I'm not disputing that, and I definitely would not pay full price for a game which makes so many shortcuts. Heck, an example of older titles you mentioned is Gothic 1. It has a much more reactive world, and it was made by a few people creating their first game, so the lackluster (in that regard) Avowed made by a Microsoft owned studio has no excuse.
There is also a mod which supposedly improves frames and people seem to praise it
It does indeed reduce traversal stuttering for me, making it almost unnoticeable. The framerate itself is always >100 here anyway with the Green Goblin's trickeries enabled and the latest DLSS manually replaced so at least performance-wise the game behaves as intended.
Ixi my nibba link that mod pls
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
There is also a mod which supposedly improves frames and people seem to praise it
It does indeed reduce traversal stuttering for me, making it almost unnoticeable. The framerate itself is always >100 here anyway with the Green Goblin's trickeries enabled and the latest DLSS manually replaced so at least performance-wise the game behaves as intended.
It does indeed reduce traversal stuttering for me, making it almost unnoticeable. The framerate itself is always >100 here anyway with the Green Goblin's trickeries enabled and the latest DLSS manually replaced so at least performance-wise the game behaves as intended.
Ah Vynn, he already did a great job on STALKER 2 (making it playable at all for me before the first patch), this one works just as well too eliminating any small hitch that could happen (had barely any) to make it really smooth now.
again, a random modder fixing major problems a well paid company couldn't bother with...
Bethesda owes the entirety of their continued existence to those. As thanks, they tried to skim off their work and take their money!
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
the arrows was the coolest shit in oblivin for me, and when u shot a bucket floating in air from a rope the bucket would swing
mindblown
Yeah mind blown indeed!
But you know that wont be in the Oblivion Remake lol.
There will probably be an Avowed and Oblivion Remake comparison video one day
Community-Requested Fixes
Updates to Equipment Tier difference feedback and penalties/bonuses:
Changed Tier penalty system from a hard tier to tier system and made it dynamic based on players equipment and the tier (and sub-tier) of the enemy. Tier difference rules now only apply when there is a +/- 4 level gap.
Tier II enemies will now play a small reaction animation when struck by lower-tier weapons, instead of not reacting at all.
Reduced damage reduction when player weapons are closer in tier to an enemy.
Significantly decreased how often companions comment about player needing better armor and/or weapons.
Upgrade materials can no longer be sold to merchants to inadvertently make upgrading difficult. We have a longer-term fix involving buying back from merchants in the works.
Missing NPCs
In specific situations, some NPCs weren’t where they should be. Saving the game, and re-loading will put them back where they should be. We will have a fix soon that fixes the situation completely and doesn’t require a save and load.
Quest & Exploration Fixes
The brambles in the Delemgan Glade will now vanish when the Adragan Heart is acquired, preventing players from getting stuck inside.
Grysca (the apothecary) now correctly speaks with the player to advance An Untimely End, even if they previously encountered a bug with Thalla the Ogre spawning twice.
Added a system to respawn key characters when loading a save if they were previously missing and blocking quest progression (including Ambassador Hylgard and The Watcher Runyd).
Companion & NPC Improvements
Reviving companions in combat now restores them to 75% of their maximum health instead of 50%.
Starting health of companions has been increased to help with their viability in combat.
Merchants & Economy
Merchants at the Dawnshore docks now offer 'Fine' gear in addition to 'Common' gear.
Crashes & Major Issues
Removed chance to crash when casting Corrosive Siphon on destructible objects.
Optimized resource handling of VFX while the game is paused via radial menus to prevent rare leaks and crashes.
Quest & Area Design
Fixed invisible collision blocking the player in Strangleroot.
Prevented players from charging into unintended areas in Strangleroot, avoiding quest progression issues.
Enemies now navigate the bridges of the lava tubes more consistently.
First Contact with the Enemy quest now progresses correctly if all badges are collected before speaking to Nauki.
Players can now complete Steel Resolve after the main quest in Emerald Stair if they had completed enough objectives beforehand.
Kowha now responds correctly if the player returns to them after starting One Last Drink.
Dialog with Giatta upon leaving Naku Tedek now triggers consistently when loading saves before the conversation.
Updated Mapping the Living Lands quest conditions to allow starting from future regions before talking to the quest giver in Dawnshore.
Updated A Lady Never Tells quest flow so it correctly completes in the quest log when starting via the courtesan, getting the shipment, then speaking to Giuliana.
Governor Ignasi’s option to turn in the spy can now only be triggered once instead of being repeatable.
Conversations with leaders in the final area no longer end prematurely when choosing the Let me reconsider option.
Made an additional ending option for the leadership conclave available to players who initially backed out but wish to reconsider.
Adjusted environment art near the Trantons bounty in Emerald Stair to prevent bounty loot from becoming unobtainable.
Previously missing voice-over lines in ambient content now play correctly.
Systems & Gameplay Improvements
Seeds of Vengeance summons now scale correctly with health and damage.
One-handed weapon Parry enchantments now function as intended.
Party buffs from the player now correctly target companions only, instead of summoned creatures.
Kai no longer gets stuck if using Unbending Defense while mid-air with Leap of Daring.
Improved frame rate when rendering damage numbers on multiple enemies at once.
Improved item randomization when restocking shops.
Blast ability for wands now plays the correct visual and sound effects.
Improved logic for animations on companions at the end of combat.
Improved transitions on the top of Mt. Forja.
Fixed interaction inconsistencies with objects and NPCs obscured by other characters.
Controllers no longer rumble when loading a save before the final boss fight.
Fixed issues with pond coin interactions.
Added error codes for save game failures.
Improved where characters are looking during certain conversations.
Audio Improvements
Cutscene in Naku Kebel now properly plays sound effects.
Eating food from the radial menu now provides audio feedback.
Increased volume of Woedica’s voiceover audio.
Player voice now plays more consistently for abilities with vocal components.
Improved transitions between music intensity levels when exploring.
Music during the end slides now plays at the intended volume.
Visual & Art Fixes
Updated Banner Dwarf’s outfit LODs to reduce clipping during animation.
Captain Ngunu’s neck is now properly merged with his head.
Steel Garrote Soldiers have re-grown their missing hands.
Improved shadow quality on Xbox Series X Performance Mode.
User Interface (UI) & Controls
Cloud transfer prompt is now properly centered on ultrawide displays.
Xbox cloud transfer dialog buttons no longer shake rapidly when hovering over the bottom part of the button.
Initial splash screens now properly support Chinese characters.
Interaction prompts pop up more reliably.
Opening a radial menu after leaving and returning to the game no longer triggers the pause menu.
Removed unintended English characters in the One Last Drink quest journal for non-English languages.
Cloud save UI now defaults to selecting the recommended option.
Not bad so far, X Series X here though since AMD and its GPU drivers have some fun stuff with Unreal Engine.
A lack of hardware lumen support worsens ray tracing affecting global illumination and reflection quality but otherwise for a console title the performance holds well.
The game itself feels like it borrows from ideas in a number of other game while rooting itself further in the Pillars of Eternity verse that Obsidian has built up.
I really dislike some of the character customization elements but at least the worse of the fungi stuff can be toggled off though there's a complete absence of actual headgear. Everyone is so incredibly shiny as well.
RPG elements are there though with a myriad of skill checks, so far however they've mostly been secondary for providing more info or insight, nothing has critically failed or branched out into alternate paths but I'm barely through the first town.
There's also elements akin to Might and Magic: Dark Messiah but the platforming is quite janky although treasure and loot is hidden everywhere but as a somewhat more modern RPG much of it is limited to utility or valuables, this isn't Elder Scrolls where everything is up for grabs and nobody really cares that stuff gets taken either.
Chests have the modern visual elements of displaying loot rarity as well, thankfully without any audio elements or other effects. Barely through the first dungeon I found and a bit of exploration and I'm pretty much decked out in rare unique items, its almost a bit too easy to get good gear but at the same time you do get rewarded for exploring.
Notes and text bits are also available but only some of the more major content actually gets logged, rest is mostly to flesh out some of the world building. NPC banter also exists but I've only gotten it to trigger one time when first you approach a chatting actor after that they are quiet or just provide brief quips for activating them.
Only early on into the game and too early to tell, hopefully it goes well for Obsidian albeit with Game Pass and shared platform access I'm not sure how sales will look plus its a bit niche even if the dialogue is brief and much of it is voiced there's still a lot of talking with the major actors even if it doesn't seem to branch much and is more for world building and lore purposes, getting some info for quests and the like. Again though this is early-game it could change.
I like it, didn't get far enough in Baldurs Gate 3 during its 1-hour PS5 trial to properly compare but so far I am mostly impressed.
And there's little to say about the combat so far either, melee weapons early on seem to trump magic or ranged and the stats and systems seem more impressive initially but then come down to speed, critical hit rate or initial damage dealth. Abilities might change it up a bit but it seems bound for a DPS favored setup again.
(Console version and "weapon wheel" setup for magic isn't the most smooth either.)
Same with companions, they mostly exist and banter a bit but too early to say more for sure, in the meantime they mostly provide ability batteries for dealing with enemies or removing natural obstructions easier.
All too early to say for sure, I am impressed by the game though. Also less buggy than I am used to from Obsidian and while its probably another early Unreal Engine 5 title like Stalker 2 it runs well and looks hella good albeit the console version does get aliasing and noisiness in addition to software-only Lumen.
(HDR, 40 FPS balanced mode with unlocked framerate allowing higher for 120Hz/VRR displays with a trade-off for vegetation density.)
PC version if shader compilation and stuttering (Or ye olde driver buggies.) don't stop the experience seem to feature a really impressive set of advanced features in addition to the higher peak performance possibilities, Game Pass at least has cross-compatibility so whenever I swap the GPU out (Modern hardware prices.) I can just continue with a better experience of the game.
In short another fine Obsidian game but I'm still very early into the game, there's likely bugs and jank besides platforming and some animation quirks to come but I am surprised by how well it performs and how stable it is and the lack of general other bugs and problems, maybe the partnership with Microsoft has worked well for them.
EDIT: Post still splits up a lot compared to the preview it seems.
"I liked it. But I have just barely started."
You got to be fucking kidding me ?
So I went full retard and created my hero, I named Groot :
Less "worse" choice I found
2 hours in, game is OKish so far.
Yeah you are a "Godlike" but unlike being the Hoff this is from Pillars so you are elementally touched, and earth based from the looks of things so Happy Fungi Fun time only.
At least the hair one can be toggled, both even but there's a complete absence of headgear so I just went with the minor side scars, being ble to adjust color or scale would also help but unfortunately it is absent.
Actual hair choices when not obscured by fungi-ness is quite impressive though, beards a bit less so but they exist.
EDIT: That some effeminate features and a very overbearing shininess that everyone has to their skin is also present.
Outer worlds has more detail, Avowed world is bigger but less detailed, it's obivous they were cutting corners in development. Perhaps even scrapping a lot of stuff cause it was in development hell.
Think in general the team of Avowed just isn't that talented. Outer world was made by 2 original Fallout devs and a big part of the new vegas team.
Perhaps the good part of obsidian is working on Outer Worlds 2.
Good also be that Obsidian has lost there mojo like so many good devs in the past.
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