
CatatonicMan
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[v278] View circle remains after area transition.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] When leaving an area, the view circle will remain visible on the map if the player returns to the map from a different location. See images. [steps to Reproduce] Start a new game. Exit Dyrford Village by the north exit (or south, or east). Travel to Stormwall Gorge. Return to Dyrford Village. Check the map. Note how the north exit (or south, or east) remains visible. Move the PCs up to the visible area. Note how the stuck visibility area is fixed by moving near it. [Expected Behaviour] View circles should not be left behind when leaving the map. [Other Remarks / Comments] Nope. -
[Description of the issue] When alt-tabbing away from the game with the map open, the map texture is wrong when alt-tabbing back to the game. See image. [steps to Reproduce] Start a new game. Open the map. Alt-tab away from the game, then back to the game. Notice that the map display is replaced with something else entirely. [Expected Behaviour] Map should maintain its correct texture. [Other Remarks / Comments] Seems to only happen with the local map.
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[v278] Cannot gather party to use area exit.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] World area exit doesn't seem to work. The party is never considered to be gathered enough to transition to a new area. Only seems to be affecting the west world transition in town, as other transitions work as normal. See image. Link to the save game. [steps to Reproduce] Start a game as a ranger with an animal companion. Try to use the Dyrford village west exit. Notice how you cannot gather the party. [Expected Behaviour] Area transitions should all work. [Other Remarks / Comments] -
[v278] Per-encounter abilities locked out of combat.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] Per-encounter abilities are locked out of combat. They register as either "already activated" or are not regenerating once combat ends (if it's ending?). Resting, travel, and combat do not unlock them, though they do regenerate when appropriate. See images. [steps to Reproduce] Start a new game. Select the BB_Rogue and use the Crippling Strike on an ally. Repeat using the crippling strike until it locks on "already activated" or fails to regenerate at the end of combat. [Expected Behaviour] Per-encounter abilities should always regenerate when not in an encounter, and should not get stuck on "already activated". [Other Remarks / Comments] Sometimes this happens quickly, sometimes not. I've not tried testing it against normal enemies, only friendlies. -
[Description of the issue] When dual wielding, using an ability that activates after an attack will cause that ability to be used twice, once for each weapon. This drains two uses of the ability, which may not be desirable. [steps to Reproduce] Start a new game. Make sure the BB_Rogue is dual wielding. Have BB_Rogue use "Crippling Strike" ability on a friendly target. Notice how the rogue attacks twice, and the ability is used once for each strike. [Expected Behaviour] Abilities should be used only once per activation. Alternatively, there should be a way to choose whether or not to double down on an ability when using two weapons. [Other Remarks / Comments] Using an ability with only one use left while dual wielding will only use the ability once followed by a standard attack, so there's no ability duplication going on that I can see.
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[Description of the issue] Popup boxes cannot be closed using the 'esc' key. See image for the type I'm referring to. [steps to Reproduce] Start a game. Use a hotkey that opens a popup box (p, r, h). Attempt to close the popup with 'esc'. Note how it doesn't close. [Expected Behaviour] The 'esc' key should close all boxes with an 'x' in the corner (or just all boxes - whatever). [Other Remarks / Comments] Enter still closes these popups. 'Esc' works fine with other kinds of popups (character screen, inventory, map, loot, etc.).
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Sensuki's Suggestions #001: Disable Vertical Sync
CatatonicMan replied to Sensuki's topic in Backer Beta Discussion
That partial refresh is what I was referring to, assuming the V-Sync implementation itself isn't adding any latency or dropping the refresh rate to keep up. G-Sync and equivalent don't change the screen drawing delay, so they couldn't have lower latency at a given refresh rate than an equivalent display that can draw partial updates. Their advantage is that they can work at arbitrary refresh rates. As such, they'll perform better as long as the monitor isn't maxed out. -
[v278] Slow mode persists on quitting game.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] Slow mode persists on the main screen if it is on when quitting a game. [steps to Reproduce] Start a game. Turn on slow mode. Quit game and return to the main screen. Notice how the screen fade in is much slower. Start a new game. Notice how the background panning is much slower. It's also possible that the background will zoom out too far and show black bars around it. [Expected Behaviour] Slow mode should not persist past the current game. [Other Remarks / Comments] The slow mode does not persist when the actual character creation starts, so that isn't a problem. -
[Description of the issue] Some of the head/body combos don't have their neck seams aligned properly. See the attached image (Death Godlike head, human body). [steps to Reproduce] Play a Death Godlike with given head and human body type. Remove armor and observe the character model in the level up screen. [Expected Behaviour] Head and body should mesh better. [Other Remarks / Comments] Happens with other head/body combos as well. Possibly most of them.
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[Description of the issue] When aiming a cone attack at a non-accessible area (an area where the mouse pointer becomes a cancel sign), the cone area becomes deformed. See image. [steps to Reproduce] Start a new game with any character. Select the BB_Wizard. Move the wizard near a non-accessible area. Select and aim his tier 1 spell "Fan of Flames" at the non-accessible area. Note how the area of effect deforms. [Expected Behaviour] Cone attacks should remain in their cone form regardless of where they're aimed. [Other Remarks / Comments] None.
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[v278] Information bubble click through problem.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] When clicking on an information bubble (circle with a magnifying glass), the party will attempt to move to that location in addition to the examination action. See the image below. [steps to Reproduce] Click on any information bubble that can be walked under and watch the party attempt to move to it. [Expected Behaviour] The information bubble should not cause the party to move to the bubble. The click should not fall through the bubble to the game world. [Other Remarks / Comments] Some bubbles - the area transition ones, for example - should and do cause the party to move to them. Information bubbles, on the other hand, should not, at least as long as they don't require physical proximity to activate. As an unrelated side note, the forum's automatic picture shrinking function for large images is a tad bit annoying. It would be better if the forum left the images at their nominal resolution. -
[v278] Loot box can appear mostly off screen.
CatatonicMan posted a question in Backer Beta Bugs and Support
[Description of the issue] When looting containers near the edge of the current screen, the loot box that appears will be partly off screen. It becomes necessary to move the viewport to access the items. See the image below. [steps to Reproduce] Start a game and attempt to access a container near the edge of the screen. [Expected Behaviour] Ideally, the container loot box would appear entirely on the current screen. Having it appear off the screen ends up being rather useless. [Other Remarks / Comments] This isn't so much a bug report as it is a usability item. It works well enough at the moment, but there's really no reason that I can think of to not have the loot box appear where it can immediately be used. -
No, it will happen. It has to happen. Mush or no, it is entirely inexcusable for the game to become less playable at higher resolutions. Right now, the only way to avoid this is to play the game at a non-native resolution, which I can guarantee will look worse than a built in scaler.
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"Need" to wander around in stealth at double speed
CatatonicMan replied to ctdavids's topic in Backer Beta Discussion
I don't have a problem with this. Double speed affects everything, so the only advantage it confers is to allow the player the option of not wasting their time. -
Deus ex had that, its not a real rpg but the underlying system is the same. People sneaked around to get sneak xp, than used diplomacy or whatever to get another chunk xp for the same route and in the end killed all the npc's they talked with 2 min ago because it gave them extra xp. While true, intentional double dipping is only part of the problem. With the "XP for everything" system, it's extremely hard to balance rewards for different playstyles. I'd personally rather they spend their time fixing bugs and adding content than spending a frankly unnecessary amount of time tweaking and balancing a needlessly complex XP system. There's hard work, and then there's stupid work. Let's keep OE on the former, rather than the latter.
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Anyone keep getting corrupted saves?
CatatonicMan replied to xLegionx's topic in Backer Beta Discussion
That's not one I've encountered yet. Try reporting it as a bug and send in the corrupted saves and your computer info. -
Anyone keep getting corrupted saves?
CatatonicMan replied to xLegionx's topic in Backer Beta Discussion
Corrupted in what way? -
He probably means something more along the lines of, "Obsidian chose to do it this way, and it's unlikely that anything we say here will cause them to change their minds." That would be true even if the tables were turned and XP for kills was front and center.
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You lose any argument by quoting Wikipedia? Yeah, that's not actually true. Some arguments, maybe, if it happened that Wikipedia was wrong about the thing you quoted. Regardless, I don't have the time or the patience to type out every definition, term, concept, or fact that I use. It's a waste of time when an explanation that's just as good - or likely better - is a simple link away.
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No, I'm making things exactly as complicated as they need to be. You, on the other hand, are oversimplifying. As a sidenote, it's a logical fallacy whether you believe it or not. Go have a read.
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No it isn't. You can make a hack and slash in the middle of a flowery field. You can make a cooking game in an underground labyrinth. Ambiance is important, but it doesn't dictate how the game plays or what the game is about. Does PoE have dungeons? Sure. That's enough to make it a dungeon crawler from the environmental point of view. That's entirely different, however, from it being a dungeon crawler in the Diablo sense. You are making an equivocation fallacy. Continuing with the same flawed logic will only make your position less sound. It is, as you say, dumb.
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I think you should read your "proof" before you post it. Okay, but you changed your definitions in the middle of the argument. That's bad juju. This was you a few posts back: See the problem? One definition of "dungeon crawler" - the one you originally used, mind - concerns the type of game and core gameplay. The other - the one you tossed out later - concerns the location or style of the game. You can't use the second definition to make your point about XP.
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Is it a bad mechanic because it's hard to understand, or is it a bad mechanic because it induces bad gameplay? The first just requires a better explanation on how it works in practice.
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"No Bad Builds" a failure in practice? pt 2
CatatonicMan replied to Tale's topic in Backer Beta Discussion
If you want to handicap yourself, don't spend the attribute points. That seems to be allowed so far. -
"No Bad Builds" a failure in practice? pt 2
CatatonicMan replied to Tale's topic in Backer Beta Discussion
If it can be implemented in a workable way, it's a better idea than the whole "islands of playable builds in an ocean of crap" system that most RPGs tend to result in. What we don't need is a system where there are no bad builds because there are no meaningful differences between the builds. We also don't need a system where all builds are equally good.