Patch 1.4 Discussion Includes Changelog!

Post » Fri Jun 08, 2012 12:05 pm

O god o god...i'm so happy that the ash piles got fixed. I thought they would never give any attention to these stuff. I wonder if zombies will still die when they change areas. If the game stop freezing all the time in this patch, i will be happy.
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JD FROM HELL
 
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Post » Fri Jun 08, 2012 5:48 pm

WHERE THE GENTLY CARESS ARE THE BALANCE CHANGES?!?!!?

I mean come the gently caress on Bethesda, what the gently caressing gently caress are you gently caressing doing?!

The game is gently caressing BROKEN, destruction svcks, smithing and alchemy are overpowered AND useless.

Not to mention the dozens of useless perks that ought to be removed/improved.

Gently caress, you are [censored] lazy Bethesda.
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Nicole Kraus
 
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Post » Fri Jun 08, 2012 9:43 am

I agree with the OP, Forsworn Conspiracy needs to be fully fixed, not just one issue within the mine. It's very thankful that this quest is optional to do because more people would complain about it if it wasn't.

I just completed this and had no issues with bugs. What seems to be the problem?
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Ebou Suso
 
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Post » Fri Jun 08, 2012 10:31 am

WHERE THE GENTLY CARESS ARE THE BALANCE CHANGES?!?!!?

I mean come the gently caress on Bethesda, what the gently caressing gently caress are you gently caressing doing?!

The game is gently caressing BROKEN, destruction svcks, smithing and alchemy are overpowered AND useless.

Not to mention the dozens of useless perks that ought to be removed/improved.

Gently caress, you are [censored] lazy Bethesda.

Fixing bugs and crashes is far more important at the moment. From what I have heard some PS3 users can barely play the game. But yes eventually they need to work on the balance.
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carly mcdonough
 
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Post » Fri Jun 08, 2012 9:10 pm

Its all about fixes, all good, but in previous "what we are working on" topic they said they are working on "game balances", "not a couple but many of them", so where are they?
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Sista Sila
 
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Post » Fri Jun 08, 2012 8:10 am

I don't even care about the balance...how about all the broken quests? (Including the ones that were broken by finding quest items in the world.)
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Susan
 
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Post » Fri Jun 08, 2012 7:54 am

I wonder if they will ever fix the "Hired Muscle" quest if it assigns you a dead person to "intimidate/brawl" with? FIX IT!
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Rachel Cafferty
 
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Post » Fri Jun 08, 2012 8:20 am

I do, and they promised :poke:
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Penny Wills
 
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Post » Fri Jun 08, 2012 7:22 am

So will this fix my quest-line for the Companions? I'm pretty sure I did "Blood's Honor" (I have the witch heads) and can't start the next one following that one because I had the Helm of Wintershold active.
  • "Blood's Honor" will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
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JaNnatul Naimah
 
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Post » Fri Jun 08, 2012 7:08 am

-WHY-? So we can have another ultra glitch fest?! NV was one hundred times glitchier than skyrim.

I know NV had glitches, but they were NOT as bad as Skyrim's. (I've never had to restart with Skyrim, at least quest items in NV are 0 weight and you can't just accidentaly find them and break the world, etc.)
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Melly Angelic
 
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Post » Fri Jun 08, 2012 10:39 am

?? "Under New Management" is the end of the Thieves Guild questline, which I've done twice now. What Oculory? What Focusing Crystal?

They must mean the College quest "Revealing the Unseen".

WHERE THE GENTLY CARESS ARE THE BALANCE CHANGES?!?!!?

Did you write it like that or has the autocensor learned new tricks? :lmao:

Anyway, Beth has never balanced games with their patches. They promised they'd do that for Skyrim, but personally i'm nor holding my breath, they'll propably screw it up even more :P I'm looking forward for mods to do it, once the CK is out.
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Vincent Joe
 
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Post » Fri Jun 08, 2012 8:29 pm

HELL YEA! They fixed Blood on the Ice. Bethesda, I love you!

Definitely one of the most commonly reported issues and one we wanted to take care of.

Also getting plenty of questions asking about the "Markarth Guard glitch" -- wanted to let you know that gets resolved with this one... "

Fixed issue where killing guards in Cidhna Mine would block progression for "No One Escapes Cidhna Mine"

For those wondering about stuff that isn't listed in our current changelog, here's a couple things to note...

1) It's the current changelog. It's possible that some stuff will get added or removed by the time of the final patch. Whatever changes are made (if any) will be noted in the final release notes.
2) I'm going through comments here and on the blog to see your feedback on what's getting fixed vs. what's not getting fixed. I'll be sharing that information with the team.
3) We are planning for more updates.
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Lady Shocka
 
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Post » Fri Jun 08, 2012 2:01 pm

The whole beta testing that they are planning is an interesting idea. Whatever number of testers Bethesda has, it's nothing compared to the multiple 100,000 fans, all with their own unique computer configurations, that could be aiding the testing as well.

I'm guessing that the beta patches are going to be the ones experimenting with balance changes.
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michael flanigan
 
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Post » Fri Jun 08, 2012 4:30 pm

Methinks those are the "100% will be in the patch" notes instead of actual notes.
If not, then the patch is already finished, only awaiting the green light from SONY and Microsoft
They're supposedly testing this week and going into the approval prtocess next week.
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Christie Mitchell
 
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Post » Fri Jun 08, 2012 9:15 am

FO3 is legendary and FONV isn't. bethesda is way ahead of obsidian when it comes to open world games. its not even close, as decent as new vegas was, and it was a decent game, but it didn't have the impact FO3 had, it just didn't.

This. A thousand times this.
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Kortknee Bell
 
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Post » Fri Jun 08, 2012 10:27 am

Definitely one of the most commonly reported issues and one we wanted to take care of.

Also getting plenty of questions asking about the "Markarth Guard glitch" -- wanted to let you know that gets resolved with this one... "



For those wondering about stuff that isn't listed in our current changelog, here's a couple things to note...

1) It's the current changelog. It's possible that some stuff will get added or removed by the time of the final patch. Whatever changes are made (if any) will be noted in the final release notes.
2) I'm going through comments here and on the blog to see your feedback on what's getting fixed vs. what's not getting fixed. I'll be sharing that information with the team.
3) We are planning for more updates.

You may want to correct this line:
In “Under New Management”, if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
That quest is "Revealing the Unseen".

"Under New Management" does have a bug with receiving the Guildmaster Armor if you didn't keep the Thieves' guild set. Will that be getting fixed as well?
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sophie
 
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Post » Fri Jun 08, 2012 11:21 am

Anyone know if the quest 'Waking nightmare ' that you get given in Dawnstar will be fixed in the upcoming patch? The priest who hides when you follow him into nightcaller temple therefore preventing completion of the Dawnstar questline is annoying D:
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Tina Tupou
 
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Post » Fri Jun 08, 2012 3:52 pm

Anyone know if the quest 'Waking nightmare ' that you get given in Dawnstar will be fixed in the upcoming patch? The priest who hides when you follow him into nightcaller temple therefore preventing completion of the Dawnstar questline is annoying D:
Haha, that one quest is really funny (or probably very annoying to some) because of the many bugs. With me, I went to clear out the whole fort before realizing how I actually had to open that magical barrier. When I got down, Erandur suddenly teleported in front of me, and walked all the way back to where he was supposed to wait. He kept on running against the barrier, so I decided to go to another area and return, and then he finally was where he should stand.

Another bug I have is the one with Blood On the Ice. Problem is, I DID talk to Calixto about the "strange amulet", and after that, it DID get renamed, but after the whole quest was finished, it's called "strange amulet" again, and is still referenced to as a quest item (i.e. I can't remove it from my inventory).
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Charles Weber
 
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Post » Fri Jun 08, 2012 4:56 pm

Wait, so I still have literally dozens of weighted quest items stuck in my inventory? I mean it's not even that big a deal but it makes the game look messy and I imagined it would have been addressed long before this.

Also, probably a stupid question, but as to the house weapon plaque/rack fixes: will this affect exisiting, upgraded homes, and not just ones bought after the patch?
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Karl harris
 
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Post » Fri Jun 08, 2012 4:29 pm



This. A thousand times this.

I agree. NV was just lacking something i couldnt quite place. Maybe it was that in FO3 i always seemed like i was running into something unique and interesting.
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Isaac Saetern
 
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Post » Fri Jun 08, 2012 1:59 pm

Balance definitely needs to go to the back of the bus while broken quests, save bloat, and optimizations for all platforms are worked on.
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sally coker
 
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Post » Fri Jun 08, 2012 5:20 pm

Let's go ahead and take this to the new thread

http://www.gamesas.com/topic/1336047-patch-14-unoffical-thread-3-with-changelog/
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Kahli St Dennis
 
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Post » Fri Jun 08, 2012 12:07 pm

You may want to correct this line:
In “Under New Management”, if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
That quest is "Revealing the Unseen".

"Under New Management" does have a bug with receiving the Guildmaster Armor if you didn't keep the Thieves' guild set. Will that be getting fixed as well?

I'll have a look.

Any new changes would be listed in the final release notes.
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Chris Guerin
 
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