December 21, 20169 yr Dear developers I am in no position to test your latest patch : I quit playing this wonderful and unique game. Wanna know why ? Would you keep on playing if the LOADING TIMES where over 1 minute and getting longer each time you discover a new area. I still have 4 areas to discover, but I won't bother. I don't know if the "mobileobjects" file is the culprit or the fact that the merchants keep every crap object you bring them, but I would love you to look into it. That bug has been mentioned on forum since the beginning and I don't see any improvement, nor an answer on your part. And, frankly, I don't give a hoot about saber damage when I had to quit playing a game I did love so much. I discovered this awhile back...easy way to dramatically cut down on load times is to constantly pare down the size of your save-game folder in terms of the number of games stored. Create a new subfolder inside your savegame folder you can call OldSaves (or something you like) and move all but your last 5-10 savegames to it. You will immediately notice a *dramatic* reduction in loading time for saved games. Keep playing and saving until loading slows too much again, rinse & repeat. Seems to directly involve the time it takes for the game to parse and order the number of saves you have in the folder--the more saves in the folder the longer it takes. Give it a whirl! Also, when you enter a new area a savegame is generated automatically of your last position in case you are surprised by trouble and can't proceed in that direction at the moment--that takes time, too. I use a mod to manipulate what happens when I move to new areas--can't recall right now if the game allows you to turn off autosaves, etc. I wish before they say so long to the game that they'd port it to the latest version of the engine they are using, too. It's not mandatory, but it would be nice! inXile did that with Wasteland 2 as a nice surprise....Hope this helps as I realize this may be more info than you need... Edited December 21, 20169 yr by waltc It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it...
January 16, 20179 yr My thanks to entire Obsidian team once again. You turned my "blue monday" into a very special day. I received my prize today - great timing. Lots of cool stuff. Incredible value for collectors and fans, such as myself. I hope we will see Pillars of Eternity 2 campaign on FIG real soon. The Ultimate Challenge for Deadfire - Epic Movie: https://youtu.be/s16UUc3GZI8
January 28, 20179 yr Hello developers, I hope I am in the correct topic about providing feedback. I had been playing PoE through Path of Damned and Iron Trial mode, playing on those mode is awesome!!! since each battle and decisions through combat matter because it means life or death, now let's talk the main reason for my reply. About the main reason for my feedback I found out, there is a priest spell that doesn't reflect area of effect and accuracy applying the intelligence attribute from the priest (I am using Durance), the interesting thing is that seems is not showing that info, because when I use that spell and I check the combat log and shows the current accuracy for my priest (Example: When I noticed about this situation in accuracy was showing 25 and my standard accuracy was 45 and when I use in the combat log show around an attack of 45) So, I am wondering if you guys can apply this change in the next updates for PoE. Addition Info about that spell : Edited January 28, 20179 yr by Varokw
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