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Dray Truoc

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Everything posted by Dray Truoc

  1. Good posts above. I only tried a monk once, but found it confusing trying to sort out how to use my wounds, how to know when I had wounds to use, and tripped up by the requirement to have melee weapons equipped. I was doing decent damage without a weapon equipped, so was loathe to equip one. I'm quite happy to accept that it could be user error, and I just don't know how to play a monk properly yet; so I'm not making any hasty judgements yet. However, the feedback above makes much sense.
  2. Hmm, can't seem to add the screenshots now. Can send them if required?
  3. [Description of the issue] During one battle in Stormwall Gorge with Feral Druids: Rogue used Finishing Blow which flooded my combat log with tons of entries. Once this happened, it seemed to keep happening. (Screenshot 00003). Same happened with Crippling Strike in 00005. My Priest became un-selectable for a while. The battle ended, and I kept clicking on both the priest character and the portrait and it would not let me select the priest. Eventually after trying to 'select all' numerous times I managed to get her back in the party. (Screenshot #00004) The rogue was hit with some sort of spell effect (glowing red lines in screenshot #00005) and a continuous sound. It lagged the whole game and would not go away. Had to quit. (See attached save game file) Fighter was hit with Cipher's reflecting lance attack (can't recall it's name) and the little red icon over the Fighter's portrait stayed even after the battle and into a subsequent one. See all screenshots attached, especially #00005, and you'll see the red icon. [DETAILED list of steps to reproduce the issue AND what to look for] Pretty well described what I know above. For the Rogue, using the abilities seems to cause the log issue. I'm not sure what the Rogue was hit with that caused the persistent effect and sound. [Other remarks / Comments] My first time to Stormwall Gorge, so can't speak to whether these are recurrent or not. Save game file attached. [Files] Save game file (screenshots take me over limit, so will try to add to subsequent post here) e47371d8ebf5439ea1a46c5bf7ca6b1f StormwallGorge 7666229.zip
  4. [Description of the issue] Was in the inn in Dyrsford. Just in front of the bar is a morning star on the floor. Can't pick it up or interact with it. [DETAILED list of steps to reproduce the issue AND what to look for] Not sure what caused it. I don't recall seeing it on my first play-through, and I didn't drop a weapon here? [Expected behaviour] If there's a weapon on the floor, I should be able to pick it up. [Files] Screenshot attached. Look just in front of the bar next to highlighted character. Sorry, no save game to attach!
  5. Note: Had to tag this "User Interface", as the tag "Character creation/adventurer's hall" is apparently too long for the tag field!? Max 30 chars.
  6. Minor grammar bug. The description for Secret Horrors (see attached screenshot) reads "Causes enemies in the area of effect believe their worst nightmares..." Should read "Causes enemies in the area of effect to believe..."
  7. I saw this, too. I thought perhaps he was sleeping or sitting, as when I first went into the room he seemed to 'get up'. It was hard to say as the action was very quick, so not really sure.
  8. I don't mind a timed disappearance. It's a bit of a jolt having them disappear straight away. I don't think we need persistence, either...but at least a few mins to let you move on from the area.
  9. I posted what I thought was a bug the other day regarding fog of war in the dungeon below the ruined statue in Dyrford Crossing. Link here: http://forums.obsidian.net/topic/67560-bug-fog-of-war-in-dungeon-at-dyrford-crossing/ Basically, upon entering the dungeon I could see areas around corners and through walls, including seeing enemies highlighted with their red circles rooms away. (See attached screenshots) I had not moved into the dungeon at all in the first two shots. I could also see the main chamber in spite of all the doors being closed. One of the developers, NCarver, was kind enough to take the time to respond and advised that it was actually a design decision. His response here: Just thought I'd get everyone's views on this? I'd much prefer to have line-of-sight visibility, such that upon entering any new area with walls, you have to explore to discover rooms, passageways, etc. And you should certainly never be able to see what's on the other side of a door before opening it! Once you've 'discovered' an area or room, then they could revert back to a grey fog-of-war; so you can still see the room/area, but not any enemies/creatures out of line-of-sight. (Thanks Sensuki for the suggestion. I think this is also how the old IE games worked, no?) Thoughts? Do you like the current approach of having spaces/creatures visible from the get go?
  10. I have to admit I find the stealth circles a bit obtrusive. I like the idea of being able to make them disappear in expert mode. In other words, you'd have 'invisible' circles...in stealth mode you'd know you need to keep a moderate distance away from enemies to avoid detection. If you get too close, they'll detect you...but I don't need to know exactly how many pixels I have between us. I'd rather have to use judgement and chance it. It'd be a bit more realistic, and less gamey. If Obsidian won't consider taking them out, then I think someone's suggestion earlier in this thread is a good one...to have a blurred transparent circle or very faint opaque one.
  11. Thanks NCarver! If you don't mind I might raise a Beta Discussion thread on this to see how others feel about it. There's probably a happy balance between the two views. I would think, though, that we certainly shouldn't be able to see through doors which have not been opened yet. Appreciate your feedback!
  12. [Description of the issue] Minor grammar issue/typo in the storyboard (sorry, not sure what the little text vignettes choose-your-own-adventurey things are called) in Dyrford Crossing - the partial statue with the skull key puzzle before entering the dungeon. [DETAILED list of steps to reproduce the issue AND what to look for] Text says "You notice a rust between its jaws..." [Expected behaviour] Would think it should read "You notice rust between its jaws..."
  13. [Description of the issue] Encountered a floating cape in the character inventory screen behind the paperdoll [DETAILED list of steps to reproduce the issue AND what to look for] Unfortunately, I'm not sure what triggered it, and I don't think I had a cape on any of my characters. I just noticed it floating behind an Orlan as the cape was much taller. When I switched characters, the cape remained floating behind each character. If you rotated the paperdoll, the cape did not move. I closed out of the inventory screen and came back in, and it went away. Sorry I can't be any more specific! [Expected behaviour] No floating capes! [Other remarks / Comments] None [Files] Screenshot of floating cape attached.
  14. [Description of the issue] When I first entered the dungeon under the partial statue & skull puzzle, the fog of war (or lack of) allowed me to see hostiles walking around in rooms on the other side of walls, and much further away than I would have expected. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Enter the dungeon 2) Straight away, I can see enemies and rooms 3) Moved into dungeon, and could see behind closed doors [Expected behaviour] I would expect that my party would not be able to see around corners or through walls (or doors) to see enemies who were outside our field of vision; especially in a previously unexplored area. [Other remarks / Comments] Apologies if this is how it's meant to be, but it seemed like I had magical vision of way more than I would have expected. I don't recall this behaviour in IE games? [Files] Attached some screenshots Img 00001 - You can just see my party's circles at the top of the screen, and you can see how far down and around corners you can see upon entering the dungeon. Img 00002 - Party is completely off screen, and you can see enemies waiting in undiscovered rooms. Img 00003 - Party moved slightly into dungeon, and can see everything inside the round hall behind closed doors.
  15. I've had this, as well. For me, it eventually stopped after a few times. I don't recall if I did anything to stop it (ie. the battle ended?). Can't be any more helpful than that, but confirming it's happening to others.
  16. My first impressions...I may need to play it again! I spent a couple hours getting in to it last night...and I must say I was having a really hard time taking the rose-coloured glasses off. It was difficult for me to focus on bugs/negatives/issues as I was so enthralled to be playing an IE-style game again. Felt like home (in a gaming sense)! So all that being said, I thought it was fantastic, and Obsidian is delivering EXACTLY what I was after. I'm sure there's stuff to improve, but if it came out in December (or thereabouts) with bug fixes and no other real changes, I'd be a happy backer. I WILL give it a bit more time, and see if any constructive critique comes to mind, though. )
  17. This makes a lot of sense. Creatures are one thing...they might be hostile to intruders, but typically a wild animal will leave you be unless, as someone said, you get too close or threaten it.
  18. Thanks for the detailed impression kangaxxter. I've yet to try it out but found yours well written and very informative. Looking forward to it!
  19. I'm sure it's all on US Pacific Standard Time. It's well and truly the evening of the 18th here in Oz, but I imagine the beta keys will be released in a few hours. Middle of the night for us! ) Really like how they've done the beta without spoilers, so we can jump in without fear of ruining the full game. Looking forward to getting stuck into the mechanics so I'll be ready to play on release.
  20. Greetings all! Pre-Kickstarter-end backer here, but was travelling for work when I upped my pledge for the 3rd and final time: $250+30 shipping+8 OOoE. Managed to watch a bit of the live stream, though. The excitement there drove me to the signed CE and hardcover Collector's Book in the final minutes. Couldn't pass it up. (Lucky I have an understanding wife!) Pending any unseen conflicts, I shall request the title of: Excavationist of the Obsidian Order Glad to be a part of supporting such an exciting crowd-funded adventure!
  21. Well, I ended up going $250 anyway. Buffing my speechcraft and charisma for the conversation with the wife. Really wanted the hardcover collectors book, and of course to support this exciting game development. Early Christmas present? )
  22. Sounds like a great idea. I agree the standard 4 or 5 one-liners can get old after hours of adventuring. Love the idea of mood and location effecting the voices and responses.
  23. Fair enough. What I'd actually prefer is for them to let us decide what to have signed. I could care less about having a signed box, as I plan to open it. Would love a signed book, though. )
  24. I'm currently at $50 and deciding whether to move up. I thought I'd wait until it was down to the wire to see if any new pledge tiers came out last minute. I'm thinking of going $140 for the CE + $20 shipping + $20 Expansion Pack. I expect to truly enjoy this game, so why not spring for the Collectors Edition? My dilemna ..the $250 tier. I already have Wasteland 2 coming, so that's of no interest. The appeal is the signed CE box, and the hard cover Collector's Book. I think if the Collector's Book was signed at $250, I'd suck it up and go for it. It's just the game box, though, which won't keep near as well. You don't get the signed book until $500 which is out of the question. While my wife is very understanding, I won't push my luck! So, Obsidian...give us the option of a signed Collector's Book at $250 and I may have to part with more hard-earned money!
  25. Agreed! Great to be able to read this compilation in one place. Much appreciated Inkblot!
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