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Posts posted by marelooke

  1. Looks like Gog might happen after all. Not sure why they couldn't be more direct about it though, since they just gave standard non-answers when asked about it.

    Either way, no confirmed date yet, so likely later than Steam. But few more weeks after a year delay barely matter.

  2. On 11/9/2020 at 12:52 PM, melkathi said:

    Found this in spam from two days ago:


    Dear Backer,

    Good news! Phoenix Point: Year One Edition is coming to Steam and other PC and Mac platforms a week earlier than planned, on December 3, 2020. Why the move? There’s no reason to be coy about it  — we moved to avoid the juggernaut that is Cyberpunk 2077. 

    Wonder if backers will get their promised Steam keys, no mention about that anywhere that I could find. Sounds like Gog backers are getting shafted though.

    Par for the course for Snapshot Games, at this point.

    • Haha 1
  3. On 10/20/2020 at 4:57 PM, ComradeMaster said:

    Well the 1st one was what you would call a 'flawed gem' that sold poorly, so I'm not exactly sure what they were thinking with this project.  It's like they're trying to take old and under-appreciated relics and try to rehash them into a market again "Guys, guys, look at this bad boy!" and hoping for a smash hit.

    Then again, I don't understand European gaming habits.  'Tis a bit alien to me.

    It worked with Fallout, and seems like Larian is also cashing in on the Baldur's Gate reputation rather successfully...

    Sales of the original games hardly matter when you have a cult classic and all you need is to be able to cash in on the name. 90% of the people buying the new game won't have played, and won't ever play, the originals anyway, so the fact that they resemble their predecessors about as well as Star Trek resembles Star Wars is entirely lost on them.

  4. 21 hours ago, Mamoulian War said:

    I think, most people feel that way last few months 😞

    Aside from people constantly talking about the "human malware" nothing much has changed for me.

    So...where can I pick up my hermit certification?


    On the gaming front, been dabbling a bit in the Outer Worlds which I picked up now that it was available on Gog. Having a bit of the same problem LadyCrimson has: I just hike around looking and poking at things but don't really have any real drive to push the plot forward. Though the realisation that no matter what choices I make it's probably going to end badly might have something to do with it as well...

  5. Well, it only took 9 years of occasionally firing up the game, but I've unlocked the last achievement I had left in TES V: Skyrim. Namely, killing a legendary dragon, which, as a prerequisite for them to spawn, means your character need to be at least lvl78.

    I could, of course, just have cheated and gotten this aeons ago, but I just had to do it the hard way, because that's how I roll.

    (oh, and I ended up being lvl79 when I got it. Ironically it attacked me just when I left the Dark Brotherhood sanctuary upon finishing that entire questchain)

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  6. Hmm, was searching for reviews and inevitably ended up on Metacritic and couldn't help but notice early access games cannot be reviewed by users (or scored by critics). Given how the game appears to basically be a full release (going by the fact that many reviews praise how polished it is), at full price, I can't help but feel they're trying to dodge the backlash they expected to get for calling D&D: Original Sin "Baldur's Gate 3".

    Hell, a whole bunch of reviews don't even bother comparing the game to the Baldur's Gate games at all, they just straight up compare it to D:OS2. Which, while not unexpected, and certainly not after reading the impressions of people in this thread, just goes to show that using the name was just a "because we can capitalise on it" type of deal.

    Most of the people I grew up with that played the IE-games appear to be taking a "Meh, will get after reviews, or when on sale" stance because they didn't enjoy D:OS all that much. So going to assume the name dropping would only really work on those that know the IE games solely by reputation but never played them themselves. Not sure why they bothered at all, honestly.

    • Like 1
  7. 1 hour ago, Gorth said:

    I think Fallout after '76' is in the same boat as say Mass Effect after 'Andromeda'. It's going to be a very steep uphill battle to change public perception.

    Arguably "Fallout" was already pretty damaged after Fallout 4, which was a mess in all respects. The fact that Fallout 76 was so much worse that it made people mostly forget about Fallout 4 is, well, impressive.

    Fallout 4 had the whole paid DLC controversy (combined with other mod-unfriendly behaviour, like disabling achievements in modded games. Bit nasty since the unofficial patch is almost mandatory) which severely damaged the modding community for Bethesda games (effects of that entire fiasco could, and still can, be felt even in Skyrim modding). Technically the game is just barely holding together (it's bad, even for a Bethesda game). And what passes for a story, well, let's not even go there.

    Still, having Obsidian make a Fallout might result in people being much more likely to give that franchise a second chance given how well received New Vegas was (once it got patched into a state that people could actually play it). Not to mention the generally positive reception of The Outer Worlds. At this point having another studio with Fallout cred handle the franchise might be the "reset" that's needed.

    BioWare is going to have a much harder time with Mass Effect in my estimation at least, because not just the Mass Effect "brand" has been tarnished (don't forget the ME3 ending controversy either, it's not just Andromeda), but BioWare has also driven its own brand into the ground on almost every occasion it's had to do so. The fact that the studio is owned by EA doesn't do it any favours either (strange are the days when MS is viewed in such a positive light, comparatively, heh)


    • Like 1
  8. On 10/3/2020 at 7:22 PM, Raithe said:


    One giant circle...


    And then filling in the gaps...


    Ahh, hugely ambitious, my kinda build!

    On that note, been plugging away at my pyramid:

    Pretty at night, still need to do the Jhebbal Sag dungeon on this character for the fourth beam:

    Started working on a map room (finally):

    Noticed that, now that I've merged my save games, I'm living pretty close to one of the initial large builds I did with my first character. Some of you might remember this one ;)

    • Like 2
  9. 8 hours ago, Keyrock said:

    I haven't played Conan Exiles in a long time, so it's entirely possible things have changed, but I used to play it in my truck in places I could barely make phone calls, much less get an internet connection.

    Edit: Now that I think about it, there was an update at some point that broke offline mode and I used a simple mod that fixed it. I had no compatibility issues with the DLC I installed, but, again, this was a long time ago, so things may be different now.

    Game now always connects to "Funcom Live Services", not sure if it'll launch when that check fails but given the negative reviews resulting from it I'm going to assume not.

    No idea why they decided to do that, they already had their (optional) anti-cheat stuff so that can't be the excuse. It really is just user-hostile without any benefit to them that I can think of.

    • Gasp! 1
  10. 16 minutes ago, Keyrock said:

    Is the Isle of Siptah completely separate or can you reach it from the "mainland"?

    It's entirely separate. Need to run a separate server instance for it as well (so I have two Conan servers running now...)

    The good news being that multi-map is now supported, so stuff like Age of Calamitous should be easier to support for modders.

  11. Been mucking around with an alt in Final Fantasy XIV. Playing through the early game again really underlines how "heavy" the story becomes later.

    In Conan Exiles I've mostly been playing the new DLC map, Isle of Siptah. I'm still not quite sure how I feel about it.

    • the entire map feels PvP focused, every resource is centralized in some way to maximize the chance you'll run into other players, but it is a new map, with new story to uncover
    • Wild Surges only spawn low tier Thralls, T2 crafters are as rare from Wild Surges as T4 spawns are in the Exiled Lands
    • oh yes, Surges are the only real way to get Thralls
    • there's no Purge, so there's really no reason to build a defensible base in PvE (then again, the Purge is so buggy that even a defensible base doesn't help if they just spawn inside. So yeah, just ditching it was easier than fixing it, I guess)
    • to get better thralls you have to grind a whole bunch of new resources to spawn a "greater" Surge, which only gives you a chance at better Thralls. A very low chance, if the CE forums are to be believed, and there's then even the chance that you'll get non-humanoids spawned too, which are entirely useless.
    • there's basically nothing to do on the island until you get high enough level (45+)
    • the various combat and healing nerfs that came with the expansion have made boss fights, and the early game, really painful (combined with the terrible hit detection and dodgy server code...well, combat's not the game's best side, imho)
    • various crafting materials drop that you cannot use since the recipes appear missing from Siptah (but maybe just haven't found them yet)

    Since the last mod I needed updated for my Exiled Lands save has now been updated I might just go back to playingbuilding there for now. Still got a humongous pyramid to complete, after all ;)

    • Like 2
  12. Thralls are literally dropped out of the air

    Always in groups of six, picking them off one by one is challenging with melee. Might need to start using a bow. There are only ever T1 crafters in these groups though. Haven't seen any named NPCs either.

    Ventured nearer to the centre of the island but need higher tier cold resistance gear since the area around the tower is freezing. Not quite sure how to get the crafters required for that though.

    Anyway, Saruman says "Hi!" ;)

    • Like 1
  13. Quick update on Isle of Siptah.

    Created a second character and started in the south-west ("easy" start according to the description), starting point was near a river and so I just hiked down that river and tripped over all kinds of resources, including Aloe (after fighting off packs of dogs and a few crocodiles)

    Seems the starting areas could use some balancing with regards to availability of truly essential resources (like resources for healing items...).

  14. Spent some time on the new Isle of Siptah map for Conan Exiles, which is in "early access" (more on that later). Started off rather promising, and the setting is definitely different, no desert this time around. The reset back to the bottom of the food chain combined with new unexplored locations was definitely exciting at first. It will be fun to figure out what's going on in this place :)

    Combat feels like it had some tweaks, it feels slightly better than after the "rework" (but the rework had me basically give up on combat, so take that for what you will ;) ), however, even the slightest unevenness in terrain (and the isle basically slopes up from the coast, so yeah...) means combos will miss and you'll get chewed up by enemies while you're locked in the animation. They also appear to sometimes just ignore my shield entirely. Not fun when fighting something that gobbles up 1/4 of your hp pool in one hit (and there's plenty of those mini-bosses even in the early parts, so even a "drive-by-hit" can ruin your day. See also next point)

    Which leads to the next problem: unless you get lucky and find Aloe early on there is no reasonable way to heal. Food no longer heals (ya rly!). Instead it now just gives you a "Sated" buff which heals like 2hp every few seconds (basically the passive heal from before this patch) and there appears to be no difference between different qualities of food (at least not between any that you'd have access to early game). As such it takes absolutely forever to heal any damage (I built quite the big base waiting for my character to heal up...).

    Oh, and I've been looking specifically for Aloe and I've found none so far. Yay.

    Combined with the mob density (reminds me of the area around the frozen lake in the North on the vanilla map, where you couldn't go two steps without aggroing something) this makes for really annoying exploration.

    On top of that I've so far not found a single human NPC, I imagine those are to be found further inland (further inland = harder, or so it would appear) so the only way to get thralls early on would be to tame beasts. This also means there's no access to improved armour recipes, or any of the other perks provided by crafter thralls (reduced material costs, faster crafting,...).

    I should note that there's different starting location options. I just went with whatever the game suggested (East, which was labelled as "safe") so other locations might have different challenges. Actually I might just create a new character and see how other locations pan out. Maybe find some Aloe that way...

    As for the "early access" status of the map. Well, the gameplay changes are foisted onto the "vanilla" map as well, so everybody gets to experience the "improvements" to food etc. (at least Aloe is common in the Exiled Lands starter area)

    • Like 1
  15. Since I managed to finally merge my disparate savegames.

    Imagine being newly exiled, following "the road to the city, any road road, all roads lead to Romethe city" and seeing this when you reach the edge of the desert...

    It's rather hard to get the entirety of this, well, city at this point, into a single screenshot as the games' LoS just doesn't allow for it. It's my first "home" in my first playthrough and I've been adding layers to it ever since, the latest of which being these watchtowers and multiple gatehouse entrance from the desert.

    While I did tweak the resource costs to build this (to 50%, iirc), everything was gathered the legit way (aka, not spawned in with admin commands) and built the legit way (no spawning in of building blocks either) in a single player game. Now I've merged it together with my "local server" games into a single save database running on my personal Conan Exiles server, this should hopefully allow me to acquire certain resources more quickly (fish traps "gathering" fish while not playing being a big one)

    • Like 2
  16. On 9/12/2020 at 3:45 PM, Raithe said:

    Thanks for all the suggestions.   I'm mostly just using the single-player mode to get a feel for it and know what I'm doing.  I'll likely give one of the normal servers a try at some point to see what things are like with other players around.

    The official servers are basically "default" settings. If not part of a clan it's sloooooow, and the PvE servers often have trolls that block off resources and the like. Finding a well managed non-official server is probably your best bet, though very few of those are "stock".

    22 hours ago, Hurlshot said:

    I've played in a couple multiplayer servers, but at the end of the day I enjoy the single player version more. The pacing is a bit slower, but I do like the feeling of progression. Whenever I tweak stuff it feels like it gets too easy and I end up starting over.

    I've never tweaked combat, though I did make the Purge pop up faster (if playing solo on a personal server you're unlikely to ever be able to trigger it otherwise) and a bunch of building/crafting QoL changes (reduced material cost, mostly). Of course where the line is drawn for what's a QoL change and what is gameplay affecting is different for everyone :)

  17. 5 hours ago, Raithe said:

    Started up the single-player Conan Exiles to see what its like and pick up how it works, spent about 5 hours collected stone and tree stuff, killing a few things built a small house at that first river/lake area to get to grips with how things work. Am kind of disappointed in the combat so far - yes, its somewhat brutal, but it does feel very random hack and slashy. I'd have expected something a bit more elegant and gruesome from a Conan game.

    Combat is very "meh" imho, and since they revamped it and removed the "cheese tactics" (basically perma-stun on most non-boss enemies, combined with how hard bleeds hit) I consider it mostly a nuisance as it really pushes you to just be the cheerleader of your Thralls (which are *much* stronger than you, so letting them do the work make sense, it's just not very engaging. Though I think they were messing with remediating this. Somewhat, anyway). The exploration, world building and well, building aspects are great though.

    One thing of note is that due to how long things take it might be worth considering running your own server (if you have a PC somewhere that is on 24/7). If you combine that with some tuning of stuff for a more single-player experience (wish there was a way to decrease requirements of only "common" resources though, and leaving the "rare" alone, but I digress) it takes a lot of the slog out of it since you can just queue a bunch of work and let it process overnight.

    It has a few other advantages, or rather, it does away with some major disadvantages of single-player too, namely that everything despawns once you go too far from an area. This can, of course, be (ab)used to get the spawns you want, on the other hand it also means that if there's multiple desirable thralls in a location you can't really grab all of them since the rest will despawn while you drag the first to camp (even if you knock them all out). If you run a local server otoh, it really does work like a "real" server with all the perks as well (like stuff being actually persistent, at least until you restart the server)

    Of course, the major drawback is that the server software is a technical disaster and leaks memory like a sieve, so you kinda have to restart the thing at least once a week anyway.

    As for things I usually tune (off the top off my head):

    • thrall breaking speed (think it's usually set at 0.25 of normal)
    • resource requirements (0.5 or 0.25)
    • how quickly the purge bar fills (if you want purges at all, if not, well, you can just turn them off. Worth noting the best Thralls can only be acquired from purges, and yes, they are better than normal "named" thralls)
    • how often  you need to drink (food isn't as much of a nuisance, the defaults for water otoh...)

    Of note, all the numbers in the server tuning window are multipliers, so 1.00 is 100%, so if you want to speed things up you don't make it 2.00, you make it 0.5 to double the speed.

    • Like 1
  18. Haven't really "played" Conan Exiles in a while, but I've been tinkering with my save-database-merge-tool.

    You know, for those of us that suffer from start-over-itis but want to merge all our big building projects into one save... ;)

    I *think* I worked around the last hurdle I had for personal use, so gotta test that and then create something of a UI so you don't have to be a programmer to make use of it :-

  19. 18 hours ago, melkathi said:

    How ignorant has a dev team got to be to think loading missions in the background of a cinematic video is a good idea? Every time you load a mission in the Necromunda Story Mode you have to watch the corresponding cinematic because it functions as a load screen.


    Like those damn Spellforce 3 load screens with voice over...


    What will they think of next? Elevator rides instead of load screens?

    As long as you can just launch the mission when it's done loading it's not too bad, that is, assuming the cinematic doesn't slow down the loading excessively...

    Which bring me to my question, how are the loading times? Mordheim's during early access were brutal and by now they're still not what I'd call "great"...

  20. Finished NieR Automata, well, got the final set of endings (C, D and E), still have a bunch of achievements to go.

    Pleasantly surprised overall, once past the tutorial (dunno why they figured making the tutorial so hard/punishing was a good idea, the rest of the game is well easier) I didn't have too much trouble. Dodge (ab)use combined with decent chip setup (anti-chain damage and the auto heal thing) kinda goes a long way, and I finished all regular fights on normal difficulty. I did, however, switch to easy and equipped some auto-fire, auto-dodge chips to get past the obnoxious hacking sequences in the Soul Box, that stuff just wasn't enjoyable at all.

    Probably will finish up some more achievements, not sure if I'll do that before, or after, I get through the existential crisis...

    So yeah, I guess negatives:

    • the tutorial, really, the no savepoint before that final boss was just kinda obnoxious. Then again, the no compromises on the creative vision is a good thing, so I guess I'll take this over making it palatable for everyone and their cat, or dog. So maybe not so much a negative after all?
    • Soul Box hacking sequences. That stuff was just obnoxious, especially since there's really not much you can do to make it easier (eg. changing chip-setup) aside from dropping down the difficulty, thankfully that was an option, or that part would have been one hell of a rage inducing show stopper...
    • too much of the story is "hidden" in content outside of the game (novels, live performance stuff, etc.) and only referenced in the game. To get the full picture one does need to dig around a bit (well, a lot, really). This includes some rather interesting stuff that happens after Ending E (the "real" ending) which I feel should just have been in the game, if only to give some additional closure to the player.
    • some characters could have used more depth, I'm especially referring to

      A2, and the Commander. There's some quite interesting theories going around regarding the latter wrt. of her treatment of 2B and 9S. There's also the letter she sent Jackass.

      And wouldn't have minded learning more about Jackass either.

    • port isn't exactly great, and does need unofficial patch to get rid of some obnoxious technical issues (like the mouse cursor blinking in the middle of the screen all the time)

    The good:

    • story (well, errr, duh?)
    • character development, with less talking they made characters a hell of a lot more relatable than many other games that spend a lot more words, and time, on them.

      This especially goes for characters like 21O and 6O, but really, the same goes for 2B, which doesn't really say a whole lot during your time spent with her.


    • combat: while the game's combat kinda isn't really my thing, being someone who doesn't usually use a controller outside of race games. Even with my clumsy controller skills most of the game (see before for the exception) was playable without killing my fingers (despite rather, errr, long playing sessions), or leading to excessive frustration, on normal mode.

    Looking forward to the NieR Gestalt/Replicant remaster (hoping the PC version will be better, technically) and/or a follow-up to Automata.

    • Like 1
  21. Playing NieR Automata, made it through the second ending (Ending B) and now working through the third chapter.


    Ending B didn't lead to any major revelations. The "why" of the deception was interesting, and made sense. I'd say that in the second playthrough the side quests, especially the one with 21O (and then her behaviour at the start of playthrough 3) were some of the more interesting interactions.

    Losing 2B was a bit of a gut punch, albeit not entirely unexpected. The main things I noticed were at the end of playthrough 2 and start of 3 there were holograms popping up at various locations, will be interseting to find out what that was all about.

    Currently continuing as A2, fun little touch that none of the vendors in the Resistance Camp will sell to you, as they don't know you, nor can you access 2B and 9S' quarters in that camp.

    Been a while since anything has sucked me in like this, and that even despite that mechanically this game isn't exactly my shtick...

    • Like 1
  22. Got past the first ending boss in NieR Automata. Knowing what is coming rather helps one prepare. Who'd have thunk? ;)

    Ending sure was worth sticking around for, start of next chapter was weird...


    ...looks like they kept track of the dialogue choices during the reboot sequence (or faked it well enough), that was a nice touch. Was really anticipating a few dialogues that took place on the station that ended up not happening, like the one about the 9S memory wipe. Have my suspicions about why that might be, but I'm sure I'll find out :)

    Kept trying to control the wrong character in combat at the start, that almost ended badly a few times 😄


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