Pillars of Eternity by Obisidan
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Wed, 24th Feb 2016 18:56    Post subject:
Steelone wrote:
blackeyedboy wrote:
Meh, no idea why it still works here.


Are you using IEMod maybe? That allows console commands + achievements.


That might be it. I DID use it while using the console, now that I think about it.

Of course, the mod doesn't work now with latest version of the game, but I haven't touched to console lately.

EDIT

Man, these loading times are making me skip resting, just because I can't be arsed to go through 4 loading screens just to do this... Neutral


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lolozaur




Posts: 26310

PostPosted: Wed, 24th Feb 2016 22:46    Post subject:
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.
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fawe4




Posts: 1800

PostPosted: Wed, 24th Feb 2016 23:09    Post subject:
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.
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Aquma




Posts: 2805

PostPosted: Wed, 24th Feb 2016 23:46    Post subject:
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.
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Steelone




Posts: 1524

PostPosted: Thu, 25th Feb 2016 09:59    Post subject:
Increasing loading times isn't a problem unique to POE. You see it on a lot of "larger" Unity games.

The sooner devs stop using Unity the better. Torment is also filled with technical issues that I doubt will be 100% resolved by release.
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Aquma




Posts: 2805

PostPosted: Thu, 25th Feb 2016 10:39    Post subject:
Agree completely, Unity's a piece of crap.
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Casus




Posts: 4429

PostPosted: Thu, 25th Feb 2016 10:44    Post subject:
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.
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Sat, 27th Feb 2016 07:50    Post subject:
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. Very Happy

Such a beauty:



Makes me want to restart game and solo everything. Crying or Very sad


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Aquma




Posts: 2805

PostPosted: Sat, 27th Feb 2016 13:41    Post subject:
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).

But still, I'd rather fight them than Concelhaunt Razz
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greenblood




Posts: 198

PostPosted: Sat, 27th Feb 2016 13:43    Post subject:
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.
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prudislav
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Location: The land of beer and porn
PostPosted: Sun, 28th Feb 2016 12:51    Post subject:
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Mister_s




Posts: 19863

PostPosted: Sun, 28th Feb 2016 13:05    Post subject:
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.
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Sun, 28th Feb 2016 15:09    Post subject:
Aquma wrote:
Perception affecting accuracy is a huge change...


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. Laughing

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.


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h0rnyfavn
Serial Humper



Posts: 13884

PostPosted: Sun, 28th Feb 2016 15:11    Post subject:
@Mister_s
Quote:
e 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,


what he said


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
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randir14




Posts: 4950

PostPosted: Sun, 28th Feb 2016 15:58    Post subject:
Mister_s wrote:
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.
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AKofC




Posts: 4359

PostPosted: Sun, 28th Feb 2016 17:07    Post subject:
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.


Gustave the Steel
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Aquma




Posts: 2805

PostPosted: Sun, 28th Feb 2016 19:01    Post subject:
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 Wink
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Sun, 28th Feb 2016 22:19    Post subject:
• 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?!

• Do you believe in Santa Claus?!

• Do you have threesomes each night?!

 Spoiler:
 


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h0rnyfavn
Serial Humper



Posts: 13884

PostPosted: Sun, 28th Feb 2016 23:28    Post subject:
@blackeyedboy
Quote:
Do you have threesomes each night?!


I have fivesomes every night Reaction


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Mon, 29th Feb 2016 08:52    Post subject:
Don't pollute this thread with obvious statements! Laughing


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JBeckman
VIP Member



Posts: 35051
Location: Sweden
PostPosted: Mon, 29th Feb 2016 11:12    Post subject:
h0rnyfavn wrote:
@blackeyedboy
Quote:
Do you have threesomes each night?!


I have fivesomes every night Reaction


Counting each finger individually eh? Pffchh

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. Very Happy
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Mon, 29th Feb 2016 11:25    Post subject:
Sadly didn't found time yet to play the DLC. But if people are interested, IE Mod got updated by a fan to the latest patch:
http://www.nexusmods.com/pillarsofeternity/mods/1

It can for example be used for those console commands:
http://rien-ici.com/iemod/console
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Mon, 29th Feb 2016 11:39    Post subject:
Finally! Been waiting for it. Thanks Bob.

EDIT

Meh it's a beta made by someone else, with only partial functionality.


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Casus




Posts: 4429

PostPosted: Mon, 29th Feb 2016 11:51    Post subject:
Does the IE Mod change combat enough to make it work well in real time on harder difficulties?
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Steelone




Posts: 1524

PostPosted: Mon, 29th Feb 2016 12:20    Post subject:
blackeyedboy wrote:

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.
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lolozaur




Posts: 26310

PostPosted: Mon, 29th Feb 2016 21:27    Post subject:
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 Sad ; btw that burning house event was really nice, struggled for like an hour to get the right combination to save them both Very Happy
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blackeyedboy




Posts: 10169
Location: Transylvania
PostPosted: Tue, 1st Mar 2016 09:02    Post subject:
So Sky Dragon ain't nothing compared to Adra one, eh?


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Aquma




Posts: 2805

PostPosted: Tue, 1st Mar 2016 11:54    Post subject:
Yea, Adra was the toughest fight in the original game Smile
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fawe4




Posts: 1800

PostPosted: Wed, 2nd Mar 2016 19:09    Post subject:
Casus wrote:
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! Smile


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.
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JBeckman
VIP Member



Posts: 35051
Location: Sweden
PostPosted: Wed, 2nd Mar 2016 19:37    Post subject:
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. Razz
(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.

https://unity3d.com/unity/roadmap

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.

https://unity3d.com/unity/whats-new/unity-5.3

EDIT: 5.3.3, and a lot of bugfixes.
https://unity3d.com/unity/whats-new/unity-5.3.3
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