believe for one minute these pirates stating the game is only 10 hours long, i certainly wont be pleased if it is and ive done all sidequests. the only thing that would then lengthen it is the artificial one imposed by replaying with a different character. which i dont really count in the game length and very rarely do anyway.
  5. its off topic, but sacred 2's map pwns all in modern arpgs.
  6. I wish I could understand what's so bad about combat in DS3... I mean, it's better than most games (not saying *all* because I haven't played all h/s games, it's definitely better than all games I did get to play) of same genre. could you describe it in greater detail? but, please, without the "I don't feel I'm actually hitting the enemies" nonsense Why is that nonsense? If a game is based on one feature and it fails to do it right (imo) it isn't nonsense at all. If i play a shooter and the guns are no good i don't like it. If i play an action game and the action feels flat i don't like it, simple as that. i think a better analogy would be if you shoot a gun in a fps and the enemies dont recoil when hit or react in the slightest. infact i know shooters like that. i think alpha protocol had moments like that in it. shooting an enemy and you didnt know if you were actually hitting them or not because they didnt react at all until they fell over dead. but yeah hitting enemies in this game doesnt feel right. you get very little feedback at all, and if it werent for large circles appearing under the enemies you wouldnt know you were hurting them even. i prefer combat a little more visceral and tangible. still getting the game, but these things bother me anyway.
  7. It's nice that you live on another planet, but some Obsidian's games have had some pretty serious and easy to reproduce bugs across the board and not necessarily just on console. Example? Alpha Protocol and the reload and enemies disappear bug. Granted, Dungeon Siege III seems to be pretty bug-free, so that's definitely a plus. yeah i had that bug. it was in a mission where you had to protect this transmitter/decoder device in a large courtyard. the enemies didnt spawn after a while, and restarting caused them to not appear at all. ist a known bug aswell, listed on wikis and forums everywhere. i had to look it up, because i was stuck completely. but apart from that i didnt get any other bugs of note in alpha protocol. fallout new vegas.... now that one is rife with them. neverwinter nights 2 had loads. and lots of complaints about the interface, which they patched after loads of complaints. (camera controls if i recall. they were just crap at the start)
  8. I'm sorry if I'm not gonna take your word / some random pirate kiddies word for it. i agree. as far as im concerned, anyone that says theyve played the pirate version (any pc version because its steamworks and therefore not available at all anywhere except pirating) , should have their 'opinion' ignored completely. if they are willing to steal so easily, then they are very likely to lie just as easily.
  9. game does not allow options change in scenes, but i got these by playing twice this is low tex, max all else, no aa, af on. - http://imageshack.us/photo/my-images/546/d...ii20110613.jpg/ this is high tex, max all else, x8 aa, af on - http://imageshack.us/photo/my-images/844/d...ii20110613.jpg/ dont know why camera angle was changed in the first pic. engine seems inconsistent no performance hit between the 2. no discernible difference, except maybe on pauldron but not enough to justify differenc between high and low. seems there either is no low or no high in the demo, or at all
  10. i agree about key remapping. its certainly patchable. obsidian have done interface patches before with games (neverwinter nights 2 had a big camera overhaul in one of its patches because lots of people complained about it) im with you on the interesting combat. its certainly different than the DS1&2 pot fest that ensued if you got in trouble. althougb tbh archery in those games made it a joke tbh. very overpowered. but how do you actually recharge your abilities quicker. seem linked to mana to me, and without pots you cant even recharge that?
  11. yup. i dont know what it actually sets AF to. i imagine its not x16AF. the ini files dont give any indication either. AA does indeed look pretty spotty in this game. certainly not clear cut as to whether its doing anything at all. what i find more conclusive is the complete lack of framerate drop when setting AA to off, or AA to x8. no difference in fps, in fraps, for me at all. (around 90fps constantly without vsync enabled)
  12. was that place not in the demo? Nope.You can't even exit the cave with Anjali in the first place. That breastplate isn't in the demo either. ahh i see. i didnt play much of the demo to know. didnt want to spoil the game too much. whilst i appreciate the screenshots icewindy, im going to exclude them from my analysis because they are obviously from an illegal copy of the game.
  13. no, thats a result of setting the shader to low. it turns off the lighting effects. when you do the same, and only lower the texture quality. there is zero difference. my pictures show the lack of difference better. those are with everything maxed except texture quality where mentioned. was that place not in the demo?
  14. thanks for the pics. makes it a little hard to tell with shaders and stuff set to low instead of just textures, but its still pretty clear that texture quality does nothing at all in this game. cant a developer say 'its working as intended', 'demo doesnt include certain texture qualitys' or 'its a known bug, were fixing it for release' ?
  15. all i need is some assurance that those screenshots are correct for high quality texture settings. can anyone post pictures, at around the same area i took mine, of their game running with high quality textures? lack of AA i can deal with because its probably driver related, but lack of texture quality altering wouldnt be driver related. if my game is stuck in 'high' mode then im fine with it, but if im losing detail then im not chancing buying the game and having poor picture quality. i may aswell wait for a patch or something
  16. here are some screenshots to show the problem. the first two pictures here show the game running at low texture quality, no anti-aliasing. http://imageshack.us/photo/my-images/827/d...ii20110612.jpg/ http://imageshack.us/photo/my-images/69/du...i20110612w.jpg/ these next two picture here show the game running at high texture quality, x8 anti-aliasing. http://imageshack.us/photo/my-images/28/du...ii20110612.jpg/ http://imageshack.us/photo/my-images/835/d...i20110612r.jpg/ can you see any difference? because i sure as hell cant! without a comparison from someone else @ high/low settings, i cant even tell if the game is stuck in low res mode, or stuck in high res mode. i imagine its stuck in low res, because the rocks and ground look crap.
  17. well ive been testing again this morning in raven hill (first town you get to in the demo) and there is no difference in the slightest between low texture quality and high texture quality in my game. radeon 4890 - 11.5b drivers. normally when you set new options you will get a brief blank screen when you 'apply' them, but that isnt the case when i select to go from low texture quality to high, or anywhere in between. i think there is a bug in the engine where settings just arent taking. but even if thats not the case, there is zero difference between low, and high in my game. (viewed up close on wall textures, rocks, back of my character etc) heres a copy of my user.ini file if that helps the devs in any way. game is set to max everything. no anti aliasing is present in the game even though x8AA is set to on. (application controlled in cat drivers) [Engine.Audio] enable_communication = 1 enabled = 1 [Engine.Render] adapter = -1 anisotropic = 1 default_brightness = 0.138000 default_contrast = 0.946001 default_contrast_range_low = 0.09 default_display_conversion = box default_gamma = 1.0 dist_fade_duration = 0.5 dist_fade_in_range = 40.0 dist_fade_out_range = 45.0 effects_quality = 2 full_screen = 1 full_screen_height = 1080 full_screen_hz = 60 full_screen_width = 1920 motion_blur_enable = 1 msaa = 8 s3d_ar_multiplier = 1.3 shader_quality = 2 shadow_quality = 7 support_aspect_ratio_16_10 = false support_aspect_ratio_4_3 = false support_aspect_ratio_custom = false texture_quality = 4096 vsync = 1 window_height = 720 window_width = 1280
  18. the AA setting is directly under the AF setting in the options screen. AA is a drop down box where you select the amount.
  19. any particular location which you would recommend as a good place to test the AA and texture settings etc?
  20. well i copied the steam demo across to my other pc which has a nvidia gtx 550ti in it. using the 275.27 drivers, again i got no anti aliasing at all @ 1366x768 i would have thought the title screen, and character select screens, are as good as any to test if these functions are working? AA (x8) on the statues leg and feet, plus the flag on the right, doesnt work at all. lots of jagged edges which i wouldnt expect to see at x8aa. thats on both machines.
  21. interesting C2B. i wonder if anyone that has an ati card can say if antialiasing or the other options are working correctly?
  22. what graphics card have you got, and what driver version?
  23. pc version. switching between low/high, and all those in between, texture quality results in no difference whatsoever in quality that i can see on my 1080p hdtv. i switched and switched back for about 10mins trying the texture options and so no difference, and no difference in framerate reported in fraps. anti aliasing doesnt do anything at all in the game on my ati graphics card and there is no framerate decrease in fraps when set to 'off' or 'x8aa' shader quality shows an improvement from low to medium, but no improvement at all when set to high. shadow quality.... well i saw no difference whatsoever between normal and 'insane' i mean, what exactly is 'insane' supposed to be? 8096x8096 shadow map or something? its meaningless and does nothing. again when set to low or insane fraps doesnt alter. have the developers stopped some of these functions from working in the demo? or is this a 'works best on nvidia' game and has been culled on ati cards?
  24. If you have a gamepad. PC. i agree. i tried the ps3 demo and the textures were simply abysmal. i know the developers have said they are going to be better in the full game, but im not taking the chance that they come anywhere close to the pc version. my pc runs the game maxed. ive got a controller. whilst i want trophies, not at the expense of visuals.
  25. yes i agree about the lack of feedback on-hit. a blood splatter effect or some sound effect. any visual or audio clue as to you actually hit something other than air is needed. just doesnt feel right. look at a game like god of war. it has massive amounts of visceral, tangible feedback when you hit things. im not expecting over the top gore like some of those games. but i do expect something. but this game has nothing at all. inventory felt fine to me. im used to seeing that type of inventory in the dungeon hunter series of games, which this seems a direct clone of. visually the game looked fine to me. although anti aliasing doesnt work at all, and theres been no developer feedback that its a known issue and that they are even working on it. i didnt notice about helmets. i didnt find one in my limited play of the demo.
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