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Delicieuxz

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Everything posted by Delicieuxz

  1. My level 7 Cipher still only has 45 Focus, despite have the Greater Focus talent. It should be at 55 Focus.
  2. Someone on the Steam forums said that it is supposed to come today. Is that legit?
  3. Maybe this is why my conversation panel's artwork looks blown up and pixelated - but I'm playing with just 1920x1200. Regardless, it looks bad. I think that's the only element that's blown-up looking for me, though.
  4. Your definition for game breaking is maybe too wide, because game don't have that many actually game breaking bugs (bugs that prevent one to play or finish the game). Game-breaking / experience-denying, it's a literal expression. And it's there not just for some people, but for many - and when other companies have similar-sized bugs, it's also a big deal. Having one is a significant flaw. Having multiple is an incompetence. Players have one chance to experience PoE as new and unknown, and delivering to people a result that denies them the experience which they gave years of monetary, feedback, and word-of-mouth support to receive is a disservice. My own experience has involved bugs, but I've found ways to work around them. But I know the value to people who wanted to have a PatD playthrough on their first run, and found it too easy and their experience spoiled due to an XP-increasing bug they didn't know about, and I empathize with them. I also recognize the difference that not encountering game-breaking and punishing bugs would have made for my own impression and experience. It's lost reputation, revenue, glory, company equity. It's suffering to see a company make moves which harm value that they seem to not have the sight to perceive.
  5. If you haven't experienced any of these bugs, that's cool for you, but it doesn't matter. The thing that matters is that these bugs exist, they ruin the experience for some players (the amount of which none of us can determine) and they should not have been there at release period. Downplaying the issue does not help anyone, nor does throwing around made up numbers and statistics. If everybody just shuts up about these things, how are they supposed to get fixed? there is your flaw in your thinking, you presume they knew about all the bugs going into launch. Sure some of them did but all of them? This is very common for games to launch with glaring obvious bugs, so obvious they werent spotted. This game isnt alone in that. More than likely they didnt have enough feedback or numbers to make those bugs a priority because they werent bothered by them. It goes without saying, you cast a bigger net you are going to catch more fish. This happens time and again on games at launch, once again, hardly unique to this game or company. The gamebreaking bugs are too commonplace for that line of reasoning. It shows that Obsidian didn't invest enough effort into searching for them. Maybe Obsidian presumed that the backer beta feedback would have given them all the testing they needed - but that again would be a sign of a soft, unempowered business-sense, and lack of motivation to make certain what the quality / consistency of bug feedback they were getting from backers was.
  6. So what's your reasoning as to why they would release the game with bugs? Do you really think they are that stupid that they'd risk their reputation like that? Do you think that they just said "aw to h*** with it, we'll just release it with bugs and be done."? Like, what logical, rational, reason could they have to not releasing it a month from now, completely (or mostly) bug free. Tell me why if you're such an expert? I gave my perspective. Not budget, not testing, but lack of business wisdom - which means not seeing the factors that would have enabled Obsidian to care in the better, benefit-producing manner. Those at Obsidian might care a great deal about this dour Obsidian reputation, but not have the clarity of understanding to fix it. Maybe they get real nervous near the end and lose their fortitude. Calling Obsidian stupid for it would be, well, appropriate if they had understanding and yet continued in this manner. That's why I've suspected the business understanding is instead lacking from Obsidian. And I hope that changes right away, since Obsidian have received the experience to show them that this is now fully in their control.
  7. Well, if your point is that you wished to take part in others' buggy experiences, here's the technical support forum's link: http://forums.obsidian.net/forum/104-pillars-of-eternity-technical-support-spoiler-warning/ And to a threat detailing some of the game-breaking bugs. http://forums.obsidian.net/topic/73757-list-of-bugs-that-everyone-should-know-about-game-breaking/
  8. People who criticize bug complainers saying that no games are bug free, or suggesting the game would have taken ages longer to release in a better state are just empty talking, without understanding of game testing work or times involvement. A game that has game-breaking bugs should not be out of the beta state. PoE has several game-breaking bugs that just ruin the experience for whomever runs into them (Raedric's keep, auto stat ramping) - and an uncommonly disproportionate amount of people are running into them. Whatever Obsidian's reasons for releasing PoE at this point, it involved a failure of wisdom, and of good business judgement. Reputation is a resource, and Obsidian just burned a lot of peoples' high expectations and trust, even while delivering on others'. This was the game that was on Obsidian's own schedule, and in interviews Obsidian claimed that a large part of the responsibility for previous games' bugginess was the choices of their publishers to release the games too soon. Well, now we see that under Obsidian's full personal control, the same outcome occurs. Just 2 weeks of further bug-testing would have make for a greatly better release. And to have released with some of the kinds of bugs in PoE that are there hurts Obsidian revenue, not just in the immediate present, where loss could be tens of thousands of copies and more, but also from their future games. Word of mouth plays a big role, and now there are a lot of people who don't feel moved to give positive word of mouth, but maybe the opposite. This was a chance for Obsidian to start fresh, to show that they are solid in their capabilities, but they rather reinforced their notoriety for bugs and made it seem all the more earned, because this release was completely under Obsidian's own management. This should be stated openly just for the sake of acknowledging Obsidian's failure to appreciate the chance they had. It's bewildering, nearly stupefying. It presents Obsidian as very poor business managers - a sense that could already have been there from the reality that despite their high profile legacy, this was Obsidian's first personal IP - a fact that screams wastefulness, from a business standpoint. Obsidian had the name and experience equity to build and grow their identity for so many years, but kept working for somebody else - having multiple cancelled projects, and working under constrictions. Obsidian might say the chance to do otherwise wasn't there, but people succeed in business by making their chances. It somewhat looks to me like Obsidian just don't have solid business foresight. Hopefully that changes quickly, from this point onward. All that said, even though it is disappointing that Obsidian didn't set themselves up for a greater glory by having a gamebreaking bugs-free release (and it would have been a much greater glory), PoE is a fantastic game, and gives reason to be excited for what Obsidian will do in the future. All the less-than-excited energy that is given towards Obsidian for this release is energy that, had PoE released without the game-breaking bugs, would have been there in a different state. And that energy is not static: In either polarity, it goes on to seep through and influence minds towards (or in alignment with) Obsidian in the future. Obsidian acting like there is only a temporary sting, but it dissipates, is naive. It becomes a part of the composition of Obsidian spirit, to either be improved, worsen, or stagnate. Obsidian are dwelling beneath the full realization of their identity potential. Instead of creating a mixed, frustrated energy, Obsidian could be a working legend.
  9. I have a hired adventurer paladin who lost her voice a while ago and it hasn't returned. All my other characters speak, but she's turned full mute. The priest spell Holy Power doesn't make a radius appear when selecting it to be cast. The Arda Fampyr on level 8 of Endless Paths says I may pass, but if I walk past him, he and all his minions attack my party. Here's a list of other issues I'm having with the game: Bug: Plague of Insects from Ogre Druid doesn't end Party selection circles and combat designators need refining Quest Log not remembering viewed quest, un/collapsed state each close/open Selected party member needs different selection circle-colour Pass Time Feature requested Can't reach top of semi-offscreen dialog panel to resize Party formation icon in control panel doesn't update Frequency vibrating of hoverbox & hoverbox-text Characters ignoring commands when attacked due to auto-attack settings Tutorial tips disappear too quickly
  10. I'm also wondering whether a previous enchantment can be removed later, so an armour that is given the status of Fine can later be made something more gaining of additional Damage Reduction.
  11. The game is not making this clear to me, and I can't find its explanation in the crafting / enchanting section of the game manual, either, which is a big flaw. The anvil symbol in the armour crafting / enchanting window convey's player crafting / enchanting skill level. Mine shows a level of 2. I want to enchant a level 4 enhancement. How do I gain level in this outlier anvil skill?
  12. I've been playing Cipher, and I think it's a great class. Lots of fun, and it doesn't rely on resting to regenerate its ability to cast special attacks.
  13. I would choose a class that isn't one which you will find and add to your party early on in the game.
  14. When my characters are infected with Plague of Insects from the Ogre Druids in the endless paths, there is no end to the effect. It continues on after battle, and my characters keep losing their healths. The only way to stop health from continually depleting until the character is dead is to rest for 8 hours - and then the effect visuals and status icon still continues, but the deleterious impact on health stops. To make the visual effect go away, I have to quit and restart the game. Oh, and even after a rest, if I get into a new battle, the health damage starts from the Plague of Insects again.
  15. I completed the battle at the top of the pit, and two hooded spirits appears, one on either side of the pit. One started saying "turn back...", and I hovered the cursor over them, and there was a chat icon - but my finger twitch-clicked on the pit, bringing up a window to enter the pit, and I clicked 'leave the pit' to get back out of it, then the two spirits at the sides of the pit vanished, so I didn't get to engage in chat with them. Did they have anything to say?
  16. I don't think it is an unreasonable expectation of theirs. Many games do not even let the user manually save, and rely completely on auto-saving. And what about PoE's Ironman mode, which only has one save, and deletes the save if a person dies? Will it also be a user's fault if that save corrupts during their game?
  17. The present party selection-circles are flat-coloured , non-transparent, and highly aliased. They don't look very good, but placeholder, and they currently aren't proficient in their intended functionalities. - In combat, the to / from damage designators should be stark against the party selection-circles. I recommend making them stronger / darker hued than the selection-circles. - In combat, the selection-circle for the selected party member(s) should be much more contrast from the rest of the party - as in be a very different colour. The slim lighter shade of neon green it currently uses is practically non-discernible from the other selection-circles, and many times is completely non-discernible from them. - In combat, the health / cool-down bar above the characters' heads in combat is too obstructive of view of the combat, and should be significantly reduced in thickness and presence. - The selection-circles, to / from damage designations, and the health / cool-down bar should all be semi-transparent, or there be given an option to make them semi-transparent. - The selection-circles should be anti-aliased. - I think that the selection-circles should have a texture or design to them, the flat green / red look seems very tacky in appearance to me. Here's a list of other issues I'm having with the game: Quest Log not remembering viewed quest, un/collapsed state each close/open Selected party member needs different selection circle-colour Pass Time Feature requested Can't reach top of semi-offscreen dialog panel to resize Party formation icon in control panel doesn't update Frequency vibrating of hoverbox & hoverbox-text Characters ignoring commands when attacked due to auto-attack settings Tutorial tips disappear too quickly
  18. It seems that the quest journal defaults to showing whichever quest was last updated, and it will remember the collapsed / expanded status of the quest details of that defaulted quest. It seems preferable that the most recently viewed quest would be the one that is shown upon reopening the quest journal, and that its collapsed / expanded view status would be remembered - and perhaps that the collapsed / expanded view status for all journal items be remembered.
  19. I keep opening my Journal to review the details of the part of the main quest that I'm working on, and every time I reopen the journal it's showcasing a quest that I'm not working on, and when I click on the quest that I want it to be showing, it's showing it in collapsed form. If I uncollapse the quest which the Journal keeps defaulting to, and I close the journal and reopen it, it remembers the uncollapsed state of that quest's entries. However, it won't remember the uncollapsed state of the quest that I'm working on, and it also won't remember that I'm viewing that different quest, rather than the one it keeps defaulting to. It's pretty irksome. Here's a list of other issues I'm having with the game: Selected party member needs different selection circle-colour Pass Time Feature requested Can't reach top of semi-offscreen dialog panel to resize Party formation icon in control panel doesn't update Frequency vibrating of hoverbox & hoverbox-text Characters ignoring commands when attacked due to auto-attack settings Tutorial tips disappear too quickly
  20. I couldn't, but the work-around of deleting the raedric's keep's _ext file from the game save by opening the game save in winrar worked for me to fix it.
  21. I haven't found that having limited camp supplies has made me make scampering trips to and from inns to restock myself. Instead, I've found it makes me make use of every last bit of health I have, and not make wasteful moves in combat. On Hard, with a party of 4, at level 4, I cleared out the entirety of Raedric's keep on only 2 camping supplies. Because I knew I had to make health last, I reloaded battles quite a few times, to change my strategy, but that made me figure the details of my combat direction a lot more, and it made the battles feel more intense, where every decision was counted as valuable. I think I'm in favour of limited camping supplies. The past 10 years of over-simplified gaming has made it clear that when gaming considerations are sacrificed for convenience, it's a slippery slope that leads to gaming homogenization and garbageware - and which had finally lead to people yearning for a return to in-depth gaming. Deeper gaming enjoyment requires the willingness of the player to meet and overcome the challenges put before them, and removing elements of challenge will remove potential for gamer satisfaction. People have thresholds, but I found that when I took into account the camp limit as a reality, it influenced my play style, and my sense of the world and my presence in it, and made it all feel more actual, adding new dimension to my experience.
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