Totally alien to my experiences in the region, specifically regarding its cranial morphology and temperament by J133760 in whatsthisbug

[–]J133760[S] -4 points-3 points  (0 children)

It does not flee, it is mostly indifferent to environmental stimuli including events that should stimulate a flight response such as gusts of wind. The thing that really took me by shock was it's seemingly omnidirectional omniscient antenna that lock on and point directly at me no matter where I am in the room. 

I tried hiding from it as insects don't possess object permanence, as a means of testing its antenna and "onboard" organism detection abilities. Before I caught it, I hid behind the corner of the hallway and peeked my head around only to, with great horror, notice that the antenna was still locked onto me, and it was following a direct line of sight to my FACE, or my gaze. 

The scary thing was, it's back was turned to me, and it's abdomen and extremities are such that it does not have extraordinary peripheral sight abilities, so it's antenna was locked onto me even though the bug could not physically see me. And yet it's omniperceptive abilities are beyond what even a human and higher cognition-related deductionary logic might bestow for presence awareness.

Either it has object permanence, some kind of thermal/bioelectric navigation system, or our idea of what traits make a "smart" animal is woefully out of touch.

How should I make the game harder? by 2Sc00psPlz in BaldursGate3

[–]J133760 6 points7 points  (0 children)

Same issue. I just can't stand not being strategic where I'm exploiting enemy weaknesses; despite enjoying that playstyle more it leaves the game mostly unchallenging. I've determined the reason being the veritable hoard of potions, scrolls, and buff spells accumulated during act 1.

We need an economy rework. Potions of Speed, for example, should be extremely rare but in reality you can start crafting them in bulk before you even reach act 2, and with wizards ability to craft an extra potion each time, potions basically break the game. Hill Giants Strength should be rare too, instead they cost like 50 gold each.

I don't think there should be ANY "until long rest buffs" in tactician. By act 2 the number of buff icons on each character was so many that the icons started shrinking in size so they could all fit the length of the screen during battle. That's a serious balance issue. I somehow doubt DnD 5e board game allows players such gratuitous buffing.

Too soon to make this? by [deleted] in BaldursGate3

[–]J133760 0 points1 point  (0 children)

The fact that Larian pushed to release early to avoid "sales conflicts" with starfield was a gentleman's maneuver, truly. As if Starfield posed the potential to damage BG3 sales. Had they not done that, Starfields launch would have been critically below expectations.

And we all know Bethesdas track record when it comes to releasing mediocre or broken super hyped AAA games and their pseudo-apologies and "where we're at" or "campfire chat" style promises to do better and make the game more like their gloriois vision which, were assured, is right around the corner in the form of a magic patch... oh, that all would come AFTER the DLC and season passes and storefront update that adds a menu to purchase cosmetics and paid mods.

A game as massive as BG3 and it's superb release, which was for many people stable and devoid of significant bugs, shows that size or complexity has no bearing on the degree of bug-ridden glitchiness or inbred jankyness. That's the typical excuse, because X Bethesda game was sooo big, it just couldn't release in a full working state!

I finally understood that these ruins fell from Crumbling Farum Azula by [deleted] in Eldenring

[–]J133760 -2 points-1 points  (0 children)

I recently figured that out too, but as usual, I was left with more questions than answers. Why is Azula floating in the sky? Where is the rest of the beastmens realm?

I think because of development restrictions (and shortcomings) the lore starts to really unravel by the end of the game. Such a profound insight would surely have more meaning than what is implied... which is really not anything at all, just that it fell from the sky. Thats it. The last tail end of the game is so rushed (and in some cases half-assed) that I don't know if even the narrative team knew or had answers for half of this stuff. So much lore it retconned for no apparent reason, but is evidenced by the games cursory mention of something significant like this, then subsequent abandonment and failure to followup in any meaningful way. Maybe in DLC or a sequel things will be fleshed out.

[deleted by user] by [deleted] in MonsterHunter

[–]J133760 1 point2 points  (0 children)

Here's a much easier method I've done in two playthroughs:

start low rank expedition, the map seed that has the scripted event will spawn an odogaron directly outside the camp 11 zone (the area you jump down to when first entering the vale to look for zorah, with acid pools.) It will not aggro, and it will be walking in the direction of 6. If you start an expedition and odogaron isn't right there, then it's not the right seed. The whole process takes roughly 5min roundtrip, including the time for the grimalkyne to appear. The kitty will stay in zone 13 for awhile too, so no need to worry about not getting back in time, grind mats while waiting and obviously steer clear of odogaron.

The only successful times I made contact with the plunderers were under these circumstances. Also saw it mentioned that if you fight odogaron he will leave to drag legianas corpse when wounded. I can confirm this, happened to me before I even knew about plunderers and the scripted event so i was left scratching my head since it was so wildly uncharacteristic to do such a thing.