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Sensuki

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Everything posted by Sensuki

  1. I feel sorry for the person who has to deal with character shadow bugs hahah, there's been something new every build.
  2. I've seen plenty of games where disabling vsync doesn't work, but I've never known of a game to have a bug where vsync randomly doesn't work xD eat that frame rate caps! When you open the area map, there's a noticeable frame rate drop below the Vsync cap (don't know why) and then when you move the camera with the area map, vsync is disabled until you pan the camera a certain distance - then it re-enables again. Expected Result: I suppose vsync should not be disabled when this occurs.
  3. Yeah there are. I think Ogres and Trolls can. Wouldn't be surprised if Dragons could too. On Hard there's way more enemies (and on PotD even more), so in those instances moving can equal dying - which is NOT fun.
  4. I think that having the hotkey bar above the action bar is just a waste of vertical space, as that will always be visible when that character is selected. There is a large amount of horizontal space on the ability bar where hotkeys can go, and it would take up less space and not interfere with mouse travel distance, as those buttons would likely be directly above the portraits of the party members in the last few slots.
  5. They have been tweaking the settings for different levels and in some cases doing re-renders (not re-doing the environment art, just re-rendering the scene). These are low priority areas (side content, small interior) so I realize that if these ever get looked at, it may be a while.
  6. If anyone remembers back to v257 - areas were really blurry, and later were corrected via tuning of a sharpness filter or something. These two interiors have been riddled with tile shaking bugs in the past, so it's been difficult to get a proper look at them. I can clearly see that these renders have not been updated since the first BB and the textures are noticeably blurry compared to similar interior environments such as the Mill Interior While probably low on the list, I would request that these two areas be looked at in the future and either have their filters/special maps fixed or be re-rendered as a much sharper image.
  7. Expected Result: should spawn at the top right of the map when travelling from the Dyrford
  8. There's master volume, music, effects (which is every sound other than music or voices) and Voice volume. Effects needs to be split into SFX, Ambient and UI. I also would like those VO toggles as well - Always, Seldom, Never
  9. Also occurs in the save/load screen. Dunno if intended or not, I find it slightly annoying actually.
  10. It has ONE audio slider. It does not separate the SFX from other sounds and stuff like that My ghost will not rest until I have this
  11. Is it possible to have it say +15 Deflection, instead of +5 Deflection, +10 Deflection ? Might be confusing to some people, especially if they don't know the stacking rules.
  12. The animal companion pretty much still dies like this: The damage values in the character record are EXTREMELY inaccurate. You should manually count damage in encounters instead.
  13. I dunno, Wood Beetle poison is still pretty harsh. one DoT tick is like 18 damage over 2 seconds or something.
  14. It would be nice if eventually, that doors could be given collision so you can't just clip straight through them - for immersion/verisimilitude. Area Design is not probably so dire that that pathing space is needed ... and then doors could be used for tactical positioning as well
  15. They'll run out of Health eventually though, and personally I like to extend my adventuring day as long as possible, so once they do get low I'll start using other characters to do it if there's just trash fights up ahead.
  16. Enemies that have ranged auto-attacks that have a shorter range than their field of view have an AI targeting issue where they always target the first enemy that initiated combat. If that enemy moves out of the range of their auto-attacks but they are still visible, they do not qualify for target re-acqusition. Only when the enemy is no longer visible will they re-target. This probably needs to be changed so that if that character is idle for a certain amount of time, they should qualify for target reacquisition - and I would suggest not a very long idle time either. All targets should probably qualify for target re-acquisition if they've become idle tbh. On top of that, they should probably qualify for target re-acquisition when combat starts as well, so they can select a better target than 'the first guy that attacked'.
  17. When you lose reputation, the text color is green. This can be slightly confusing at a glance, even though the text is easy to read - as green is often associated with good outcomes. Perhaps a red or yellow color would be better?
  18. I will quote Roguey from the RPGCodex again "If you were disappointed with Dragon Age: Inquisition they boy is Josh Sawyer's Pillars of Eternity the game for you!"
  19. Expected Result: You should not have to switch characters to get it to use the correct texture/shader/whatever
  20. There is no grace zone. You just have to issue a move command and before you move a pixel you'll get instantly attacked.
  21. Okay so I've tried making multiple interrupt builds in this patch and ... It is bad, like really bad. I think it's because of the dependency on the attack resolution but interrupting is just super unreliable. Screw that - I'll take a consistent bonus such as Might or Dexterity every time, thankyou.
  22. Personally I think a single tank being effective is a good thing, but I think that the system needs looking at so it can support a variety of strategies and compositions rather than just the min-maxed.
  23. Why would you want to nerf tanks? Make a party with multiple tanks, it is bad. It's in-between / mixed builds that are crap.
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