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ProjektInsanity

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Everything posted by ProjektInsanity

  1. I'm not sure exactly, as I never had this problem, but perhaps there are other missions you must complete in the area first. There are several large, rock platforms that will move around when you hit the appropriate "switches," which are glowing rocks in the vicinity. Others, if I recall, you just stand on and hit the action button.
  2. Oof. Yeah man, I did the exact same thing as you, and I was a little bit furious when I found out that you have to start all over. I can't upload a save, but I can console you with this: The game is actually pretty quick to play through again, and the silver lining to the situation is that the bosses you fight along the way will drop essences. I'd also recommend transmuting any gear you find with stats for retribution, vampire, doom, stagger, or warding. Do that, and by the time you reach endgame, you'll have a pretty hefty stash of essences to toss on your gear.
  3. Thanks. I had really high hopes for this game (too high, perhaps), and in the end, I enjoyed it quite a bit. The expansion in particular was noteworthy, once I played through the ENTIRE game for the third time because I didn't retain my "Endgame X" save (don't get me started on that design decision). I just can't shake the feeling that there were some major missed opportunities, and if Obsidian gets another go at this, I hope they'll implement a little more variety, allow for customization, and increase the length of the adventure.
  4. TLDR version: This game is an enjoyable experience in its own right, but somewhat disappoints because it had the potential to be so much more, but apparently not the budget or development time to fully realize those ambitions. Actually, despite my bitter disapproval of very specific elements of the game (no 2011 game should "lock you out" of 95% of the game once you pass a certain point), there is actually much to appreciate about DS3. I think many people, myself included, were most disappointed because there are many things that are done very well, but it feels like they were not developed to their full potential. The graphics are charming enough for this type of game, so I have no issues there, although a little more variation when it comes to the armor sets would have been appreciated. The combat is, in my opinion, the best thing about this game. I understand why some gamers consider it a bit on the shallow side, because it's fairly simplistic, but I think it's a good thing in this instance. It's not contrived, and very organic. Once you get used to the controls, you can seamlessly switch stances and weapons, and I know MANY people would disagree with me, but I find combat in DS3 superior to combat in juggernauts like Diablo 2. Don't misunderstand, there's some room for improvement, but being able to actively dodge around like an action game is FAR superior to relying on the traditional RPG approach of having a character essentially remain stationary while hacking at enemies which in turn hack at them. If the combat is the best element of the game, then the multiplayer is arguably the worst. It's not that it doesn't work, it's just a tad underwhelming for this age of gaming. The camera is rather wonky, and forces all of the players cameras to conform to the first player's camera. This, combined with the camera being zoomed in too closely, means you can't see what the heck is going on half the time. The beast fight in particular was incredibly frustrating. How can I dodge away from a rampaging behemoth if I can't even see it until it's right on top of me? Also, the "pro bono" take on multiplayer is a real bummer, as you can't take away items or experience if you participate in another person's game. To give credit where it's due, a real gem in DS3 is how the computer AI will take over for another player if they've been afk for a minute or so. This allows you to keep playing if a companion has to drop out for an hour to go grocery shopping or the like. Something that most players admit lacked depth was the loot system. This is a major problem as dungeon crawlers thrive or die based on the sense of reward instilled by the looting system. DS3 is an odd duck here. It's not that it lacks variety, per se. On paper, there are enough stats to keep things interesting, with poison, retribution, doom, etc. The problem is, none of it really seems to matter all that much. You have roughly the same experience going through the game with common gear as you do with endgame rares. In that sense, the loot system feels hollow. Also, some of the "best" gear in the game is purchased from vendors, as static spawns, no less. That sort of defeats the philosophy of exploration and hunting that's supposed to define games like this. The story is actually quite good, but I think people fail to see that because the way it's presented comes across as rather flat at times. The couple of voice acted sequences are somewhat unconvincing, and the bulk of the story, which is pretty detailed, comes via texts that the player discovers around the world, but I doubt that many people spent much time reading them (I did, and somewhat enjoyed them, but only after I finished the game, I found that reading them as I went broke up the action too much). I think, all of this aside, that this game is still a good deal of fun, and players would have overlooked many of the shortcomings if not for the fact that the game is so short. I'll be the first to say that I'll take a 10 hour quality game to 100 hours of mediocrity. The thing is, the loot hunter is a peculiar breed that's supposed to allow hardcore, endgame players to extend the experience for at least several dozen hours optimizing their gear to more effectively combat the most challenging foes. At the end of my roughly 12 hour run in DS3, I could effortlessly demolish any area in this game, and it just didn't reward you for pushing beyond that (even though I'm a lunatic and did so anyway, just to discover a rare glitch that broke my character for being "too good," but that's another post).
  5. I just noticed it's not only my main, but also my second player character, whose alternate weapons are not adding any stats. My second player is also highly enchanted.
  6. Hey, I noticed a major problem as of late, and I'm wondering if there's a workaround. I've been heavily farming essences and enchanting my gear to an absurd degree, and I noticed something as of late. My statistics no longer add up as they should. They'll add up properly if I only equip, say, 4 of 6 pieces of gear, but if I equip it all, it discounts BOTH of my dual wield weapons on Katarina, essentially making it like I'm using nothing. I've tested it on mobs, and indeed, the damage I do is being calculated like it ignores my shotgun/pistol. I've developed a theory that because I've enchanted so much, I've broken some kind of "invisible barrier" for max'd stats, and it's borking out my character. Has anyone else had this problem? Is there a fix of some sort? Playing on the PS3. It's a shame, because I've dedicated so much time to improving my character, only to have this rather odd glitch nullify it all. And I've already tried logging in/out of the game, equipping/unequipping the gear, and everything else I can think of.
  7. I would like to know the status of this as well. Regrettably, I have to make this my first post on these forums. DS3, despite many less-than-stellar qualities, was a game that I enjoyed playing with my fiancee, and we invested quite a lot of time into it. We leveled our characters to 30, maxxed all of their stats, and hunted religiously until we obtained our optimal gear set-up. Yet for some unknown reason, the devs thought it was a good idea to lock the player out of the rest of the game once they reached the final zone before the last boss. This is not only an outdated design decision (PS1 era, anyone?), it's horrible because the only enemies worth fighting at endgame were in that zone. Thus, my characters from the last zone had about 35 extra hours invested into them than the previous "End (character name)" save file. In fact, I spent more time in the end zone than I spent beating this game, which took about 12 hours total, side quests included. As a consequence, the only save files I retained in case Obsidian released additional content were logically the ones that contained the last version of my character. Now I'm to understand that the only way I can play the DLC I just paid $10 for is to restart the entire game, because I didn't arbitrarily retain a save file from an obsolete version of my character? In 20 years of gaming, I've never encountered such incredible shortsightedness. To be even borderline conscionable, this DLC should have come with a disclaimer, "Entirely useless unless you happened to retain your autosave files." Unless there is a fix for this on the way, you can be certain this is the last game I will purchase from your company. I simply cannot conceive of a reason why the DLC was implemented in this fashion. It's almost as absurd as requiring a save file from level 20 to play the DLC when the max is 30. It's illogical, and it's poor design. Then again, so was including an essentially "pro-bono" take on multiplayer. I thank you guys for a pretty solid game overall, but I really don't understand what you were thinking with some of the features. Please fix this asap.
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