patch 1.04/1.03a what do you want to see from it
#51
Posté 23 mars 2010 - 11:51
#52
Posté 23 mars 2010 - 11:57
And not human males. Weird but cool. Thank god i don't have to download the nudity mod itself, just the hand packages.Sylvius the Mad wrote...
Found it. It's part of the Realistic Look package, but it looks like it only applies to ungloved hands (making a new model for every glove in the game would be a huge job).
#53
Posté 24 mars 2010 - 02:47
Eurypterid wrote...
I find with my mages, I don't have room to drop all my spells, some healing pots/injury kits, lyrium pots, etc. with the one quick bar. And I'm playing at 1920x1200 resolution.
alright, so you want options with your spells.. i get that.. i've played a few different mages in DA:O as well and i find 15-20 slots on the quickbar to be more than sufficient, with healing or mana pot and injury kit occupying the last 2 slots and the rest with spells.. i don't see how anyone can possibly need more slots..
a) not all the spells are that great anyway.. half of them you only take to get to the good stuff
personally speaking, from every single mage character i've finished the game with, i find that 3 or 4 offensive spells, 2 defensive, 2 support and 2 or 3 healing will get the job done no worries.. leaving out the 15 other spells i had to take to get to the ones i wanted.. it's called character planning, know what you want to do with your PC and do it, don't stuff around trying to work out how to use every freakin spell in the list cos you don't need to, you just want to.. simple really.. the quickbar is fine how it is
#54
Posté 24 mars 2010 - 03:04
Realistic Wishes: More class specialization options, particularly a Mage/Rogue blend. More custom items, more armor appearances and more learnable skills.
#55
Posté 24 mars 2010 - 03:12
tactics system that is partially busted
using abilities on nearest enemy, class, mage = busted/broken
Modifié par Sword For Hire, 24 mars 2010 - 03:13 .
#56
Posté 24 mars 2010 - 03:30
Dog, attack this archer! *woof!*
4 seconds later, he's running back to 'enemy: attacking alistair -> attack'
#57
Posté 24 mars 2010 - 04:14
How about poisons and bombs?ChaosUndivded wrote...
alright, so you want options with your spells.. i get that.. i've played a few different mages in DA:O as well and i find 15-20 slots on the quickbar to be more than sufficient, with healing or mana pot and injury kit occupying the last 2 slots and the rest with spells.. i don't see how anyone can possibly need more slots..
a) not all the spells are that great anyway.. half of them you only take to get to the good stuffhow many do you really *need*, not want.. cos we all want everything.. it's like women and their purses.. so full of crap they have to carry with them, just incase, and then they complain cos it's too big and bulky.. i mean honestly.. throw half that sh*t out and take what you need..
personally speaking, from every single mage character i've finished the game with, i find that 3 or 4 offensive spells, 2 defensive, 2 support and 2 or 3 healing will get the job done no worries.. leaving out the 15 other spells i had to take to get to the ones i wanted.. it's called character planning, know what you want to do with your PC and do it, don't stuff around trying to work out how to use every freakin spell in the list cos you don't need to, you just want to.. simple really.. the quickbar is fine how it is
I have had the aforementioned problem with mage spells - once I've placed a spell on the bar, I know where it is. I arrange them into groups that make sense to me, and from then on I always know where to find them without even having to look at the bar. This is how all UIs should work (and why I hate list inventories). Sure, there are spells I rarely use or that get replaced by better spells, but removing them from the bar would mean that everything I know about where all the spells are would have to be relearned every time I learned a new spell I wanted to add.
But back to poisons and bombs. I have a Rogue who brews poisons and throws bombs, and I want all of them available on my hotbar all of the time. Luckily I don't use salves, or I'd really have a problem.
And you mentioned potions, but I have all the different types of potions on my hotbar all the time so I can have easy access to them even of one of them is on cooldown. Do I need that often? No. But having everything within easy reach is just good UI design.
Much of modern UI design is based on a single study done by Apple in 1986, and not only do I disagree with Apple's original findings, I don't think they're even still applicable to modern computer use.
#58
Posté 24 mars 2010 - 04:40
ChaosUndivded wrote...
Eurypterid wrote...
I find with my mages, I don't have room to drop all my spells, some healing pots/injury kits, lyrium pots, etc. with the one quick bar. And I'm playing at 1920x1200 resolution.
alright, so you want options with your spells.. i get that.. i've played a few different mages in DA:O as well and i find 15-20 slots on the quickbar to be more than sufficient, with healing or mana pot and injury kit occupying the last 2 slots and the rest with spells.. i don't see how anyone can possibly need more slots..
a) not all the spells are that great anyway.. half of them you only take to get to the good stuffhow many do you really *need*, not want.. cos we all want everything.. it's like women and their purses.. so full of crap they have to carry with them, just incase, and then they complain cos it's too big and bulky.. i mean honestly.. throw half that sh*t out and take what you need..
personally speaking, from every single mage character i've finished the game with, i find that 3 or 4 offensive spells, 2 defensive, 2 support and 2 or 3 healing will get the job done no worries.. leaving out the 15 other spells i had to take to get to the ones i wanted.. it's called character planning, know what you want to do with your PC and do it, don't stuff around trying to work out how to use every freakin spell in the list cos you don't need to, you just want to.. simple really.. the quickbar is fine how it is
Why does it bother you if other peple want more quick slots? Don't tell me how to play my game and what I need or want. Let me play the game the way I like, thank you very much. Having more quick slots would be something I'd like to see. If you don't want to use more, that's great, but I don't see how the addition of more slots or another quick bar could possibly affect you, especially since you could collapse a second one if you don't want to use it.
And yes, what Sylvius said as well.
ccconda wrote...
Those referernces are from december. Dex has been fixed for a looong time now.Volleyjeff wrote...
I keep
seeing people refer to a "dex bug" and "stealing bug". I am not aware
of these, but I haven't played as a rogue for my main yet (just warrior
and mage). What are these bugs you refer to? I'm curious because I'll
be starting my third run-through soon with a rogue and don't want to
make the wrong build.
The
stealign bug is new. You can only steal money from people, nothing
else. It's retarded - why would they have even touched anything
stealing-related for patch 1.03?
sigh
From what I
understand the Dex bug is not fixed on the consoles. Pick pocketing is
broken in that you get the 'success' message when pick pocketing a
random item, but you get nothing in your inventory. You can still steal
money and plot items, but nothing else.
#59
Posté 24 mars 2010 - 04:55
2. graphical bug fixes
3. runtime visual c++ library crash fix
4.memory leaks
5.more original concept armor and weapons
6.make DAO origins an open world like in ME2
The main thing though would be game stability. It was somewhat bad before patch 1.03, and awakenings. But since then it is a night mare for I7 systems running Windows 7 64 bit.
#60
Posté 24 mars 2010 - 04:56
#61
Posté 24 mars 2010 - 04:58
ccconda wrote...
Yeah, on consoles dex isn't fixed. The stealing bug is from the new ptch, 1.03, correct? is it not possible to mod a fix for the stealing bug ourselves?
There's a fix for it (only for PC, obviously). I'll see if I can find a link.
Surango's Stealing and Dog Find Fix for patch 1.03.
Modifié par Eurypterid, 24 mars 2010 - 05:01 .
#62
Posté 24 mars 2010 - 05:13
This is just hillarious.
Thanks for the link. I can't believe the bug was caused by a TYPO.
#63
Posté 24 mars 2010 - 07:06
The chunk of code Surango identified basically says "if the critter already has coins, don't add items"—and in a stealing situation, the critter in question is the player, who probably has some coins.
That same chunk of code was responsible for your faithful mabari hound no longer being able to scrounge up the occasional elfroot or greenstone.
Now, if you happened to try Stealing in 1.03 while penniless, you would have found yourself quite normally successful—until you nipped your first coin.
There are other issues that are less apparent (your mabari hound could win you coin based on a global coin chance that's really meant for dropped loot, but you wouldn't receive the usual coin notification, so your coin would "silently" increase) and I think it's a perfect example of a patch that allegedly fixes one thing (is it really so bad that a critter could drop both coins and items?) while breaking other things in the process.
#64
Posté 24 mars 2010 - 07:30
This is quite OBVIOSLY a software issue, as not a single other game out there, by BioWare or anyone else seems to have this problem. Very poor marketing and quality assurance if you ask me, release a broken game, then three consecutive patches whilst ignoring a MAJOR problem you know is your own.
This is why, until you fix it, you'll not be getting another dollar from a loyal customer (who your raping with the prices as it is). I will not be buying Awakening until it's fixed, I will not buy Mass Effect 3 until DOA is fixed, and I most certainly will not be buying the KOTOR MMO either until you fix this. What on earth were you thinking, OF COURSE IT'S A SOFTWARE PROBLEM.
If I we're to guess, I'd say your CUDA/PhysX is on par; as not a single GeForce card has problems, however the Catalyst binaries you used we're likely too new for most 38xx-48xx card users or maybe even corrupt. Go back and look at the libraries, compare them and see what you missed BW, this is not ATI's problem.
#65
Posté 24 mars 2010 - 07:32
I've got an I7 920 (running @ 3.6) and Windows 7 64-bit Professional, but I've not had any problems with crashing (I think I might have crashed once since 1.03 came out) and that includes about half a playthrough of Origins and a complete playthrough of Awakenings.darkshadow136 wrote...
1. I7/ Windows 7 64 bit crash bug fix
The main thing though would be game stability. It was somewhat bad before patch 1.03, and awakenings. But since then it is a night mare for I7 systems running Windows 7 64 bit.
So...are you sure the problem is with I7 system running Windows 7 64-bit?
#66
Posté 24 mars 2010 - 07:44
#67
Posté 24 mars 2010 - 07:45
#68
Posté 24 mars 2010 - 07:46
#69
Posté 24 mars 2010 - 07:52
in conclusion, it would be nice for 1.03a/1.04 to make the game actually playable again.
#70
Posté 24 mars 2010 - 07:54
#71
Posté 24 mars 2010 - 08:06
I see alot of people mentioning this.Gliese wrote...
4. Board quests, receive full rewards when turning in multiple quests at the same time.
.
The game DOES give you the full reward when turning in multiple quests at the same time. The problem is that the text doesn't show the full amount, and so people mistakenly think they're getting gypped. But you do get every gold sovereign you're owed. To test this, go into your inventory and look at how much money you have before you turn in those quests. Then look at how much you have afterwords. The update text may tell you that you just got 3 gold, 0 silver, 0 copper. But if you look at your totals in the inventory screen... you got a lot more.
Anyway, fixes I'm looking forward to:
1) Messy kills, interrupts spellcasting, weakens nearby darkspawn, chance to stun, radiates cold, and other unique weapon properties currently don't do anything at all, because they're flat out not implemented, according to the toolset. I want the next patch to Make them work as advertized.
2) The new stealing bug.
3) Berserk and Blood Magic sustains turning off by themselves.
Modifié par Yrkoon, 24 mars 2010 - 08:22 .
#72
Posté 24 mars 2010 - 08:11
I haven't had any problems with DLC that I've noticed, and I'm using the Steam version. Maybe I'm lucky, or maybe I'm oblivious. :happy:astrallite wrote...
Fix the steam version. 1.03 is bugged as hell, if you go to Nexus forums they can't even hack the DLC to work right on ORIGINS after the patch, even though the retail version works fine.
#73
Posté 24 mars 2010 - 08:22
#74
Posté 24 mars 2010 - 08:32
#75
Posté 24 mars 2010 - 08:40
I agree with #1. I'll still use some of those items because I think if I believe in them enough they'll work as advertised.Yrkoon wrote...
[…]
Anyway, fixes I'm looking forward to:
1) Messy kills, interrupts spellcasting, weakens nearby darkspawn, chance to stun, radiates cold, and other unique weapon properties currently don't do anything at all, because they're flat out not implemented, according to the toolset. I want the next patch to Make them work as advertized.
2) The new stealing bug.
3) Berserk and Blood Magic sustains turning off by themselves.
#2 I've fixed myself (see sig; includes item notification floaties) but I'd rather see it properly corrected in the game proper (as well as better notification than "Items received" in the game proper).
#3—I dunno about Blood Magic, but I've no problem with Berserk needing to cooldown after each combat. It fits with the classic concept of a barbaric rage resulting in some modicum of fatigue (yes, I refer to a D&D cliché). For my berserkers I make sure it's on a hotkey while most of my sustains are usually in non-hotkeyed portions of the actionbar.





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