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Sensuki

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Everything posted by Sensuki

  1. I prefer the artificially flat surfaces anyway because then they don't have to use different heights for the terrain which in my experience playing the game simply does not work well with their current sorting/occlusion sytem. Hendyna stands on an uneven piece of ground and simply looks like she's clipping through the floor. If that's going to be the case, I'll take flat every time. The Dyrford Crossing also has several gnarly issues with heights, navmesh and sorting. Maybe it could be improved in the future, but as it is now, I'll take IE style flat surfaces, please.
  2. Both of those options are fine by me. I don't care about a delayed physical release or getting the disc late. Doesn't bother me. I will be downloading the digital copy to play with anyway. The rewards look nice. My main concern is patch delivery on GoG / physical patches. Often they are delivered a lot later than the Steam patches (that might be on GoG's end though).
  3. Heh, one of my friends works as a researcher at Monash University Melbourne and does cat scans that are similar to rendering like that, his PC has 64GB RAM and he says it takes a few hours as well. Josh mentioned on Something Awful that you were looking at using Octane GPU rendering, but decided against it.
  4. Last I remember, Josh said they had the render time down to ~80 mins for 5 maps. However that info is old (from 2013) - they now only use four renders and probably improved the time even further.
  5. I expect Josh updated it, because most of the racial abilities are quite underwhelming/pointless.
  6. The next (and final) patch should have some CPU Optimizations.
  7. 2D backgrounds again = 'nuff said really. 2D backgrounds with paintovers = but yeah
  8. Still not fixed - happens on quite a few spells and class/creature abilities http://forums.obsidian.net/topic/70448-435-interrupts-occuring-on-lion-frightening-roar/
  9. It is a bug I think, I reported the "interrupts occur on non-damaging spells" bug a few patches ago (which was acknowledged by QA). It may be something designers have to edit manually so that's why it now doesn't happen on everything.
  10. Pretty much. While not aimed at anyone specifically, the incredlbly poor implementation of Exploration XP is probably a "HERE GUISE HERE'S SOME XP FOR ENTERING AN AREA!!!" to appease the people complaining about the XP system. I dunno. Hopefully they re-visit XP rewards again in the future. Also, is it just me or does anyone else think it's really strange that that spear quest in Lle A Rhemen isn't actually a quest/task? If it was the IE games you'd get XP for doing something like that.
  11. Is it possible to get a "Consume" button in the item description for food items?
  12. In the Infinity Engine games, you could drink potions and consumables from the inventory screen. Potions etc are combat-only for Pillars of Eternity, but several consumables can be used out of combat. Because you tend to equip these items only to use them (which takes several button clicks/key presses to equip an item/close the inventory and then use the item from the Main HUD), I think it would be good to look into a button on the item description that allows the player to consume the item from within the inventory screen. I think the game is paused in the inventory screen, which may be an issue - there's probably a few ways you could handle it, such as simply queuing the action, or just forgoing the animation and playing the consume sound, and adding the buff from the inventory. I understand this may not be a feasible feature for release day though, but I would request it be added to the task list for a patch, if it doesn't make the cut.
  13. Cheers. It's also good to have some more regulars to the bug forums this patch, as we've lost a lot of the people who put in the hours during the early patches (Headbomb, Ink Blot, mutonizer etc) Nice to see people like ushas, Bazy and Sock (and their like) taking up the call. Unfortunately I struggle to run the game in the Temple of Skaen / Lle A Rhemen and have not actually completed the content in those areas yet due to performance issues (just cbf with the frame rate). Gonna give Lle A Rhemen another go this patch, and maybe try the Temple of Skaen after the next one, when they do the performance optimzations.
  14. Exploration XP has been implemented very lazily, indeed.
  15. This video demonstrates that equipping and unequipping items on characters often drops the frame rate down very low / microstutters the game, and causes the character's weapon set visible on the avatar to flicker. Expected Result: equipping/unequipping shouldn't cause such a performance loss, and changing items should not make the weapon set flicker.
  16. Slow and Double Speed Button selection area too wide Calculation for Extra Potion Duration is Multiplicative, not Additive Interrupts occuring on Lion Frightening Roar Unit Facing Issue Equip/Unequip items in the inventory causes microstutter and weapon set flickering
  17. Sometimes when you issue a command/queued command to target a different character than they are currently targeting while a character is mid animation, their facing vector/value does not update until the beginning frame of the next action. This happens to me fairly regularly but I have not been able to reproduce it in a video yet, as it seems to seldom occur. Will post a video when I can capture it.
  18. Expected Result: I don't think Frightening Roar is supposed to interrupt, as it does no damage.
  19. I don't believe that's what we are doing. Also none of the environment artists have ever posted about the game online before other than when Hector Espinoza was interviewed in 2013. It's been good to hear Sean talk about his experiences developing.
  20. Interrupt is being 'balanced', I wouldn't necessarily say it makes it better in all cases.
  21. The game itself has a fair few problems, and there's a number of things I don't like about it. However, the Infinity Engine games (moreso the BGs and IWDs than PS:T) were my favourite games as a teenager, I have spent thousands of hours playing them and the chance of having one or more series of games like that again is too great for me to pass up. Anything we contribute could indirectly increase sales / enjoyment for other people. A better general experience of the game may lead to more interest in a sequel or shoot-offs. Kevin Saunders (an ex-Obsidian employee) said the other day on the RPGCodex that sequels traditionally do not sell as many units as the first title of a game, and thus publishers/companies tend to invest less in their development. There are a several cases where the opposite has occured, and I'd like that to be the case here too. We can help achieve that by helping to improve the base game so that it's just more playable. I think several of the gameplay related bugs that I and others have caught over time (Engagement, Pathfinding, AI, damage calculation, attribute bugs, ability bugs ... etc) are a step in that direction, hopefully Some of those have yet to be remedied, but fingers crossed.
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