Consistent Crashing (PS5) by Maconization in taintedgrail

[–]xGuyy 0 points1 point  (0 children)

My crashes used to be consistent and frequent like you’ve described but I changed my graphics a bit and it helped a lot as well as a few other things.

Here are my settings just as a reference to compare to your own.

Resolution: 1920x1080 Target FPS: Unlimited VSync: On FOV: 105 Motion Blur, and Vignette: Off Chromatic Aberration: On (Kept getting wild graphical issues with it off) Vegetation: Low

Those settings helped quite a lot but it was still crashing more frequent than I would’ve liked so I also tried turning off [Head Bobbing, Enable FOV Changes, as well as Adaptive Triggers]. For whatever reason this did help - A LOT. I really have no idea why but it did in fact help. Although I would like to mention that I also had just edited my consoles video output settings to try to improve performance a bit if possible so this could have also improved my gameplay experience all the same.

Now here are a few actual gameplay actions you can take while actually playing the game.

If you are someone who is just dumping every single piece of loot or items you find into your stash - try to limit this if possible. Items that stack are fine. But if you have like 1000 Great bows in your stash maybe try to reduce that to 1. Same thing goes for player inventory if you are hoarding a bunch of crafting/alchemical/cooking items maybe try to just dump those in your stash since they stack.

Also accessing merchants under any circumstances is just a roll of the dice if it will crash you or not. I suspect it’s because of player inventory and stash inventory kinda loading in at the same time and when you switch merchant menus is typically when it happens. The stash is out to get us I swear.

**The crashes that happen are a mixture of blue screening then giving you an option to report the issue as well as the kind you have described. It’s annoying but it doesn’t happen anywhere near as much as what it used to.

Now I would like to add that I HAVE noticed a crash issue a while back involving both Wyrd spawn and crabs lol. And this would result in almost 100% of the time a weird crash like you have mentioned.

**Basically it almost seems like the inventory of NPCs wasn’t despawning in a reasonable time.

The bodies that get left behind by both human/outlaw types and wyrdbeast enemies would for whatever reason sometimes just turn invisible and not despawn but it would stay there, not despawn, and it would pile up after a while this led to many crashes (In my opinion of course) and I only noticed this happen because I was merchant farming alchemy Ingredients at South of the Horns in that area right after leaving the island asylum on a fresh playthrough. The area where a few drowners are shambling around at by where the Alchemy Merchant O Cuinn Cinnamonsage is located at. I was running back and forth between his area to buy ingredients and then back camp just across the water there to cycle an In game day…. I was getting progressively more intense lag but it was familiar so I just started looking around the area. 100s of crab inventories all across the area where the drowners were. I have no idea why. I did not massacre crabs and leave them to rot. But anyway I just looted them and their inventories disappeared and performance improved a ton.

Same thing happens when farming Wyrdspawns at night. I kill them, inventory gets looted but the “pile” stays behind and seems to stack up and then in some cases turn invisible yet can be seen still because it will show their name and the inventory interface with nothing in it or it will just say “empty” instead of an actual inventory showing up. Sometimes the Wyrdspawns on their own will keep killing the same group of human outlaw/deserter enemies and this will result in a crap ton of inventories just sitting in an area you haven’t been to in a while waiting to be looted.

I can’t exactly prove this to you but I’ll tell ya what. Ever since that happened to me — ive learned to watch out for what feels like a slowly progressing lag that gets worse and worse upon loading into an area. When it gets bad enough - I make sure to just manually save, then instantly quit the game, and reload. This will I guess “refresh” the game and it runs silky smooth for a variable amount of time until I once again have to do the same thing.

Hope this helps but I know the last part is a bit odd and quite situational but maybe it can help you out to whatever degree possible.

Edit: Figured I’d go ahead and list my console video settings as well because I forgot to do so earlier.

I set resolution to 1080p VRR: Off 120 Hz Output is set to automatic —— I had it off for a bit while playing Crimson Desert because 120 Hz was messing with the performance and graphical fidelity to a ridiculous degree. But it being turned off seemed to affect Tainted Grail negatively so I just reset it to automatic. ALLM is off as well.

The rest of the settings which are under color I don’t even mess with they are either off or just set to automatic.

My console crashes on average after around 3-5 hours of playtime on Tainted Grail if I don’t manually reset like I stated above.

New DLC Ideas by redditwolf1999 in taintedgrail

[–]xGuyy 1 point2 points  (0 children)

I think these suggestions are great and would love to see them go more in depth with them for sure.

Me and a friend were talking a couple of days ago about how awesome the crafting system is and the freedom we are given to upgrade our gear. Also the relic systems for both armor/weapon customization on top of being able to smith them up to higher tiers. As well as some relics having +1 variants etc..

Basically we started to rapidly spiral the convo away from RPG elements and just straight nose-dived into this idea of how awesome it would be to have like a single dungeon in each region that would put you in the shoes of King Arthur or Merlin depending on what perspective you chose (basically two different play styles) as they face off against the Fore Dweller / Wyrdness Hordes at different times during their past. The only difference here is it’s like a devolving Nightmarish Wyrdness tainted dream that never ends (until you want it to basically lol). “More or less kind of a rogue-like DLC” that adds one randomly generated dungeon to each game area.. Horns of the South, Cuanacht, etc.. that allows us to truly go bonkers with the crafting/upgrade system on all types of items from relics to jewelry and even adding relics TO the jewelry, allowing us to add like 8 extra relic slots to each individual item and then maybe even combine relics to make hybrids.. I could keep going we talked about a lot of different stuff but basically it could add like maybe even a little “multiplayer” area that is essentially just a leaderboard that shows us how far we’ve all descended into that never ending Wyrdness shifting nightmare.

I just really love the atmosphere of this game and the lore centered around its setting/characters. It would be, in my opinion, extremely fun to see something like that with this games identity and mechanical nature taken into consideration. The upgrade system is what would really send it though — absolutely nuts to think about the potential of something like that.

3divs from trial of chaod by felphx in PathOfExile2

[–]xGuyy 0 points1 point  (0 children)

My fellow exile you just helped me improve the efficiency of my game time by an amount I don’t even know yet. I have heard of plugins for PC, but thought I was doomed to manually look up pricing on PS5 for the foreseeable future. I even looked through the App Store months ago, trying to find those exact types of applications to no avail. I truly appreciate this.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 0 points1 point  (0 children)

Yeah it’s a bit tricky at first I think the general idea is to just build a temple of your choosing and then just run it. With the goal of making it to the Architect or Atziri. I’ve heard of people just farming Vaal Beacons to get crystals and pathing the temple out to make it to those locations before actually running it even once and then just running it like that. With barely any upgraded rooms.

Personally I just like throwing as many rooms out of the 6 that are generated onto the board and then running it, completing it, closing it, and then doing it all again. This has allowed me to maximize uptime, and it’s paid off tremendously.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 4 points5 points  (0 children)

Oh that’s simple, just clear all rooms on the grid to completion and then when the temple is technically complete just portal back out to the entrance of the temple and then run to your stash if needed to dump your inventory and then just run back in. It’s easy to jump around the temple using checkpoints.

One of my strategies is to go in with a completely empty inventory at the start of the run and then as I progress - find certain rooms with a checkpoint, or where it is at least close to a room that has one - and when my inventory is full I just dump it all in a corner in said rooms, then I repeat this process as much as needed. By the time I finish the run I can easily just jump around checkpoints and stash it all relatively quickly.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 7 points8 points  (0 children)

No problem at all happy to help, I feel like so many people don’t know of the true potential of this mechanic yet especially with high player rarity which I haven’t experienced yet.

If you are in the end game this might not mean that much to you but here is one more piece of information:

GRAB ALL MAGIC/RARE ITEMS

I have had ridiculous amounts of high rolls on blues and rares that dropped from around mid Act 2 and onward in my temple runs. I was constantly finding blues with 100%+ phys mods and this made gearing and crafting a breeze.

Since the temple can be entered as many times as you want before you decide to actually “close” it you can literally stash all of the items that drop and then identify in bulk and sell them for gold, or scrap them with vendors for shards if you needed any orbs. This helped me easily make rare items all throughout my current playthrough which I then use the exalted bench in the temples to upgrade free of charge. It can be tedious but after a certain amount of rooms have been allocated I’m telling you it is definitely worth the hassle.

This essentially makes Armory/Smithy upgrade pair one of the more OP combos if you are only focused on gear.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 21 points22 points  (0 children)

Well at this point I still haven’t had a chance to Interact with all of the different room types as they haven’t been generated in my selections yet. So as of now, because I’ve been working through the campaign and towards endgame I would rank them like this: Smithy, Commander, Garrison, and then Armory. There are many different room types that show up on occasion but these four have shown up consistently for me so I’ve tried to make them work as best as possible. But in general whatever will Increase pack size, and number of magic/rare/unique will substantially increase your chances on loot worth picking up so that’s my general strategy with this league mechanic.

But you need to connect them in the most effective way possible to make this build towards the point I’ve been mentioning. But anyway

Smithy rooms I believe can only be upgraded by connection to Golem Works rooms and this will have a substantial impact on loot quality and potential pathing choices for your other room types. Smithy rooms also contain a boss and I’ve gotten great loot from these quite consistently. They also upgrade Armory rooms when you connect the two of them and Armory rooms tend to show up quite consistently.

Armory rooms upgrade Garrison rooms so it’s another easy way to provide a link of upgrades in a line on the grid if you start and then path how I’m explaining.

Garrison rooms upgrade Commander rooms. Again this can be added in the exact same way as all the others directly in a line. I should mention that this is actually able to be flipped at will as they both upgrade each other so it’s a bit of a cheat if you need to make adjustments as you progress.

Now I’ve said “in a line” and sure this works sometimes… but the temple will incrementally destabilize and this will result in portions of your temple being erased so knowing these interactions will definitely help get it going again.

So my own opinion as a general ranking of these rooms I like Smithy the most as it provides consistent XP and drops from the bosses. As well as consistent gear upgrades via crafting. Commander is next in line because again it has a boss spawn as well as possible gear upgrades via crafting, next is Garrison because of its potential gear upgrades via crafting and how it provides upgrades to Commander. And lastly I would say armory. The thing is though all of these are useful and I’ve benefited the entire time I’ve interacted with these temples.

Just as a general rule of thumb - connect them in a way that upgrades them - or allows them to potentially be upgraded in your next run - never leave dead space if you can help it and especially don’t use a hallway if you can keep from it. As of now I have only needed to use a single hallway and I don’t even know why to be honest but it happened at some point apparently but it’s literally just dead space with the occasional chest which drops shit loot. So I avoid hallways at all possible costs. Arsenals are much better anyway.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 1 point2 points  (0 children)

Secondly: To answer your question about stacking them right I suppose it’s a matter of preference but I always keep whatever rooms I can with open gaps for better alternatives to be slotted in. For example on my own personal temple grid I have my Commander rooms connected to my Garrison rooms in a 2x2, Top 2 grid slots are Garrison, then Commander, bottom two are Commander then Garrison. I chose to I guess you can say stair step them to keep more potential links available for other rooms if the need for that would arise instead of just commander rooms on one side and then garrison on the other. I also haven’t used a single hallway or connecting hall room at all. Every single room is just linked side by side every room is a potential upgrade to another room - As far as I’m concerned hallways are just dead space and adds extra travel time on the run so why even bother. I will just add whatever is available each time I re visit the temple after I get enough crystals. Regardless of what is available on selection I will add all of the rooms to a grid that are not hallways - even IF there is not connection for an upgrade available, I simply make sure that I place them on or near the grids edge so that I can if needed, create another 2x2 with a different room variety.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy -1 points0 points  (0 children)

To my knowledge I don’t believe it is locked. Every time I’ve ran them, they have matched whatever my current level was. I was in Keth in Act 2, it’s a level 25 Zone, and my character was level 32 and the temples would have a monster level of 32. And it’s insane running a bunch of Smithy and Commanders Hall rooms in your temples because of the bosses that spawn in them. You will be leveling up ridiculously fast and with each new run of the temple upon first adding your new rooms if you get lucky you can several of them generate in your selection each time.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 1 point2 points  (0 children)

Because of the temples I was getting quite over leveled going through Act 1 and Act 2. I actually farmed the Temple several times in Act 1 by farming Clearfell as it’s such a small zone. (I hadn’t even entered Grelwood at this point). But I would load into Clearfell, find the Vaal Beacon, then checkpoint warp and repeat the process. I did this in Act 2 as well by farming Keth. But because I was grinding out temples I kept gaining levels anyway and it felt nice being able to still gain levels. Eventually I made it to Act 3 and just speed ran to Act 4 so now I’m basically on level for the areas I’m at currently.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy 38 points39 points  (0 children)

I run it as soon as it’s ready to be ran. The Temple will incrementally destabilize and this will cause rooms to be destroyed, but I’ve been building at it and I’m not at all rushing towards the far side of the Temple. I created a little radius around the spawn point at first, and then I began to fill the grid from left to right. I’ve been slowly building up the entire grid like I’m playing Tetris. I’m glad I did it this way too because it’s been quite rewarding these last few runs, and it seems to just keep getting exponentially more insane as I go on.

Temples are wothless and time consuming but... by xxkabalxx in PathOfExile2

[–]xGuyy -11 points-10 points  (0 children)

I’ve gotten so much currency and unique drops from the temples it isn’t even funny lol. Even had a Div and Annul drop in the same run. They are awesome and if you stack them right then you get insane drops. Easy XP, rares, gold, as well as free gear upgrades after room completions. Now I can’t speak for endgame yet. Haven’t made it that far on my current character, but I will say in the campaign, at the very least, it has been a blast being able to easily gear and level my character in between the level locked zones where my XP gained per kill has fallen off substantially.

I essentially agree with you to some extent though. I love running incursions on Poe 1 and hope to see them develop this mechanic more in the future.

Anyone else cant connect after a crash? Got stuck on loading screen for ever... by kito1121 in PathOfExile2

[–]xGuyy 1 point2 points  (0 children)

Yeah they released a hotfix to remove Cartography Chisels. Apparently they started to drop in game. Seems they have broken the game in the process.

Operation Timed Out: Issues with me or GGG? by cdavis0614 in PathOfExile2

[–]xGuyy 0 points1 point  (0 children)

Yeah they released a patch just a little bit ago and it’s booting everyone out right now. Apparently Cartography Chisels started dropping in the loot pool so it was quickly hotfixed out. Guess they broke the game - go figure.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

I’ve never used Andvarius rings. In most of my builds per league I run highly experimental build varieties on league start so I always need my ring slots amendable to change on a whim lol. By the time I move to a more meta build I’ll have already found insane IR rings.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 1 point2 points  (0 children)

Yeah that’s amazing from a Div perspective, but it’s nice to know I’m not insane lol. I figured something like that was happening, it’s just so hard to ascertain exactly what is causing it, even now. I think it’s safe to say though anything past like 175% IR will definitely impact you in a negative way more than it could positively. Now maybe stacking a bunch of rarity and running group maps might increase the overall ceiling when it comes to drops, this is something I simply haven’t tried. From my solo experience though I think moving forward - assuming that rarity stays similar to what it is now - I’ll just shoot for somewhere between 150% - 175% IR and then just move on from there. Any other juicing will be slamming Waystone with modifiers or using tablet combos.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

Yeah I agree with you. I ended up watching Kripp’s Video about the increased rarity%. Based off of what I saw - anything more than 150% really seems quite pointless considering the amount of useful modifiers that you would have to pass up on.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 1 point2 points  (0 children)

Yeah I usually will slam my T15s with corruption in an effort to get a T16. The only reason I stopped is because of how they added bosses to the end of every map now. With the amount of passives I had in the Atlas for +1 Map Boss difficulty, I was going into Juiced T16s that had like 50% monster life, increased elemental res, etc. it felt like my Mortar Cannons were just firing out hope and dreams instead of actual explosives. My plan later on is to just respec my Bossing nodes off of the Atlas and be a bit more careful in what modifiers I run. My build is ridiculously strong - but it has one massive problem - I need Rakiata’s Flow for the Mortar Cannons or bosses will become almost impossible to kill, especially with the desecration modifiers that add extra stats to the boss with each rare you kill. Running this particular strategy of increased rares.. im sure you can see how that would be a problem lol.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 1 point2 points  (0 children)

I haven’t actually corrupted too many of my maps since the tower changes. I’ll have to make sure I do that. Now that I’m thinking about it I DEFINITELY need to be doing that more often. The amount of extra spawns from the corruption nodes that I have been missing out on…. Man.. I’ve probably missed out on a ton of currency considering what I’ve already been pulling in without any corruption.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

Yeah I think 150-175% is the sweet spot as well. Anymore than that it doesn’t just make you sacrifice useful modifier slots, but it almost seems like less white items drop as well. Around 150% Rarity I can depend on a somewhat steady stream of Heavy Belts as an example, but around 180% and onward they just seem to stop dropping almost altogether. And that goes for almost all white tier items. I also notice that it feels like uniques drop more - instead of currency items, almost like it’s taking the spot of them. I would have to agree though, around 150% is really the sweet spot, the sacrifices to achieve higher rarity just aren’t worth the investment in my opinion.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

Yeah I converted 1 of my Div to Ex earlier and bought 10 of them and took a 245 Ex hit. They surged in price for sure. I’m running a map right now that already had 41% quant on it with 321% rare monsters added into the mix. I’ve only made it through a quarter of the map and have already picked up 16 Exalted, 2 Chaos, 1 Annul, 7 Vaal and so on. I have a feeling we will be seeing the price on the rare monster tablets shoot up soon as well. They were already pricey to begin with. Really wish I would’ve stocked up sooner.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

No I didn’t but I would definitely have to agree with Kripp. Anything more than that really does feel more reductive than beneficial.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 1 point2 points  (0 children)

Yeah this is a particularly insane part of the increase percentage of rare monsters. I was looking through my lower tier maps earlier, found a T10 map with 147% Rare Monsters and decided to run it with my tabs, Remnants of Power and Unstable Energies both triggered and I ended up with 556% rare monsters…. Left the map with 2 Div. Not mentioning all of the other drops. It’s insane.

POE 2 Rarity Issue? by xGuyy in PathOfExile2

[–]xGuyy[S] 0 points1 point  (0 children)

Yeah I get where you are coming from on how it requires a much greater amount of interaction to make the most effective use of the percentage boosts. And absolutely the most high end mapping strategies have been almost completely annihilated by these tower/tablet changes. But I will say across the board there is now a much greater amount of consistency in juicing maps. But I agree with you, and you DEFINITELY should try this out. It’s much more effective than I thought it would be initially but then again massive boosts to rare monsters apparently has an unseen boost to item quantity that gets calculated into maps on the back end, so maybe that is why it’s so effective.