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Everything posted by Osvir
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List of typos/spelling mistakes/grammar/inconsistancies thread
Osvir replied to Headbomb's question in Backer Beta Bugs and Support
1. "Place", it was a typo, original is "Pace". Though, that might be intended for the character "Pace". I was thinking in the context of the Dracogen Inn itself was going dry, but more coloring "Dracogen Inn/Place/Employees (not just Pace) started watering down the ale to keep It/Dracogen Inn flowing/economic/on its feet". 2. Yeah I thought so too, but still curious. You don't say "Let's go to the Sweden", my bad. 3. I thought it fit better in one ("Find some place remote"), and then thought it looked weird that the other one was "someplace". Could it be both, thematically speaking? -
@svartelric: Sensuki says it best: http://forums.obsidian.net/topic/67541-sensukis-suggestions-008-a-feedback-in-combat-comparison-pe-vs-ie/ it's all about feedback in top-down view.
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My post is just a directional post. Here's two relevant "doors" (links/topics): - http://forums.obsidian.net/topic/67489-the-general-suggestions-thread/ - http://forums.obsidian.net/topic/67498-the-general-combat-thread/
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List of typos/spelling mistakes/grammar/inconsistancies thread
Osvir replied to Headbomb's question in Backer Beta Bugs and Support
MEGA WARNING! LOTS OF SPOILERS IF YOU GO INTO THE CONVERSATION/TEXT/DESCRIPTIONS!! Bold = Typo/Spelling/Grammar/Word (?) = Adding/not adding? Right or wrong, grammatically/thematically? I have gone through "00_bs_celby" up to "00_cv_beodmar" in "\conversations\00_dyrwood". Too much spoiler. Probably won't do anymore. -
Idea/Brainstorm/Suggestion for Necromantic Chanters and/or Forbidden Magic.
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Character Creation - skin and hair color selection only responding once
Osvir replied to feanna's question in Backer Beta Bugs and Support
Unfortunately not. You could ask an Admin/Developer/Moderator to add in "Character Creation" tag though. It's the guys/gals with Green or Orange in their screen names on this site. -
Yes, too many issues up front to really find anything that isn't an already a known issue or a repercussion of a known issue. Bugs aside, I enjoyed it a ton. I think it was Eric (one of the devs) who said that we've discovered about half of all bugs that Obsidian are already aware of. Meaning they have a large list themselves. We have probably discovered a couple of new bugs too, from what I've seen from the QA team activity in the Bug & Support forum when they have been online and replied. This is why save files are important and output_log.txt files as well, and screenshots and following the Report Format. If you follow the Report Format and give Obsidian all the data, they can figure out how the game runs on YOUR machine, meaning that you'll get a better experience on your machine or similar machine the more you report. Speaking of the Bug & Support forum, does this thread belong here? (feels and seems like a discussion/opinion/thought-thread).
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They will be seeing enough activity that it won't be needed and allowing other threads to form and be seen. If we pin all the General Discussions, it would fill half the page Yeah I noticed, the pin you did with a list of all these threads were much better *thumbs up* my signature thanks you Predefined tags could be tossed into "How to: Bug Reports Format" as well btw. Output_log that Sensuki made as well~ would make the Bug & Support forum have a better formatting (more threads, less pins).
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[Crash] + Dyrford Village Exploration Save/Load
Osvir posted a question in Backer Beta Bugs and Support
I was playing, adding notes in the journal as I went along, specifically to explore and bug-test Dyrford Village and instances. Saved and loaded in every area inside Dyrford Village. Crashed when I was trying to save next to Merdreth. I never leveled up or engaged in combat (Killed some NPCs but they are one-hit kills). All of the steps should be found in the Journal (Notes). Asking you to check and see if my Journal entries are recorded/saved when you open them. They are more or less observations and I tried to write one for almost every action I took. Attachments: - Save File folder (Latest date-time save file has ALL notes). Saves from ALL areas in Dyrford Village (Interior+Exterior) - Crash Folder (an outlog.txt file is in there) - output_log.txt (not sure if same as^ but I included this as well) Screenshots of various instances in the Note section of the Journal: - Character Class (It felt smooth with the Paladin in terms of disappearing gear and similar, still some gear disappeared. This was much more frequent when I made a Fighter and an AH Companion. Then again, I did more actions and combat and quests) - UI Tooltip in the way - Leaving Dyrford Village to Dyrford Crossing (South-East) leaves vision radius when going back to Dyrford Village (persists across saves) - Boar Madness - Map Artifact for a millisecond when opening - Save Game and Load Game on 2nd Floor Inn weird (Several tries and repeats makes it possible) Sorry for not following format here, but I sort of did in the "Notes" section in-game. -
Well it sounds... "cute"... but animating a rotten carcass or someone you just slaughtered? Not so nice and not so cute. I can understand if it is harmless and friendly spirit summoning, where the souls of the fallen rejoice in dance and laughter once again... but when you use it for aggression in an aggressive way? Necromancy is a thing in Pillars of Eternity as well. Animancy and Necromancy is not the same thing but you need Animancy to perform Necromancy.
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Character Creation - skin and hair color selection only responding once
Osvir replied to feanna's question in Backer Beta Bugs and Support
- How to: Bug Report - Predefined Tags -
Freezing when entering combat. What I did before (Have not tried to reproduce): 1- Options with Big Head Mode On 2- Loaded Cave savefile 3- Loaded Stormwall Gorge savefile 4- Turned off Big Head Mode 5- Defeated the first lion (BB Rogue became invisible after using Escape) 6- Loaded Stormwall Gorge savefile again 7- Defeated the closest lion, and the one nearby it. 8- Went up to attack lion above the first one 9- Pressed tab quickly and then targeted lion 10- Freeze then Crash to Desktop Expected: Not freezing. Comment: I had some Auto-Pause Options as well, but now they have been reset (I have started a couple of "New Game" between these save files as well). Does "New Game" reset all options universally? Because the Load file is on Hard, but the enemies feel like Easy (which was my latest "New Game" creation). Attachments: - Savefiles (in links above) - Outlog.txt - dxdiag Question: Do I have to post the dxdiag more than once or does it suffice just once? (e.g. Do you have some sort of administration on this?)
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1) Go into Options 2) Turn on Big Head Mode 3) Load a save with no Big Head Mode 4) Game is loaded with Big Head Mode and save file thumbnail shows characters with Big Head Mode. Expected: That the loaded save should follow options defined in that save file.
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Going from Character Sheet to Inventory works fine, but you can't go from Inventory to the Character Sheet. 1) Go into Character Sheet or Inventory 2) Try to go between them with window opened. Expected: To be able to go from any UI window to the next and jump between them back and forth. Save file: https://www.dropbox.com/s/x02uu2y6uake19p/b21b2773a73d46dfaf51e183916521b5%20Cave%207842507.savegame
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Similar Character Sheet issues, Mantle of the Dying Boar (repeated line): http://steamcommunity.com/sharedfiles/filedetails/?id=303512916 Save file: https://www.dropbox.com/s/x02uu2y6uake19p/b21b2773a73d46dfaf51e183916521b5%20Cave%207842507.savegame
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@Micheal: It helps to view the "Bug Testing" as the "Gameplay". Exploration & Combat is "Bug Finding" and Victory Conditions is "Bug Reporting".
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After playing the Beta some, and loving the Chanter lots, I've got some ideas to make some impact in Spell choices or Chants etc. etc. Undead magic, animation of the dead or anything similar being unlockable somehow through side-quest or main story decision. Not only is summoning of the dead a morbid act in itself, in the world of Eora/Pillars of Eternity (lore) I recall necromancy being very shunned upon by most groups. This gives more authenticity to the world if some magic is not attainable by just "Leveling up". Some magic should only be learned by doing certain things and/or find a teacher. Thoughts? EDIT: Additionally, I made this thread with a Chanter faction idea in mind (although not necessary for the forbidden magic idea): Rattlers of Bone, or Bonesingers. Chanters that sing, worship and praise the dead to dance for them.
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Starting new game after quitting old game
Osvir replied to FunGrinder's question in Backer Beta Bugs and Support
Have you played a Path of the Damned game? Do you still have the save? It happened to me too, this post. -
Combat XP Poll - Let's See What We Think Now
Osvir replied to SergioCQH's topic in Backer Beta Discussion
There's no settling in. It's a terrible system that forces quest railroading. No fun exploration to be had, we'll too busy doing quest to have any fun. Strange how Obsidian mentioned exploration so much during development; only to throw it away by needlessly giving quests a monopoly on xp. What kinks are there to work out anyway? The quests are bugged, but that'll be fixed. The fact it ruins the game will not. As I've said before; we don't need kill xp, but we need to be able to get xp from general adventuring and not just quests. Simply doing something special like finding some hidden ruins, but right now we have to do errands for the villagers or else we can't get xp. Kill a dragon? No villager told you to do it so it doesn't count; no xp for you. Next time, try asking npcs to tell you what to do. Found and explored secret ruins? Meaningless! If it isn't a quest you get no xp at all! While kill xp is a lost cause; objective xp may not be. Osidian; fix this. It's not feature complete. Work in progress. Beta. Buggy. It's a good vision though and will be more meaningful when working as intended/expected. IIRC, Obsidian did mention that some enemies would give kill xp and I think some exploration exp will be given at some points too. The point is, the system isn't functionally implemented yet. I'd love to hear your opinion when it is -
Class: Fighter Race/Culture: Human Meadow Folk Build: Tank Name: Rose 13 MIG (+26% Damage & Healing) 18 CON (+36% Health & Stamina) 14 DEX (+14% Accuracy) 14 PER (+42% Interrupt) 08 INT (+40% Duration & Area of Effect) 11 RES (+33% Concentration) (Skills: Athletics (6) Lore (1) Survival (4) Abilities: Weapon Specialization: Knight, Hold the Line Equipment: Fine War Hammer, Medium Shield (Heater), Mantle of the Dying Boar, Gauntlets of Puissant Melee, Trollhide Belt, Fenwalkers, Fine Mail Armor)* Comment: This build makes a strong Fighter that can take a lot of attention, with good buffs from the Priest, nothing can get past. Story: Rose is a warrior who has traveled the vast lands in search of adventure, fought in many battles and now joined forces with a mercenary band on her way home from a recent battlefield, they call themselves the Beta Band (BB). Template: * Wikia for links, Skills, Abilities, Equipment... too soon?
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Question: Is it possible for us to modify the models yet? Because, in that case, we could help out with more head variants and similar.
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"Skills" are already "non-combat", and it would be your choice to spend points on it or not. Do you put points into Athletics.... or Hold the Line as a Fighter? What type of Fighter do you want to create? Athletics is an important skill in Pillars of Eternity after all, it has great significance and value. A list like "Proficiency" in Baldur's Gate, also makes the system more comprehensive and easier to manage/administer through as a Player/Gamer. Both in Character Creation and in Level-Up. The "Skills" Level Up & Creation screen is great! Some box scaling would be nice though, and some more skills too. The "Abilities" Level Up screen is horrible, and some of the abilities could fit in into the Skills screen like I mentioned and explained above. The UI Screen and Leveling Up "clicking", mechanics and presentation in the "Skills" screen is really well made. It just feels lacking and empty. EDIT: This benefits the "Abilities" UI screen planning at level up as well. Example in attachment. Less Abilities, bigger buttons, better focus. Spells can be "Spell Schools" and the sub-groups the spells.
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@Obsidian: So, now that we are bugtesting and looking for bugs, how does it look on your end? What sort of interface are you faced with during your work process? How do you process beta testers posts on the forum and how do you translate it to a solution/QA report for the designers? What's easiest for you, and how can we help in the best possible way to make your job easier? Updates gets most attention over time, and I believe the process of presenting bug reports to you will become much better. @Community/Thread: Thoughts?
