Jump to content

Tanred

Members
  • Posts

    163
  • Joined

  • Last visited

Posts posted by Tanred

  1. Are the backer beta testers under NDA?  I'm wondering how they missed it or if it wasn't present in the tested version.

     

    There were various save / load bug issues (among other issues ofc) in earlier builds, but none like that in latest builds. But the beta consisted only of few areas and you even did not pick up any companions but played with a pre-made party. 

     

    I also think that most beta players focused more on various gameplay features, rules, UI etc. rather than reporting various bugs of which there were many with each new build. But still, Sensuki and others did a stellar job as beta testers, unlike anything I have ever seen with other games.

    • Like 1
  2.  

    I'm playing hard setting and i find the game too easy, i'm not even an hardcore gamer, i completed Baldur's Gate  (at time) only on normal settings. I'm at 12 hours of game.

     

    Would be fine a new difficulty level between hard and pod, or buffing hard mode.

     

    I don't find Hard mode to be too easy at all. In fact I find the game to be remarkably well balanced.

     

    I'm playing on Hard with Trial of Iron. I am being seriously challenged and forced to play immersively, as though I were actually in Eora. I need to survive, otherwise all of my hard work gets deleted along with my only save game. I appreciate not being forced to go through the dialogue and the entire story again because of some stupid, unneccesary party wipe. On Hard with Trial of Iron, if you play intelligently you will get a serious challenge and be completely unable to quick-save-reload-quick-save-reload, or save-save-save-save-save-reload.

     

    Hard mode with Trial of Iron makes the game absolutely spectacular for me. I have to decide, "Damn, I can finally afford to x & y, but z would help me survive out there... grr! Okay I'll do z instead." Hard mode with Trial of Iron forces intelligent decision making and supports roleplaying. After this phenomenal experience I'm never going to play Pillars of Eternity on anything lower than Hard mode with Trial of Iron; perhaps this is actually the perfect setting to complete the game with a Hard difficulty. I think it is.

     

    Damn Pillars of Eternity is so well balanced and fun to play!! Thanks for all of your hard work people @ Obsidian!! :grin:

     

    Also, what really makes me love playing on Hard mode with Trial of Iron is that I'm developing a sense of trust in the game. After 10+ hours of play I came to a point where I had a decision I could make which made me absolutely nervous to try. It was an absolutely brilliant pen-and-paper moment. I thought "Right! I have to trust Obsidian here. This is a roleplaying game. Damn... if they bungle this I might absolutely wipe right here..." It worked. It damn worked. I was given an option to roleplay which risked everything, but logically I knew that I would be able to survive it given my party composition and personal skills; I was dead scared though, as I damn well should have been given the circumstances! With Hard mode and Trial of Iron you get punished for not thinking. You get punished for acting in a way you wouldn't really act in that kind of a situation; you will just get punished. I don't want to lose my save game. I don't want to start all over again. If you play smart, you will survive.

     

    Damn it's well balanced...

     

     

    This kinda hyped me to try Iron mode on Hard on my second playthrough too. It would be probably the best experience if I played Ironmode on my 1st playthrough, but no way with all those bugs around.

  3. What fight is so exceptionally challenging?  Is it necessary to progress in the story?  I mean, there are two schools of thought in optional higher-level side content:

     

    1) Everything should be along the same difficulty curve as the rest of the area.  If you are lv4 and entering a zone, all content in the area should be lv4 so you can finish it all and move along.

    2) Optional side-content may be higher level.  The world is not arranged into neat "difficulty" zones where every area is of some fixed difficulty.  There may be fights designed for a lv8 party in a lv4 area, but this is intentional and the developers intend for players to return to this area at lv8 to complete this content.  Particular (read: metagamed) strategies may allow you to finish this at a lower level, but it will definitely be extremely difficult.

     

    I am so glad that PoE goes the 2nd route, makes the game a whole lot more interesting. Having all content in an area in the same level range feels so dull and MMO-ish.

  4. I'm currently playing on PotD with a highly optimized tank as my PC and a druid as a custom-made companion.

     

    Everything else are story-NPCs.

     

     

    All I can say is that this mode is difficult as ****. Almost every map has a battle that can only be won with a good load of consumables, using all spells and tactical positioning/use of all resources.

     

    I'm actually amazed at how balanced PotD is. I never felt like PotD is cheating in any way. All fights were perfectly winable so far with a good strategy and using the landscape to your advantage. But even then you will usually reload several times per map. Obviously, the Adra dragon is nearly unkillable in PotD, but that's how it's meant to be after all.

     

    Ironman PotD? I don't see me trying this any time soon, and I call myself an IE veteran. I'd say it's almost impossible to do this without a fully customized party. With an optimized henchmen group, it will still be extremely challenging.

     

    I second this. PotD feels a lot better balanced and interesting than playing on Hard:

    • Consumables are actually very useful
    • Different monsters require different tactics, I really have to pay attention to their defences and DR stats and use various debuff spells to counter it
    • Running with one/two tanks and the rest consisting only of naked/low armored ranged characters (popular strategy in beta) is very risky because the high amount of enemies ensures that everyone could and will be attacked, also CC abilities are very handy because of this
    • There is no need to min-max my own character nor to avoid the companions to be able to win most fights
    • The sense of danger is real:]
    • Gaining new levels and gear feels more rewarding
  5. On POTD that 4 damage would matter a lot. Also its +4 damage per hit, so if you hit 10 times that's +40.

     

    I am playing PotD with a ranged rogue with suboptimal attributes (only 10 might), no min-maxed adventurers and no bug-inflated stats and so far doing really well, sometimes it is actually too easy :) But what is not with those super tanky fighters, OP spells and possibly overlevelled content. And those things which destroy me would destroy me regardless of my rogue's might.

  6. So I'll just put my disappearing Aloth bug here, it doesn't seem to be getting much attention, so maybe its only me. But I would like it fixed as it's pretty bad. Who knows how else this bug can creep up.

     

    https://www.youtube.com/watch?v=nphWpgm-SLc

     

    That's a nasty one.

     

     

    Btw. it would be better if you attach your bugged savegame and output log too (http://forums.obsidian.net/topic/72439-must-read-how-to-report-an-issue/).

  7.  

    It's weird that this one made it through Beta, it seems super obvious.

    There are two possible reasons:

     

    - the bug was introduced in the Day-1 patch

    - they were aware of the problem and decided to release the game anyway

     

     

    As far as I could notice this bug did not happen in beta, at least not in the latest build. And there were no companions that you could pick up.

    • Like 1
  8. I've been trying to recreate this bug in my game and It seems to me this only happens in "outside" areas like Gilded Vale or Caed Nua. When I go to the Temple of Eothas in Gilded Vale or inside the keep at Caed Nua I can't seem to recreate the bug. I'm not 100% sure on this, because it needs allot more testing, for all I know it could still affect your companions at other "inside" locations but I am gonna assume it's allot less buggy to save "inside" then saving "outside".

     

     

     

    *EDIT* Typo.

    As far as the save/load bug is relating to companions only it seems that the best "safe" location for loading a game is any location where you haven't recruited anyone. 

  9. Do we have starting stats for companions to compare?

     

    I guess I'll use previous saves just to check.

     

    You can look here: https://forums.obsidian.net/topic/72070-companions-builds-ouch/?p=1603571

     

    And you can check the initial deflection stat for each class at the character creation screen when you start a new game.

  10. Oh, that explains why my Eder has 97 deflection and 80+ Reflex/Fort/Will .

     

    And I thought fighters are supposed to be that tanky =(

     

     

    Would definitely explain why the game is much too easy on "Hard" difficulty. My barbarian gets shredded in comparison. I always let Eder tank in choke points (doorways etc.) and have 5 rangeds attacking from behind. Removed my rogue and barbarian because I found them useless and getting 2 shotted all the time.

     

    Now I am tempted to restart the game, because I went though 80% of my progress with an invincible juggernaut =(

     

    Yeah, I also thought that hard difficulty is too easy. Until I'd found that Eder's deflection is 30 points higher than it should be. Forced me to restart the game.

  11. Another forum member (can't remember his username) reported that the stat-stacking bug also appears in areas where characters haven't been recruited (i.e. certain districts in Defiance Bay). I don't think there's a way to fully avoid this problem for the time being.

     

    I agree. That's why I am checking all my characters stats upon loading a game in any new area for the first time.

  12. It happens when you load a game in a location where you've recruited a companion, and they have an item or effect which boosts stats.  So if, for example, you load a game in Gilded Vale with Eder in your party and he has any items on which give a stat boost his stats will be permanently increased by that amount.  Or if you load a game in Caed Nua with with Kana in your party.  And that one is easy to see since he comes with a +1 intellect item on so you can save/load over and over in Caed Nua and watch his intellect go up.

     

    Sensuki, how did you avoid it?  As far as I know it happens every time you load a game in a couple major locations so unless you simply never saved the game there...

     

    Yes, it happens in the location where you have recruited the companion each time upon loading the game. So according to my testing, with Eder (and Aloth possibly - have not tested it) it is Gilded Vale, with Durance it is Magran's Fork and with Kana it happens at Caed Nua.

  13.  

    With no clothes on my Eder is level 6 and has the following stats 42/59/37/45. This normal ?

    Not sure about the deflection but the others are correct. Except for Deflection, everyone has a base of 20 for Fortitude , Reflex and Will. Eder has +24 Fort, +2 Reflex, +10 Will bonus from his attributes, add the bonus of 3 to all defenses for each level beyond level 1 (15 in your case). The total should add up to 59 Fort 37 Reflex and 45 Will.

     

    It seems your Eder is normal. Fighters' base deflection is 25 and Eder gets +2 deflection bonus from his 12 Resolve.

  14. It might be possibly related to the Gilded Vale Save/Load bug as reproduced here: http://forums.obsidian.net/topic/73117-bug-508-fighters-deflection-raises-up-for-no-reason/

     

    I ran few tests and exiting the game and reloading it did not help - the bug has still occurred. It is actually kinda weird because it seems that it is somewhat related to Gilded Vale location, at least in my gameplay.

    Steps to reproduce the issue consistently:

    1. Load this savegame: https://www.dropbox....k.savegame?dl=0
    2. Notice Eder's deflection stat value.
    3. Go with your party to Gilded Vale.
    3. Save/Load
    4. Notice Eder's deflection stat value has raised up.

    But if you go to another location instead (I tested Black Meadow) and save/load there the bug does not happen. Or if you go to Gilded Vale and then to another location and save/load there is no bug either.

  15.  

    There is a bug that temporary buffs (in your case the +5 Deflection from Eders defender mode) become permanent upon saving and reloading.

    You can also loose permanent buffs/abilities like the Woodelf racial bonus to ranged attacks, i suspect there's something messed up in how they are stored in savegames.

     

    If it is the save / load bug then exiting from the game completely before loading any savegame could prevent this bug from happening (there were similiar issues like that back in beta). I'll try to test it.

     

     

    I ran few tests and exiting the game and reloading it did not help - the bug has still occurred. It is actually kinda weird because it seems that it is somewhat related to Gilded Vale location, at least in my gameplay.

     

    Steps to reproduce the issue consistently:

     

    1. Load this savegame: https://www.dropbox.com/s/4wqar9uzg51mznc/c6ecc6c753d1445690c17f0199a70052%208660593%20MagransFork.savegame?dl=0

    2. Notice Eder's deflection stat value.

    3. Go with your party to Gilded Vale.

    3. Save/Load

    4. Notice Eder's deflection stat value has raised up.

     

    But if you go to another location instead (I tested Black Meadow) and save/load there the bug does not happen. Or if you go to Gilded Vale and then to another location and save/load there is no bug either.

    • Like 1
  16. There is a bug that temporary buffs (in your case the +5 Deflection from Eders defender mode) become permanent upon saving and reloading.

    You can also loose permanent buffs/abilities like the Woodelf racial bonus to ranged attacks, i suspect there's something messed up in how they are stored in savegames.

     

    If it is the save / load bug then exiting from the game completely before loading any savegame could prevent this bug from happening (there were similiar issues like that back in beta). I'll try to test it.

    • Like 1
  17. I noticed that Eder's deflection stat raises up by 5 points randomly. Unfortunately, I can't reproduce this bug consistently and I have no clue what could have caused this bug. He has the Defender Modal activated, but I am sure that I did not de-activate it or re-activate it ever since.
     
    I am attaching the bugged savegame: https://www.dropbox.com/s/dmrll4fzon7ir8k/c6ecc6c753d1445690c17f0199a70052%208538475%20CilantLs.savegame?dl=0. Eder's deflection is 69 there while it should be 59. It raised itself twice - second time when I exited the game and then reloaded the savegame.

     

    And last savegame before the bug occured: https://www.dropbox.com/s/47h61o0yt6vkdfd/c6ecc6c753d1445690c17f0199a70052%208453620%20Valewood.savegame?dl=0

     

    Output log: https://www.dropbox.com/s/94paksb57dhnngn/output_log.txt?dl=0

  18. I'm on hard with a Ranger, not using hired characters, only the story ones, and it seem to be either an encounter is reasonably challenging, but not hard, to impossible to overcome.  I'm down in the temple now, and shadows are not hard, even if there's 4 of them, but make it 3 shadows and 1 shade, and I'm just toast because I simply can't hurt the shade anywhere near as fast as it hurts me.  Mainly I think if something has more DR than you can handle you lose the fight unless you get insanely lucky.  It's a little bit uneven, but I don't mind avoiding things stronger than me until I'm better prepared.  

     

    Aloth has a level 1 aoe spell that can practically one shot them. It requires proper positioning though.

    • Like 1
×
×
  • Create New...