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#1
army_ant7

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I've noticed somethings. Hehehe... I'll classify them under 3 sections. Here goes.

Bugs:
I unlocked specializations before, but when I changed my account but played the same character, they became unavailable.

Also, do unlocked specializations carry on to new characters? (Please answer this one.) Thanks.

If you're using a human noble, when Howe's men attack your castle, the guards that you save follow you right? Sometimes though, they don't attack the enemies in front of you or the ones you're already attacking. They just idly stand behind you. I think it's because they're not close enough to the enemies to detect and attack them.

Some "sustained skills," when activated, cause my character to run with a battle stance, no weapons drawn though. When this happens, he moves with reduced speed, even in town. This only happens on some occations only and can be remedied by entering conversations.

Suggestions:
Elemental damage from runes should be proportional to the weapons damage. This is because the faster attack speed of daggers utilize the fixed elemental damage more than the slower two-handed swords. I find this unfair. This is my opinion of course.:-)

When in camp, conversation options that lead to the option of ending a conversation should be hidden. If there really is nothing to say, a pop-up message should appear on top of the character you try talking to instead of entering a converstaion. This would save time.

When you try unlocking a locked chest/door with a mage or warrior, it
should say "You don't have the key" or "Only rogues can lock-pick"
instead of "Insufficient Skill." This is because "Insufficient Skill"
seems to imply that you can lock-pick the locked object by learning a
skill or upgrading a status.

When party members leave, they shouldn't take the equipment that you've equipped them with. If a party member is temporary, maybe you can make his/her equipment unsellable/undestroyable, but once he/she leaves, you will lose that armor no matter what he/she had equiped. If it is a long term member that leaves, maybe you can just lose your weakest equipment, money, or not lose anything at all;), no matter what they had equipped. This is to prevent losing expensive or rare(possibly those that you can only get once in a game. Also, this is to prevent cheating(if you would still consider it to be cheating), because a person who knows that a member is about to leave can unequip all the member's equipment before-hand(If he just found out, he could load his game then do it.)

XP should be received, even if just patial, as long as you damaged or received hits from an enemy that died, regardless of who killed him(non-party member allies or other enemies). The "last-hitter gets XP" principle is kind of unfair. Maybe even just being near or watching a fight should give you experience, partial though, because it is "experience" after all.

There should be an option that makes pressing the "Tab" key on the keyboard permanently highlight objects and pressing it again turn off the mode. It's unconvinient to hold it down always.

There should be a tactic for attacking an enemy from behind. This should make AI rogues, like Zevran when not in use, more useful in combat.

The damage of your character indicated in the "Inventory Menu" should show damage per hit and attack speed separately, not the damage you'll deal in a set period of time when continuously attacking a foe. You will notice that a 2-handed sword shows a weaker damage in the "Inventory Menu" than its actual damage.

The finishing moves, like those used on the ogre, take up a lot of time. Maybe you could put a choice if you want to do them or not. They should happen earlier, when the enemy has a little more health left, but not so little that one hit can finish them. The amount of health that has to be remaining should be based on how much damage you can do in a time period. This is to compensate for the time wasted when you do the finishing move. (If anyone doesn't understand, please post so I can explain it more.)

Graphical bugs/suggestions:
Water doesn't ripple and/or splash when you step in it, like the puddles in Korcari Wilds.

Some player shadows don't disappear when they point against a fire, nor do new ones appear when you stand against a fire(An instance is when you're at the top floor of the Tower of Ishal. You fight the ogre on this floor.).

Well, that's all I can think of right now. Thanks for hearing me out. Feel free to reply. :-)

#2
army_ant7

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I've noticed somemore bugs. :-)



I "bedded" Zevran with a male character, by the "massage" method. The problem is that my character was still wearing armor when they were doing "it."



After the Joining at Ostagar, when you head for the meeeting, I noticed that the "U" in Uldred's name is not capitalized.



When the battle with the darkspawn at Ostagar begins, I "fell" down the bridge at the start. I was walking on the ground and there were blurry graphics of soldiers fighting. I couldn't get up again.



When I went out of Flemeth's house and was about to go to the path where you'll meet the dog, I activated miasma(I was using a mage character.). When I got to the cut scene with the dog being followed by darkspawn. I found that miasma got deactivated and the cooldown was still running.



When I got to the bridge where the bandits are at Lothering, I made Morrigan shape shift into spider form, when I talked and fought with the bandits her shape shift form was deactivated and the cooldown was running.

#3
mosspit

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Miasma and Rally used to deavtivate when entering new areas/conversations. The patch kinda fixed Rally to make it stick but failed to do anything about Miasma. I said "Kinda fixed" as they created a new exploit involving rally stacking.



Shale will enter the "frozen" cutscene similar to Honneleath and teleport both PC and herself into a different region of the map. Sometimes both will land in "black regions" with no ways out. Shale from that point on will not engage in normal conversations.

#4
DJ0000

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In one of my playthroughs Morrigan became totally invisible except for her face. All that you could see of her was a staff floating in mid air and her face.

#5
JosieJ

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army_ant7 wrote...

I "bedded" Zevran with a male character, by the "massage" method. The problem is that my character was still wearing armor when they were doing "it."


Now that's protection!

I had a really annoying, but purely cosmetic, bug happen on my last playthrough.  At the end of the game, when you're speaking to your companions for the last time, Shale somehow turned into a distorted Caridin.

#6
army_ant7

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JosieJ wrote...

army_ant7 wrote...

I "bedded" Zevran with a male character, by the "massage" method. The problem is that my character was still wearing armor when they were doing "it."


Now that's protection!

I had a really annoying, but purely cosmetic, bug happen on my last playthrough.  At the end of the game, when you're speaking to your companions for the last time, Shale somehow turned into a distorted Caridin.


LOL! You got that right. I would do the same if I did it with Zevran. Hahaha!

#7
army_ant7

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I found another bug, I noticed it when I met Zevran for the first time in my game. You fight him, right? Well, there are also a lot of traps in that battle field. I noticed a trip-wire trap had the words "trap trigger" on top of it. The problem is that I didn't detect the trap yet, when those words were there. I'm unsure on this one though because someone was watching me when I was playing, and I asked if he saw the bug too. He said that it was already detected, but I still remember otherwise.

#8
tuklose

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Seen a couple of 'funnies' myself:

One minor one: arlessa isolde's fate is misreported : if you save her, it records it as having sacrificed her. If you sacrifice her, her entry is terminated to the effect that you have saved her.

One major one: It is not possible to move beyond a blocking statue right at the start of shale's nightmare.( one of three character dream sequences within the sloth demons fade realm) Current workaround - don't take shale into the broken circle quest - cos this is a showstopper.

#9
tuklose

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replying to myself - very sad.



Have just got past the shale problem with a bit of dancing the mouse around and then using the w key to move forward, instead of the mouse. Dunno how that happened but I'll leave these posts here in case anyone else sees similar grief.

#10
army_ant7

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You should've just edited your post before that one, but making a new reply work too... :-)



I have some new bugs and suggestions. :P



Bugs:

When I fought Witherfang and the other werewolves without bringing Zathrian, I ran away to a certain area during the fight then the enemies didn't seem to follow, sometimes one or two enemies follow while the others just stand there. I'll try describing the area. Remember the wide place where you meet the Lady of the Forest, Swiftrunner, and the other werewolves? Before that, there's a corridor, and before that there's another wide area where you meet the werewolves guards. Even before that, there's another corridor. At the doorway of this corridor, the enemies seem to stop following you while an occasional one or two enemies come through. I can attack them from long-range, but they still stand there.



When I select all 4 of my party members and tell them to move while in a battle, the melee fighters don't seem to respond and prefer to fight. I have to forcefully move them 1-by-1 with the directional keys on the keyboard.



Suggestions:

Sten can only get 1 job specialization, and that's at level 14. This makes him somewhat weaker than the other warriors. Do the Qunari even have any race bonus attributes? I suggest giving him the ability to get a specialization at level 7, or giving him a default specialization like the other party members.



Arcane warriors should have their "Attack" stat show in their "Inventory" menu, not just their "Spellpower" stat.



Thanks again for hearing me out.

#11
army_ant7

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Some new bugs again. :-)



The crossbow doesn't get stronger with an increase in dexterity. The dexterity modifier should also show in the stats of the weapon just like the strength modifier for others.



I made Leliana a ranger. One weird thing happened though. When she summoned a spider, it was able to equip stuff. As in, full character equipment. It never happened again though.



About Leliana's ranger summons again. All of the summons have the "Overpower" skill, right? Well, the problem is, when I manually control the summon, it doesn't appear as a skill that I can use. It only shows up in the "Tactics" menu for the summon. There are even more skills that don't show for the Wolf, or was it Bligh Wolf.



When I use "Momentum" while "Haste" is in effect, I get a slower attack speed than if "Momentum or "Haste" were active individually, but faster than normal. It's like the supposed increase in attack speed of "Haste" became a decrease in attack speed for the increase of"Momentum." Example: 4x(Momentum) + 2x(Haste) = 7x became 4x - 2x = 2x. Hope you understood it.



That's all I have for the moment. Hehehe... Patch 1.03 came out already, if you haven't updated yet.

#12
army_ant7

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I just got Awakening about a week ago. It still has quite a few bugs though. I hope Bioware really reads these, and that we don't just post bug reports in vain. I've got 2 for the time being.



When I step into certain areas in certain places, I experience abnormal lag. Is I remember, because I've played through the game twice, they were the same areas.



When you go into the Silverite Mine, just right after you meet Velanna, you get knocked out right? When I woke up everyone but my main character had "normal" clothes on. My main was naked. Weirdly, I also kept some(about 10) of my equipment. This was with my imported character, which is my 2nd play-through. In my 1st, which I started a new character, I lost all my equipment and was wearing clothes. The worst part was that I didn't retrieve the rest of my equipment with the 2nd play-through.



:-( Hope this gets resolved.




#13
JosieJ

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re: the Silverite mine



Keep a save before you enter the mine. If it happens that your main character is naked when you end up in the cell, go back to the save outside the mine and strip the character naked before you enter. It looks ridiculous, but you won't lose all your equipment (although you won't get it back until just before the last boss fight).



Patch 1.03 seems to have destablized DA:O as well as Awakening--I get lag a lot of times, and many crashes to desktop now, whereas I never got them before.

#14
TimeLordCat

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Some PS3 Awakening "masterpiece/paragon" weapon runes can not be equipped on weapons. They can be equipped on armor though. I have no idea what effect the runes would have, each time a darkspawn strikes the armor +12 damage to the darkspawn? This is for the disc version of Awakening. Does this exist in the DLC and other versions?

#15
Shandazed

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It seemed like this was addressed in your first post but specifically the problem that I found is:

Whenever I converted my mage to Awakening the "Power of Blood" abilities (from Warden's Tower DLC) -- "Dark Sustenance" and "Bloody Grasp" are all broken. The tree itself says "(class name not found)" and the spells themselves have icons but no name or text, and the animations are present in game but the spells have no effect or cooldown.



If anyone knows of a patch that fixes this I would be greatly appreciative :)

#16
Janni-in-VA

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To answer just a few issues:


"Elemental damage from runes should be proportional to the weapons damage. This is because the faster attack speed of daggers utilize the fixed elemental damage more than the slower two-handed swords. I find this unfair. This is my opinion of course.:-)"

Actually, the runes are working just as they are supposed to do.  The damage applies with each hit.  With that in mind, a workaround would be to equip higher level runes in the more powerful weapons and lower level runes in daggers.  This would give you the effect you're looking for.  :)


"XP should be received, even if just [partial], as long as you damaged or received hits from an enemy that died, regardless of who killed him(non-party member allies or other enemies). The 'last-hitter gets XP' principle is kind of unfair. Maybe even just being near or watching a fight should give you experience, partial though, because it is 'experience' after all."

The XP that you see when a baddie is killed is what everyone in your party gets.  The XP is divided evenly among all party members; it is NOT awarded solely to the character who strikes the killing blow.


"The finishing moves, like those used on the ogre, take up a lot of time."

If you watch those scenes carefully, you'll see that the whole scene shifts into slow motion.  It's like a slow motion scene in a movie.  So, just because that finishing move is slowed doesn't mean that anyone is taking more damage because the baddies have more time to attack.


"At the end of the game, when you're speaking to your companions for the last time, Shale somehow turned into a distorted Caridin."

This is a known bug with the 1.03 patch.


"Sten can only get 1 job specialization, and that's at level 14. This makes him somewhat weaker than the other warriors. Do the Qunari even have any race bonus attributes? I suggest giving him the ability to get a specialization at level 7, or giving him a default specialization like the other party members."

There is a mod which addresses this:  social.bioware.com/project/1562/


"The crossbow doesn't get stronger with an increase in dexterity. The dexterity modifier should also show in the stats of the weapon just like the strength modifier for others."

Crossbow damage is based on strength, not dexterity.  However, it is a little buggy, and there's a fix for it here:  social.bioware.com/project/1314/  or social.bioware.com/project/669/


"When I use 'Momentum' while 'Haste' is in effect, I get a slower attack speed than if 'Momentum' or 'Haste' were active individually, but faster than normal. It's like the supposed increase in attack speed of 'Haste' became a decrease in attack speed for the increase of 'Momentum.' Example: 4x(Momentum) + 2x(Haste) = 7x became 4x - 2x = 2x. Hope you understood it."

This is actually part of the game design.  Hastening effects don't stack.  I'm not sure I remember this correctly, but I think that if the results of the bonus formula yield a result higher than 200, the game defaults back to 100 (2X).  You can probably do a forum search and find a much clearer explanation.  Forum search is available here:  social.bioware.com/forum/1/search


"Whenever I converted my mage to Awakening the 'Power of Blood' abilities (from Warden's Tower DLC)...."

Neither equipment nor abilities from Warden's Keep import into Awakening.  There is a mod for that here:  social.bioware.com/project/2389/  Be sure to read the modder's notes.


I found all of the above mods by clicking on the Projects tab at the top of this page and then doing a search.  You, too, can master the mod search function and amaze your friends while confounding your enemies.  :lol:

#17
ChaosUndivded

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check the bioware website and see how many QC jobs are on offer atm, maybe that will answer a few questions as to why theres so many little, annoying and often times obvious bugs..

my main issue is 1.03 and all the game crashes, cutscene screwups and why have approval ratings for a character that dies in the first 5 minutes.. they could have just made that hidden

#18
nikki191

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really needs a toggle instead of having to constantly hold down the tab key..



weirdly i killed swiftrunner, yet i couldnt loot his body as it was below the floor

#19
army_ant7

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The game crashes sometimes. Weird...



Anyways...

@Janni-in-VA: Thanks for your effort. But I really do want Bioware themselves to make the fixes to bugs in their games. This is so people don't have to always look for fixes with the good mod makers. I mean, mods are really just supposed to be creations by players for fun, not bug fixes. :-)



With XP thing, I'm talking about "non-member" allies. You know, the ones with a blue ring around their models. I also referred to enemies fighting other enemies(like darkspawn fighting the local wild life).



With the runes, it still doesn't feel the same using a weaker rune on the daggers. I mean, who wouldn't put the strongest rune possible. What I'm looking for is a balance fix.



With the finishing moves issue, yes, it does slow time, but also you slow, which is practically the same. There's still a lot of time wasted.



Momentum and haste don't work together, but the new skill of the Spirit Warrior in Awakening, the one that increases attack speed, stacks with haste. This makes me think that the issue with Momentum is a bug which should be addressed.



Thanks again for your effort in replying. :-D



@nikki191: Yeah, I mentioned that "tab" issue in an earlier post. I glad you agree. :-)