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Jojobobo

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Everything posted by Jojobobo

  1. I'm personally fine giving them more time, but I can perfectly see why people are annoyed. I mean why can't they stick 10 people on it for a couple of weeks, get it sorted, then keep the skeleton team? Probably even a couple of people would be good enough then, they'd just need one more minor bug fix patch and it'd be done. Seems like a fine business decision to me, a burst of effort on something that's been dogging them for ages and then little to no hassle with it from there on. When a game releases that is this buggy, and it's still not sorted a year plus down the line, and attention has shifted way from the game to a detrimental extent - I think it's fine for people to be annoyed. And it isn't good enough; how buggy this game has been and how quickly they've sorted those bugs really has been crappy and I think their reputation will have been hindered for it in the long run. It took some of the shine off what could have been extremely shiny, when with a little more care they could have maintained extremely shiny and really raised their profile; they're now a company that makes good rpgs, so long as would expect a lot of bugs - but they could have just been a company that makes good rpgs (or at least, buried that reputation that had existed before with this game, rather than thoroughly stoking the fire).
  2. I said this elsewhere on the forums, but I thought I'd mention it in a General Discussion thread as not as many people will be looking in Technical Issues. I link Obsidian's lack of support currently is not good enough. This is a crowd funded game, without backer support like mine it sounds like Obsidian would have gone into administration, and so it's beginning to feel like this is a big middle finger to the fan base who got them out of that hole. I know delegating more resources to the patching at this time won't make Obsidian any money, but I feel there is a defined obligation here - especially because of the crowd funding - that is being ignored. It's also not like the fans are even demanding them to reinvent the wheel, they just want 1-year-and-change down the line to have a mostly bug free game (mostly bug free, IMO, meaning a game that lacks any bugs that can't be fixed with an easy reload and affect game balance) but that still hasn't been delivered. It's pretty shoddy, in all honesty. Any bug that affects player enjoyment is a problem, and the stacking bug is pretty game breaking to any person who wants to play the game as a normal person would - i.e. save when they like - and it is game-breaking quite often, no matter how many people are claiming it isn't (I mean, 110 Deflection Animats in Ondra's Gift - an early location laden with quests you'd want to save after - that's perfectly fun right?). I think Obsidian taking major delays over this is not something should be supported, in fact it does feel a bit like they've washed their hands of their hardcore fans who did reinvigorate their company by backing their game. I for one am starting to reconsider my continued support of their games in the future. I backed this game, I shouldn't still have unpleasantness in the forms of bugs I have to pussyfoot around when I come to play it a year and more on. In fact, I took a long hiatus from v1 to v3 from this game purely so they could bug fix which is complete madness, and yet there's still issues. Why should I back something of theirs again if this is how they treat people who believed in them and wanted to take a chance on them?
  3. I really want them to nail this patch, so I'm still okay with waiting. But if they do introduce additional bugs in the process of patching (e.g. the case of Confident Aim currently in the Beta) I will be spitting blood, I have literally never heard of a company introduce more bugs in the process of patching. So please Obsidian, fix the current bugs, do not introduce more bugs - and I will be content. Still, there's things like the weird paralysis bug on summoned creatures where if they're paralysed when they die they appear on every map - I doubt they'll ever fix that and it is immersion breaking. On the whole I would have enjoyed this game dramatically more if the game had had dramatically less bugs, and although that sounds like stating the obvious most games are reasonably playable on release but Pillars certainly wasn't - and for some reason they've never quite mastered kicking all the bugs into touch. If this really is the final patch, or the final major patch at the very least, it wouldn't hurt them to delegate workflow away from a current project and into this for a couple of weeks to get it really ironed out. Diablo II for example had a great history of patching, and though there was a multiplayer online element I always thought it was more of a single player game, and Blizzard continued to support that because it made the player base happy and satisfied with their purchase. While Obsidian did introduce new free content in patches (the Stronghold stuff), their haphazard support for getting the really irritating bugs out of the game has been a bit poor. From my perspective, I'd had preferred a solid bug fixing of irritating issues, both major and minor - rather than the new content - in the first place. Even though they won't be making money by supporting this game further, I think the fact there is a tangible lack of support when it was crowd funded is quite frankly not good enough.
  4. I think Confident Aim is affected by the well documented save stacking bug, I know when I was facing off against Sly Cyrdel he was doing 150-200 damage against me and he definitely has Confident Aim. @ the OP, as KDubya mentions take both. I find fighters aren't awash with abilities that you're absolutely desperate to take, so there's usually enough room for both on one character. If you have to take one, as KDubya says Confident Aim maybe has the slight edge - with Fighters' natural sturdiness I find against high deflection enemies the graze -> hit proc does happen at a reasonable rate.
  5. I wouldn't say that, as far as I'm aware from my current character Wound Binding is affected by all current healing multipliers (it's definitely affected by Might), and as far as I'm aware all current healing multipliers are multiplicative. So for Might 21 (x1.33, which I always like as any number with a factor of 3 ends up nice and round): 1.4 (40% Wound Binding heal) x 1.33 = 1.86, i.e. close to your entire health pool (I'm too lazy to respec and test a lower Might character to finding out whether the survival modifier and x healing items also affect it, but I'm pretty sure they would). In other words, so long as you have a Con pitched at a level that'll let that character take the strong one-off hits you want to take, and so long as you have enough ways to heal endurance to make extra health worth it you get a massively increased health pool to play with at the cost of only a single talent point - easily allowing for you to shift points from Con and into something else, particularly on the high base endurance classes. And I know it's one per rest, but this is only really something you're going to have to bust out in times of need in the first place or against a big boss fight - so I think that's a perfectly reasonable trade off. Even with me using it on solo, I'm not feeling the per rest pinch - if anything against hoards of trash mobs it increases the time between rests as you don't have to rest to heal. Infuse with Vital Essence on the other hand is nice for restoring both health and endurance, as it's certainly very nice Wizards get to use it per encounter if you choose it to master, but it nowhere near gets close to the colossal health healing of Wound Binding - in fact it'd probably work nicely with Wounding Binding if you can get even more endurance healing in place. Field Triage, as it heals a lesser amount and requires one of your characters to go up to the other character, is very meh. EDIT: In game test, got 282 health per tick, with 3 ticks over 9 seconds (I have base Intelligence) with x1.4 survival modifier, 21 Might and x1.25 for Belt of Bountiful Healing (though Fulvano's Amulet works just as well). 282 x 3 = 846, my health is 910 - a 92.8% heal. 910 x 0.4 = 364. 846 / 364 = 2.32 1.33 (Might) x 1.25 x 1.4 = 2.33, 2.32 rounding down. So it is affected by healing items, and with it being duration based it's almost certainly affected by intellect too (any Int that gives you an extra 3 seconds will give you another tick). With third stage healing bonuses from survival, and/or a nice combo of Int/Mig/healing items, it's extremely easy to double your health - and obviously all those healing items make any self endurance heals all the more worth increased health.
  6. Sorry, was not aware @jojobo: yes healing remains, you can heal yourself from Red to full in 2-3 fights. That is pretty sweet, I wonder if it is a bug (seeing as the spell description says it's supposed to increase max health for 15s) or whether it's intentionally meant to remain until later.
  7. Doesn't the time on it run out? Or is it the case that once the timer does run out, that health restored remains (e.g. 300/800 health left, vital essence makes it 350/850 or whatever might adjusted, then does it remain 350/800 after the effect goes down)? If so, yeah that's pretty damn handy. If a solo a wizard, I'll definitely pick that up.
  8. Also, please don't introduce this bug (https://forums.obsidian.net/topic/87873-303-confident-aim-loading-damage-bug/) into the game. I'm currently playing as a Fighter and I don't want it to spoil my playthrough. I guess I could just leave the game at v3.02, but I really want the new hatchet that's been put in the game for the build.
  9. I would be extremely happy if this could be worked out before the actual 3.03 release. I'm currently playing a fighter on 3.02 for the sole reason that there were no bugs for the class and no planned rehashes - I think you're running into issues when your player base, even if it's a minority, is selecting classes on that basis. I've still yet to complete this game since v1.0, due to all the bugs that have been around since its release. Please, don't introduce a new bug for 3.03 and ruin some solid enjoyment I'm finally getting out of the game.
  10. Thanks for the info, I'll try and play around it more when I need to. Still, a hotfix should have been made for this, especially seeing as somehow they managed to introduce it retrospectively.
  11. A Forgemaster's Gloves Paladin springs to mind, or a Tidefall Barb would also be good (though when patch 3.03 hits, the Barb will be even better, so maybe wait until then).
  12. So I enchanted Persistence with exceptional and corrosive lash when I got it, and seemingly coinciding (though I guess it may have happened before and I didn't pay attention) my custom enchants from Hearth Harvest and an standard Hatchet got wiped (I think just got exceptional on Hearth Harvest, and exceptional/fire lash/spirit-slaying on the standard hatchet). Not a big deal as I have enough money and stuff to re-enchant both, but still I can't imagine someone might be so happy to get a legendary enchant wiped. Save game here: http://s000.tinyupload.com/index.php?file_id=03283354744701926972
  13. I too would want a hotfix for the stacking bug if the patch is going to be taking much longer than anticipated, from what I've seen it affects both normal saves and quick saves - and me playing on solo PotD I want to be saving a lot, but I can't so it's causing me to backtrack to areas where I can safely save wasting a lot of my time that should be spent enjoying the game.
  14. Does this bug happen even on autosaves? I've seen it happen on both regular saves and quicksaves, with autosaves it would really suck as then you're limitted to the amount of times you can effectively enter an area. They really should have just bought at a hotfix for this, while not game breaking it's definitely under the category of extremely annoying. I had to do the Sly Cyrdel bounty with him doing ~200 damage on a hit, it was not fun.
  15. It's rote in games for pause and unpause to be one button, so yes I think making that not the case is a little confusing. I think if you need a tooltip to explain something, then it's obvious its function isn't readily apparent. But I guess if people are desperate for it, perhaps as Fenixp says leaving the Pause Toggle as space by default but having the Pause/Unpause buttons unbound as default wouldn't make anything additionally confusing as people would only be assigning them if they looked into it and felt there was a need.
  16. Let me give you an example. When you spot an enemy group the game auto pauses, but the combat is not started yet, so the Durance inspiring radiance button is grayed. I want to manually pause the game again the second the combat starts, to trigger the inspiring radiance before my party fires the first salvo, but if one enemy cast a fast spell or ability right at the start of the combat, when I hit pause the game just auto paused so I accidentally unpaused and I lose seconds until I realize I have to hit space again, Spell casting takes a relatively long time, has a very visual animation and is easy to spot. I'd say it's still easy to manually pause in these situations, if there's any need at all. Granted I solo PotD, so I'm perhaps a little unsympathetic the the rankles of lower difficulty that people can have problems with, but still they are slow animations and they are easy to spot so I'm not seeing a dire need for extra options. Observe the situation, and pause. The thing I put an auto-pause on for is hidden objects, as I'd find my character would discover and run into them during combat trying to find better positioning before I could do a damn thing about it. Spell casting is certainly slow enough that so long as you're playing some attention you should be able to get out of the way in time. It would affect new players, who would be confused by the various pause options (personally I do like one easily accessibly pause option, I play with the built in MacBook touch pad so the pause keypad is extremely handy to me) and so I don't think it's a good idea. Anything that makes a game more confusing to new players makes it less accessible and means there will be less buyers in the future - and as we all want a nice spangly sequel (plus existing features would be factored in for a sequel, so even if PoE has a player base now we should all consider sequel players to be fresh-faced newbies) I wouldn't be in favour of that. If this was an established problem in real time with pause games and everyone going into them knew what the score was then maybe, but it's not so I don't think there's any point muddying the waters.
  17. You set the situations when it auto-pauses, so I'm not really seeing the issue here. Either pause yourself all the time, or the let auto-pause do its job.
  18. I must have miskeyed last time when I typed Spelltongue in, I was a foolish fool (teach me to type things in drunk). I'll play around with the weapon after my current build to see if I want to make a barb that way, currently I want to finish that to make my own solo PotD fighter class build. Ideally I'm looking to make a solo no respec PotD build for each class, whether I'll achieve it or not is hard to say. Further, they are harder to test, as I feel you really need to play from beginning to end to get know whether you can solo it properly (obviously late game I could just try these challenges with a created character, but that doesn't mean early game they would work), and ideally I'd want each to defeat the big boss monsters such as the Alpine Dragon and Llengrath. I'll see how it goes.
  19. It's just called Spelltongue right? I searched in the folder you mentioned but there's nothing called Spelltongue in there, despite there being other unique weapons and the PX1/2 weapons.
  20. I couldn't find it in the folder, must be one of those examples with a typo in the name.
  21. Finding codes for weapons can be a pain, so I thought it would be easier to ask. I'm far too lazy to go digging through all the games folders to fine the console name for Spelltongue, plus last time when I tried to get anything via console in game it didn't work for some reason despite other commands working (using AddItem and this list for the non-WM codes, though maybe I was missing something).
  22. I was curious, is this build still working post-3.0 or did they take away the effect stacking - it never really seemed like that was cleared up in the thread? I was looking to make a 3.03 high health Barbarian with lots of healing after figuring out that a 26 Con Barbarian has 3000ish health at level 16, effectively 4200 with Wound Binding. The easiest way to get ridiculous heals as far as I can tell would be using Spelltongue, Savage Defiance and Veteran's Recovery - but if the never ending boosts no longer work then I might have to look at other sources for my jollies.
  23. I think the bug happens also with normal saves... Well that's lame, I thought it was just a result of quick save/quick load. Good thing my fighter is fairly decent, otherwise I'd be getting destroyed.
  24. It happens in Ondra's Gift with the Animats, where I was quick saving/quick loading a lot due to the relatively high amount of combat there (Bragan/chest thieves/Supply and Demand thugs). Had to take out ~120 deflection Animats with a solo level 7 Fighter on PotD, which is doable with Nature's Mark scrolls followed by Fan of Flames and the Adra Beetle figurine - still it uses resources I would have rather kept for elsewhere. I guess I could have just waited until the patch was out, but it was bothering me to just leave them there. I'm just using normal save/load exclusively now, but by comparison it's so slow when I could just be clicking a button.
  25. This is also true, but still the PoE wiki is for some reason woefully lacking. People for example should be able to search a particular talent's page and find what level is required for it.
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