Everything posted by thelee
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[1.04] Prayer Against Imprisonment doesn't actually shorten duration?
See attached screenshot. Prayer Against Imprisonment seemingly shortened/wiped away my CHARNAME's debuff; the debuff no longer appears on the tooltip, _but_ my character is still inactive (and still has a paralyzed icon in the display above him), and stays inactive until what I imagine is the normal duration for the debuff.
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[1.04] Music absolutely murdered by patch
well WTF. I rebooted, and everything is working just fine now. GRRRRRRR I'm a software engineer and this kind of stuff makes me insane. Cue requisite IT Crowd "Have you tried turning it off and on" montage: https://www.youtube.com/watch?v=nn2FB1P_Mn8
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[1.04] Music absolutely murdered by patch
0. Put game music back at my normal setting (85%; I also tried 100% just in case that mattered, but just made the distortion louder) 1. Verified integrity of game cache. Didn't do anything. 2. Had an nVidia driver update awaiting, since I use its HD Audio, gave that a try. Didn't do anything. 3. don't know how to "attach" dxdiag file, so here is a dropbox share link: https://www.dropbox.com/s/rtbtjqmz4mjn4g8/DxDiag.txt?dl=0 4. same thing with output log: https://www.dropbox.com/s/5kozs0pyc44misj/output_log.txt?dl=0 Curiously, I tried to use nvidia's shadowplay to record the effect for evidence, but the simple act of running the game with it enabled mitigated it to a large degree (though it still occasionally popped). Turning it back off brought the effect back full force. Could have just been coincidence, but eh... Anyway, back to playing with 0% music.
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[1.04] Music absolutely murdered by patch
Nothing changed on my system other than this patch. I played the game just fine yesterday pre-patch. The moment I start it up after patch installed, all sorts of music and sound distortion. Working on verifying game cache and getting dxdiag... EDIT: correction, it's possible that there was a windows system update, since I had to re-log in to my PC which only happens when an automatic reboot happens overnight.
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[1.04] Music absolutely murdered by patch
Actually, now that I'm playing the game, normal SFX (speech, sound effects, ambient noise) occasionally surfaces the same problem, little *pops* in the sound, though nothing nearly as bad as what's happening to the music. C'mon guys! What is this??
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[1.04] Music absolutely murdered by patch
My music is now heavily distorted and warped after installing the 1.04 patch. Normal SFX appear to be fine. I don't know what to do about this (other than set music volume to 0%). Anyone else have this? I can't imagine I'm the only one with such a severe problem, which makes me wonder how no one had this in QA/Beta. EDIT: the opening music (that starts playing when Obsidian Entertainment shows up) sometimes snaps to and becomes correct after a few seconds, but the main menu music stays bad no matter what. It's hard to describe, it's like static-y, slowed down, and distorted. I'd provide a save game, but it happens right from the get-go. EDIT 2: loaded a game, the music is also broken in game. 0% music volume it is. Please fix!
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[1.3] Custom formations don't work as intended
thelee replied to AndreaColombo's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Yeah I think the issue is that simply messing around with the custom formation doesn't activate it, or does some weird default. I've always gotten into the habit of clicking on it any time I change my party, just to prevent stuff like this from happening.
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[1.3] Custom formations don't work as intended
thelee replied to AndreaColombo's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)I've had this come up a few times, and the fix is just to click on the formation again. This seems to "reset" the positions for everyone. For me, seems like the trigger is when I recruit/dismiss a character. I guess the game doesn't re-apply the formation in that case and they get some sort of default position.
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Aloth doing massive damage with Fireball, bug?
Do you guys have spirit of flame on them? If so, then I think this might be the same cause as what's causing people to get all sorts of extra spells. (I think if you dismiss a party member and re-recruit them at the stronghold (maybe some saving/loading is involved, and maybe you have to be in brighthollow), the game permanently re-applies all effects. I thought it was just limited to spells.)
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Bug: Hiravias can cast too many 1st level spells.
badges1: hiravias comes with a bonus level 1 spell talent, that's what's triggering it.
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BUG: dismissing/recruiting casters at stronghold keep granting extra spells when equipped/using a talent that grants bonus spells
I *believe* this is an interaction with dismiss/recruit at stronghold plus one of the following: a) one of the bonus spell talents b) an item that grants bonus spells Equip a character with an item OR set them up with a bonus spell talent. Dismiss them. Then later, recruit them. They will permanently have 1 additional spell of that type (as if the bonus spell effect gets erroneously re-applied). You can keep doing this though I stopped at 10 spells/level by chance. There doesn't appear to be a way to reset a character's spells/day to the correct amount. With this odd bug, my level 8 Durance has 10/10/10/3 spell casts (he's equipped with the Seal of Faith or whatever ring which grants a bonus level 1, 2, and 3 spell) and my level 8 druid (forget his name) has 10/4/4/3 spell casts (he joined the party with Bonus Level 1 Spell Talent). Aloth, who I didn't give any of these types of bonus spell talents/items, always has the correct number of spells when I recruit/dismiss him.
- Backer Beta Build 301 is Live
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Graze gotta go, no?
There are two components to graze. Accuracy and deflection. (See many above posts discussing this, including apparently actual evidence of deflection.)If anything, Deflection is now higher because INT boosts it. With roughly 10 lower accuracy and higher deflection, you will see more grazes. Deflection may also be lower because INT also penalizes it. EDIT: Deflection may also be lower because it's been manually adjusted through some mechanism.
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Graze gotta go, no?
............................ seriously? I didn't make the claim that people are going to see a lot more grazes, the OP did and I said that's probably because ACC-DEF is 10 lower, which would result in more grazes. For humanoid enemies, they will follow the rules of the system. A Level 5 Ranger will have his base accuracy, (Level-1)*3 Bonus Accuracy from Progression, Perception bonus to accuracy and bonuses from buffs and items. I doubt they would have changed any NPCs base stats around that much, but once again - I can check as I am saving all of the files from the different versions. Of course I've played the new version, are you kidding me? I never encountered the defenses bug, because I never fought a Paladin in my testing. I haven't said sfa about combat either, you're putting words in my mouth. The DoT bugs are fixed, so poison isn't as bad now. I think they also fixed Deep Wounds too. The Dyrford Crossing is way easier because they removed a lot of the beetles from the map, and your characters now have more health. That's probably why it feels more breezy. Even if you didn't make the claim (though I quote "Due to the recent Attribute system changes, you now get absolutely fark all Accuracy from Dexterity, therefore you are going to see A LOT MORE grazes in this build.") you certainly have been arguing that viewpoint. Again, ACC-DEF is not 10 lower necessarily because accuracy and deflection are now a zero-sum game (to an extent), and the neutral point may have been further adjusted (these has been the crux of my argument). My combat breeziness has had nothing to do with the Deep Wounds bug (essentially I had to kill off those archers rapidly anyway in 278 because of its severity, so ironically they didn't factor much into my fighting). Beetles may or may not be true, but the Skaen temple definitely seems to have all the same encounters.
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Graze gotta go, no?
There are two components to graze. Accuracy and deflection. (See many above posts discussing this, including apparently actual evidence of deflection.)
- Health and Endurance
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Graze gotta go, no?
I think you're missing it, too. I don't see any evidence to back up "more grazes" which basically amounted to either specious reasoning not backed up by actual experience of playing 301 or wild speculation. Second, I'm making the claim that, as a game system of classes, accuracy *hasn't* been nerfed (which was sensuki's basis for making his specious claim), see my other posts, which I've not actually heard a counter-argument to. I could be wrong in my reasoning, but no one has actually addressed my points. Sigh, once again you're missing my original point. This thread was about grazes, the OP complained about grazes. I explained WHY there are more grazes, because Accuracy as a base is 10 less. The end. As for my "I think the values need tweaking", all attributes have been nerfed. The maximum Might bonus you can get now is quite small to previous, so is the maximum duration and AoE values, Concentration ... etc Everything is weaker. People did not want weaker attributes, they wanted meaningful attributes. Therefore, raising the per-point bonuses of everything to be higher would accomplish this. You make the claim that we are probably going to see a lot more grazes, a claim that is hard to actually back up with any actual experience with the game. I mean, have you played 301? Are you actually making the claim that you can statistically determine from your combat log, beyond random noise, that you are getting a lot more grazes? Even anecdotally, are you claiming that combat is more tedious now (since by definition by having more grazes you will be doing less damage to enemies), which goes counter to my own experience and also some other first-impressions I've read? If not, your base claim is wrong. And while I also do not have a statistical comparison to make of before and after 301, anecdotally and my own sampling of enemies (EDIT: and now elerond's) suggests your base claim is wrong. There are no more grazes because despite the "nerfing" of accuracy, the neutral point has been moved in some way - either because NPCs have been deliberately weakened (like if enemies didn't use classes [or special non-player-accessible classes with custom base values] and needed manual downgrades), are equivalently affected (because they use the same system), or because who knows the deflection bug was overly rampant in 278 and the game was never intended to play like that to begin with. EDIT: regarding "Everything is weaker. People did not want weaker attributes, they wanted meaningful attributes. Therefore, raising the per-point bonuses of everything to be higher would accomplish this." I don't disagree that higher per-point values would be better (the marginal benefit from Might and Intelligence are way worse than before, 2% vs 3%, and something like 3% vs 5%) - but Obsidian did make them more stats meaningful (if not necessarily more of a stat meaningful) by spreading out combat benefits across stats (spreading Intelligence across Resolve, moving Dex to Perception).
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Graze gotta go, no?
I think you're still missing what I'm saying. It doesn't matter that they have character classes - that actually favors *my* argument, because unless humanoid enemies are cheating, they are equivalently affected by any stat change/rebalancing. I'm not sure how differently I can phrase it. All PC classes have gotten "nerfed" in the sense that their baseline is now at 10. But guess what - unless class NPCs have been cheating, so have they as well. And in particular for acc vs deflection, given the stat re-balancing in 301, if you see a fighter-type enemy with equivalent deflection as before (because my running assumption is that in 278 fighter-type enemies rarely had significant intelligence since they offered near-0 benefit to those types of classes), that most likely means they have had their intelligence *specifically buffed* so they could have their equivalent deflection, and that came at the expense of stat points elsewhere (unless Obsidian deliberately cheated them in the redesign with extra stat points to make the game harder), which makes them elsewhere weaker. And if they haven't had their intelligence buffed, then they automatically lost deflection in the re-balancing, effectively canceling out any perceived loss in accuracy on the part of PCs (since it is now, in effect and almost by definition, a zero-sum game between accuracy and deflection). The exceptions would be if non-humanoid enemies are non-classed and have their own system for health/damage/defenses (Oblivion/Skyrim-style), they would thus need manual re-balancing to maintain the same neutral point.
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Graze gotta go, no?
I think you're completely missing what I'm saying. If doesn't matter if all of a sudden Perception now gives -2 accuracy per point below 18 so long as there is an equivalent shift in what was the "neutral" point that game designers were using to balance combat.
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Graze gotta go, no?
They don't *need* to adjust the neutral point in terms of PC vs classed NPC conflicts, because given that NPCs were themselves constrained in some way for stat points (i.e. they don't have 18 in all stats), they have been equally affected as PCs. Barring any stat redistribution, a 278 PC Fighter loses as much accuracy to 301 as a 278 NPC fighter does in 301 (same with deflection, etc.) Put another way, given a finite set of stats, a point to increase or maintain deflection now comes at the cost of another point, such as a point to increase accuracy, which did not use to happen. So if an enemy NPC class has more or equivalent deflection to 301 (which in my sampling, has not been the case in 301, unless I was inordinately affected by the deflection bug in 278) it comes at the expense of making the NPC weaker in some other aspect. Non-classed enemies would have to be re-tuned and again, I have no evidence to indicate that this hasn't been the case. EDIT: it may also be the case that they way non-classed enemies are implemented may be through pseudo-classes or by stats anyway, and if that is the case, then re-balancing may not actually have been necessary for reasons given above. In effect, the neutral point is automatically moved.
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Graze gotta go, no?
Yes I do. Here's the source code from v301 and v278 that calculates attribute bonuses http://forums.obsidian.net/topic/68744-is-might-a-dump-stat-is-perception-the-dps-stat/page-4?do=findComment&comment=1517063 That doesn't actually disprove what I said, it just reiterates what's already known about in stats in 301.
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Graze gotta go, no?
Do you actually have documented proof that the deflection base values haven't been adjusted? They may not have been for players, but looking at enemy stats themselves indicates that enemy deflection scores are lower (though these are all noisy data points - 278 had the deflection bug and 301's combat is much faster regardless - I rip through enemies like a knife through butter in 301 vs 278). Well, the fact that they haven't been adjusted for player classes (and presumably for NPCs based off of player classes since they use the same system) is my first bit of evidence. Beyond that, I don't know - I haven't gone through and compared every single creature's scores before and after. That said, it sounds like you're not quite sure either haha. Given that they didn't bother to adjust the player class default scores (which would've been very easy to do), I find it unlikely that they went through and adjusted all the other NPC scores (monsters, etc). I disagree that player scores are easier to do versus enemies. If we're talking about a simple move of the needle, you could easily make a wholesale change across the entire database of enemies with a set change trivially (presuming that Obsidian has fairly standard tools in place) - and given the state of combat in 301 anyway, it sounds like they were re-balancing enemies to begin with. More to the point - directed more at sensuki in particular, justifying anecdotally wrong or specious evidence (that there are more grazes now) with unverified or wrong information (that essentially Obsidian has nerfed everyone by moving the neutral point without compensation in some other means), while at the same time writing up series of game design tips to people who are actually feted game designers strikes me as the very definition of arrogance. You can call that an ad hominem if you will, but i wasn't using his alleged arrogance to dispute his argument, so it's not really an ad hominem in the debating fallacy sense. (I.E. I was not saying "he is arrogant, therefore he is wrong" I was saying "he is wrong, and the way that makes him wrong makes him arrogant") EDIT: for NPCs that use the same system, they wouldn't need to do any re-balancing, because they would be equally impacted by any needle moves that PCs endure. (i.e. if a fighter suddenly gets -5 deflection because of the intelligence change, so too would an NPC fighter, likewise for accuracy or e.g. health/stamina bonuses/penalties)
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Graze gotta go, no?
Do you actually have documented proof that the deflection base values haven't been adjusted? They may not have been for players, but looking at enemy stats themselves indicates that enemy deflection scores are lower (though these are all noisy data points - 278 had the deflection bug and 301's combat is much faster regardless - I rip through enemies like a knife through butter in 301 vs 278).
- Backer Beta Build 301 is Live
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Is Obsidian trying to rush this game?
Dude, do you even know what a "beta" is? Pro-tip: what companies like Google and Blizzard do (like how Gmail was in beta forever and Blizzard has open betas for their games that last a long time) is *not* the norm for what a beta actually is. An alpha is *really* raw. You do not want to be playing an alpha, I'll tell you that much. That is pretty much prototyping so that designers and programmers can iterate.