hmm loading times are very ok to me on a hdd, only 5-15 seconds max; guess they fix it or im just lucky, i remember in october it took much more to load.
Yea, it was fixed in a patch. Saves were the problem. They stored incredibly stupid things in them. Each creature that you summoned would stay in save, so would each trap, and certain ability involving traps would bloat the save even more.
Load times will still get longer and longer the further you are in the game. Near the end of the game it may not be as bad as it was before, but still quite a bit longer than it should be.
Man... The Adra Dragon is a serious kick in the nuts in terms of difficulty spike. Playing the game on difficult was pretty easy so far. Had no need to micromanage scrolls, pots or even stats + items. But this encounter kick the shit out of anything.
One-shot party kill aside, I have a strong feeling she's been also BUFFED. Previous used tactics in 2.x game don't seem to work anymore now. Of course... I don't think that taking her on, at level 10, with a skimpy party, should demand high expectations.
Such a beauty:
Makes me want to restart game and solo everything.
She hasn't been buffed exactly, but the way the game works changed. Perception affecting accuracy is a huge change for most monsters - if you actually played the game unpached and patched side by side, you'd notice combat being even up to 40% faster - not in the sense that things happen faster, but encounters take less time - because in PoE more accuracy means more critical hits. This made both her and Albino dragon a bit harder to take on, imo, because with added accuracy she's just shredding the tank way too fast, unless you buff him with every possible shit (like the movie). Also, some cheesy abilities have been nerfed (petrification).
So I just finished white march and now my character is level 16 while still being near the beginning of act 2 in the main campaign. They totally fucked up balancing xp gain. Now I will have to play more than half the game at max level and any quest xp is useless. What were they thinking? Are you supposed to skip most of the side quests or what?
I could probably level up another time from 1-16 with the content that's left, haven't even touched endless paths yet. This is a real fun killer for me.
I agree with it for the most part. I played all of it (I'll play even "good enough" RPGs), it was a bland affair in the end. Since I expected a lot from Obsidian off the leash, PoE has been a very disappointing affair for me. I'm probably being too harsh, since it's not bad and it has more than enough content, but it's a very uninteresting game. Bleh is all I could say when I finished it, you crushed my hopes Obsidian. I hope Original Sin 2 will deliver.
This and the necessary Con stat for tanks (post patch 2.0) made my off-tank main paladin a bit wimpy. Started this char pre-2.0 with "expired" min-max stats and 5 Constitution.
But(!) I got it sorted out somehow. By some weird calculations he's a good (off)tank now (1h+shield) and a good DPS (2h). Having both Zealous Focus and Zealous Endurance while switching weapons sets during combat he is now much more versatile, hence useful.
I agree with it for the most part. I played all of it (I'll play even "good enough" RPGs), it was a bland affair in the end. Since I expected a lot from Obsidian off the leash, PoE has been a very disappointing affair for me. I'm probably being too harsh, since it's not bad and it has more than enough content, but it's a very uninteresting game. Bleh is all I could say when I finished it, you crushed my hopes Obsidian. I hope Original Sin 2 will deliver.
Funny thing is of all the Kickstarter RPG's I thought it would be the best, but I ended up disliking it the most. The most disappointing part of it for me was the city. I was expecting something like Athkatla from BG2, full of interesting characters and quests. Instead it was a boring lifeless place.
Yep. They focused waaaaaay too much on the combat system and classes, when I play Obsidian games for the world, plot, story telling, characters, etc. The things they neglected.
I find it a bit funny when reviewers complain about there being too much combat in part 2, when, in fact, as far as the main storyline goes, you only really have to fight in one of the new maps - the very last one. Rest can be completed just by talking and solving stuff through story/dialogue means. Seems like somone didn't do their homework...
@blackeyedboy
Heh, yeah, the update broke quite a number of viable builds
• Do you expect viable information and/or conclusions out of a Gamespot review for a cRPG game that - at it's core - is a heavy story focused experience, that can be fully appreciated mainly by READING tons of content?!
EDIT: On-topic though, I need to get back into this game, took a break while waiting for Obsidian to iron out the worst issues and balance problems and in the meantime two expansions (Or well two parts of one larger expansion.) have been released so it's kinda time to try and finish the game up properly.
Meh it's a beta made by someone else, with only partial functionality.
IE Mod hasn't been worked on by the original devs for months now. Bester and Sensuki hate POE and quit updating the mod about a month after the original release.
ive reached the white march area and got some small microstuttering, even tho fps stays at 50-60, its so annoying, feels loke its under 30 ; btw that burning house event was really nice, struggled for like an hour to get the right combination to save them both
It's cheap and easy to use - but yes, the end result is invariably crap.
Well, not true, I've seen ONE game that was actually really smooth and polished that was made in unity:
Endless Legend.
Every single other game has been dreck in terms of performance and they feel clunky on top.
This is taken from the devblog of Thea: The Awakening. Devs at Unity must be complete idiots sometime:
Quote:
Today I wanted to write a little bit about our planned update from Unity 5.1.1 to 5.3.0 and why it’s taking so long.
First, let me say, that Unity is a great engine. We really enjoy working with it. I might be more difficult to pump out high-end graphics on it (not that we care, we haven’t got resources to provide AAA graphics anyway), but it’s easy to work with and its UI editor is the best I’ve worked with so far. Having said that, I sadly have to admit that most of the recent releases have not been ideal (and I’m being diplomatic here).
5.1.1 we used so far was released in June, 2015. The major problems with it was the resolution glitch – when the player selected a resolution that was of different aspect ratio than their monitor’s, all buttons’ hit areas where offset significantly, making the gameplay rather difficult and navigation extremely annoying. Some of those, who encountered that problem, found a solution on our forums, but others just assumed the game is faulty. I don’t need to add, it resulted in at least several refunds (and I do understand that, as a buyer I would expect the game to work without having to look at forums for solutions). 5.1.1 also caused a sticky keys problem on Linux build (which is officially not supported, but if that’s something we can fix then we would). So, we waited for Unity 5.2…
Unity 5.2.x fixed all of the above and also, among other improvements, added dropdown boxes, which we wanted to use in the Event Editor we are working on. But life would be too easy if everything worked correctly, right? So this time, there was something messed up with physics. Profiler, even on a new, empty scene, kept showing spikes on physics every few seconds, up to 160 ms. This, unsurprisingly, resulted in poor game performance and framerate drops. So, we waited for Unity 5.3…
Unity 5.3 was released on 8th Dec. It did fix the framerate drops, so we started using it for the last week and were very optimistic that all serious issues from previous releases have been fixed. Until we started testing on DX9, Linux and Mac. Mac build was crashing straight away. Linux and DX9 had a very serious graphical glitch, were upon interaction with an animated element on scene, several other animated elements on that scene was assigned a different texture for 1 frame (like – a Cancel button was getting a font atlas texture). The visual effect was that half of the screen blinked for a split second. Not something we could have present in a release build…
So we scratched our heads and the best option was to revert to an earlier Unity build. There was only one candidate – 5.1.4, which in theory should be working without 5.2 physics spikes, but with sticky keys for Linux fixed. This was all fine, but it would mean the resolution bug would still be present, at this bug alone was the main reason to move away from 5.1.x. And we would lose about one weeks worth of changes to try and apply it to an earlier version.
So we scratched our heads even more, and discovered that at the end of November, Unity released version 5.2.3. This one had resolution problems fixed, sticky Linux key fixed and no spike on physics. It also includes UI dropdown boxes and fixes some glitches with Input fields. But because it’s still 5.2.x series, it has no texture flickering glitch, that was added to 5.3.0 as a side effect of asynchronous texture loading to improve performance. At this point it needs more tests to use it for a release build, but we have high hopes.
So the past few days were full of very emotional reactions, thanks for the thrill Unity!
I think there is hardly a need to mention that 5.2.3 didn't work as planned ether, and that they are back on 5.1.
5.4 ought to be wonderful then, they are implementing all sorts of changes plus it's planned to be the first Unity version with DX12 support so who knows how much that will mess things up.
(Plus the second phase of multi-threaded rendering support.)
They have a roadmap here although I don't think it includes the minor versions such as 5.2 to 5.2.1 and only covers major ones.
EDIT: Seems 5.3 has a number of known issues, I think the current latest version is 5.3.3 or maybe 5.3.4 but there's probably some issues remaining unfixed.
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