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Everything posted by aeonsim
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Here are a number of crash to desktop log files and dumps for the windows version of PoE. 2014-10-29_215442 - I think is a crash when quicksaving or when trying to load the quicksave. 2014-10-29_215544 - A crash when trying to load the Autosave from entering the Cultist dungeon (via the statue), attempting to quick save shortly after this resulted in the crash to desktop for the previous one. 2014-10-30_000124 - Another crash when trying to enter the cultist dungeon via the statue area. Includes a dump file. 2014-10-30_002256-withSave - is another crash to desktop from a corrupted save with a copy of the save added. The machine is: Windows 8.1, with latest drivers. i5 3.5Ghz, 16GB RAM, Radeon R9 285 2GB. PoE-CrashToDesktop.zip 2014-10-30_002256-withSave.zip
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It seems a little different, it doesn't actually heal much just enough to give your char a chance to survive a small skirmish or two if your careful. It's pretty expensive spend a talent for an option to get a small amount of health back for one party member. It's not AOE, it doesn't heal a lot, it can't be spammed and it's very expensive... From what I've seen it seems like a it doesn't screw the system up to much and still allows for a clear separation between endurance and health.
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I wonder if they all belong to this settlement or obs has just been putting them in here so the people who backed them can see what they look like in game. The biggest issue with them at the moment is the text about them has nothing to do with the location and there density is crazy, if they're more spread out and in relevant places in the full game then it won't be so bad. Though the eye is still going to be intrusive.
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BB333 OSX Long Freezes during gameplay
aeonsim replied to aeonsim's question in Backer Beta Bugs and Support
When it's a work machine that your using on multiple corporate, public, hotel and University networks they get upset if you don't have something and it's worth being careful when your research is on it (even when backed up in numerous places). -
[333] The top 3 things I hate about PoE right now [spoilers]
aeonsim replied to Hormalakh's topic in Backer Beta Discussion
Yeah it's probably a result of 32bit windows and not enough memory, on my machine PoE tends to use about 2.5GB's (and there are probably memory leak bugs) with 32Bit windows depending on your graphics card and the amount of other stuff you have running you may not have that much available for the game (seeing 32bit windows can't usually allow access to more than about 3GB with out having to do some funky stuff). It's likely things might improve near the release of the game when the devs start look at optimisation and minimising memory usage, but that isn't likely to happen soon... -
333 OSX CTD and Corrupt Saves when return to Dyrwood Crossing
aeonsim replied to aeonsim's question in Backer Beta Bugs and Support
These occur nearly constantly in the PoE OSX beta, and are especially common after having completed combat or a quest. From another post this is the pattern I noticed: With the OSX build I could only ever fight on one of the out door maps before the game started to crash on large area loads. So if I ran around the village with out fighting I could move to the Crossing and start to fight my way through there however if I entered the cave and tried to return back to the main crossing map there was a 4/5 chance of a crash while trying to move out of the cave. Or if managed to get lucky the resulting Autosave and my next save were both corrupted. If I just fought on the Crossing and tried to return to the Village the same thing crash on load of the village. Same if I fought Medreth I'd no longer be able to leave the Village with out a crash. -
Have you tried running the app package directly rather than through steam? I had something similar the first time I loaded it but no problems since running it directly.
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BB333 OSX Long Freezes during gameplay
aeonsim replied to aeonsim's question in Backer Beta Bugs and Support
I suspect it may have been due to a bad interaction with the AV scanner (Avast) after partly disabling that I never saw the issue again. -
I was playing with the OSX build over the weekend (first chance to play PoE, as only had a Mac) and then as of yesterday the Windows build (new PC). The Mac is a 2012 Mac book Pro (i7 2.4Ghz, 8GB Ram, Radeon 6770M 1GB graphics, OSX 10.10), in short after trying on both the OSX build needs a lot of work. With the OSX build I could only ever fight on one of the out door maps before the game started to crash on large area loads. So if I ran around the village with out fighting I could move to the Crossing and start to fight my way through there however if I entered the cave and tried to return back to the main crossing map there was a 4/5 chance of a crash while trying to move out of the cave. Or if managed to get lucky the resulting Autosave and my next save were both corrupted. If I just fought on the Crossing and tried to return to the Village the same thing crash on load of the village. Same if I fought Medreth I'd no longer be able to leave the Village with out a crash. Secondly save games are being corrupted about 30% of the time, and the longer you play the more likely it is for your saves to get corrupted. The game would also randomly crash to desktop at various points, and at one stage the game was pausing for 1min every 3-4mins (mouse and music working fine) then everything would start moving again (this may have been an interaction with the AV software). I also got a crazy RGB tone map error a couple of times where part or all of the game view was replaced with the colour range. Performance for OSX was reasonable everything ran smoothly on the machine with out lag, it was just as buggy as hell. So on Monday a new PC arrived (i5 3.5Ghz, 16GB, Radeon R9 285 2GB, Win 8.1) and I've tried playing on that instead of the Mac, the difference is significant I've been able to fight through multiple encounters, fighting no longer locks me into a map and I've been able to move back and forth between the Village and the crossing with out issues. I don't think I've seen a crash yet but not sure after playing on OSX for a couple of days I'd hardly notice a crash every few hours. In short I managed to progress more in 3 hours than in 10 hours over the weekend. So over all the stability of the OSX build is significantly behind that of the Windows build, some of the previous issues around saving and the loading of saves from windows seem to have returned in the OSX build (or similar bugs). The save and load system seems to be the main source of problems which seems to suggest that there are problems with Unity in this regards especially considering the reported problems with the Linux build and save and load, with OSX being based on a UNIX architecture it's likely it sharing some of the underlying code controlling save and load with Linux and as a result as numerous issues.
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Well when you've got 4 casters (2x Wizards, 1x Druid, 1x Priest) none of which can really stay in the front line and the Thief isn't much better how else would yah play it? Now if I'd spec'd up a Barbarian or Paladin and added a ranger or similar as the companion then I'd have played somewhat differently
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Yeah that would have been ideal, but the friendly AoE seems a little buggy at the moment so in the habit of just targeting to make sure every enemy is inside the Yellow. The Extra spells for the BBP are from the Staff of the Guild Master, there should only be one but a bug on moving between areas sometimes duplicates them.
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Here's a go on Hard, with a Wizard main and an added Druid, was probably a bit wasteful with regards to the spells.
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The Medreth fight is giving me issues (on Hard) but not because it's difficult or the Monk, but because the damn boar won't die! Max out the fighter's deflection with shields and abilities and send him in (Def 70) to chat to Medreth, once he attacks then Druid drops tanglefoot, the mage drops grease (or what ever it's called) and the priest Interdicts the group who've all targeted the fighter. The mage boosts his accuracy by 50 then drops a few fire balls while the Priest and Druid use seals or Gust to keep the enemies back if they try to change targets. AOE spells when the Mages Acc is 80+ and everyone is hobbled tends to clean things up nicely, unfortunately as the sacrificial pawn the fighter get's KO'd, still the enemies are all down so that should be the fight. Except the bloody boar pops back up again keeping the fight going and stopping the fighter from recovering. So kill the boar again (it doesn't attack just stands there), and again and again and combat just doesn't end because of the immortal boar... Also the effects really do need to be worked on, can any one work out what's happening in this SS or how many enemies are still alive... They've also got the shadows playing up as you can see, the shadow appears to be being rendered as a low saturation version of the character model with an offset, however the offset is incorrect depending on the angle and strength of the lighting leading to the low colour clone effect you see in the screen shot.
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In OSX when trying to return to Dyrwood crossing after leaving the area (ie the Spider cave or back to town) I'm seeing a lot of crashes when trying to load the Crossing map. Secondly the one time it did work (from the cave to crossing) the resulting Autosave when leaving the cave and a quicksave 2 mins later were both corrupted (the game crashed during the quick save) and trying to reload from there crashes the game. Attached is the OSX crash report, if someone can explain where the Saves and any PoE output log are stored on OSX I'll add them as well. OSX 10.10 i7 2.4Ghz, 8GB Ram, Radeon 6770M 1GB. PoE-Errors.txt
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For starters I agree the movement speed of enemies needs to be reduced. Some other things that would also be useful are: Show the current action of a party member on their picture, the floating bar is too small and get's hard to see in a messy melee. Make individuals automatically attack there previous target once they've completed a special action, as doesn't always work at the moment. Balance buffs to allow them to last longer, precasting for the most useful would be nice though not essential. Allow party members to partly clip when moving (ie pass through 30-40% of the selection ring), this would help with path finding a lot!
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BB333 OSX Long Freezes during gameplay
aeonsim replied to aeonsim's question in Backer Beta Bugs and Support
It seems intermittent just managed to play for ~1hr with out the slow downs so rather odd... With regards to the laptop fans they are running at a higher speed but not max speed, pretty normal for games on this machine. -
Getting a fair number of crash to desktop bugs in the OSX build on 10.10 attached is a the crash report from one when trying to transition from the Village to the Crossing. OSX 10.10 i7 2.4Ghz, 8GB Ram, Radeon 6770M 1GB. PoE-CTD.txt
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On OSX the game regularly locks up for 10-60 seconds before continuing again, music continues to play and the mouse pointer can move around the screen but the game fails to respond. This occurs even more frequently in combat. To reproduce take your party move to Dyrford crossing and play the game, freezes will occurring during combat or when exploring. OSX 10.10 i7 2.4Ghz, 8GB Ram, Radeon 6770M 1GB RAM. All other programs were closed when running.
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Got a reply (Tweet) from Adam B, saying that the OSX build is in testing and should be released with the next beta update, so I suspect there is a decent chance of one this week.
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I note that apart from filling out the creature details during combat, lore doesn't do much in combat. As such maybe it could be used to provide information about what actions or buffs enemies are preforming or have active? In the combat log it could be something as simple as: Enemy Wizard begins casting Fireball, or Enemy Barbarian enters frenzy. While with mouse over it could also allow one to see what buffs and debuffs were in effect on an enemy and there effect size. As your lore increases the number of buffs/debuffs or the level of them could increase. This could be rather useful in combat as it would allow you to easily identify what is about to happen with spells, thus allowing a possible counter with an interrupt spell or ability. While showing which buffs and debuff's were affecting the enemies and there effect would allow you to optimise your spell and abilities use by the targets status.
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Another excellent post, good work!
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Excellent a difference in Sexual dimorphism for a different race, about time that some one tried to make there different races/species at least slightly different from bigger human, smaller human, hairy human, pointy eared human etc.
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Wait, so... the base Accuracy is the same, but now you can only go to +10 (at 20) from that instead of +20 (at 20). That's what you're saying? Yeah, that needs to be fixed. Either all base Accuracies need to go up by 10 (would have the same mathematical balance as before, my preferred solution for now) or the bonus per point needs to go up (could also work, but would require some serious rebalancing). Yeah that sounds like a bug and that they forgot to adjust things back up when they changed the attributes around.
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I'm sorry, but no. NO. Just because someone doesn't like the exact same things about the IE games as you do or is interested in seeing a few new things tried does not make them not a "real fan" of the IE games. There are people in the world who love those games in a slightly different (or even *gasp* very different!) way than you do. Recognize that. That just means they are not real fans. Just as I am not a real football fan because I only watch it on TV while others go to stadiums or go abroad to follow the teams.I want PoE to be the whole package. DA:O was not and that is why it was worse. PoE does not need to be D&D, but it needs to feel similar to playing IE games. Changing mechanics left and right does not help that. Spellcasting has already been dumbed down, grazes are bad, health system sucks, Might is magical damage as well as physical, stats have way too weak affect on game mechanics, only a few skills that you cannot use outside of scripted sequences, super high damage and life values as a result of DT system and so on.. all of that that is worse. EDIT: I forgot, Bag of Holding(limitless stash) from the start of the game, maps too small, they even removed the amulet slot LOL... there are other things like enemies moving way too fast but I expect this to be fixed. I only like limited resting and encounter abilities that let caster do more during combat without worrying about wasting spells. Nope, I'm happy to say you are not the centre of the Universe or BG fandom and that there are plenty of people here who enjoyed the game as much or more than you do. Who have totally different views of what was good about the game and how something like PoE should be. Having only played BG through ~3x and BG2 ~6x I may not be a hard core fan , but a fan I am and a lot of the changes I'm seeing in PoE look to be improvements or equally valid choices.