Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Draco T Jun 3, 2024 @ 6:18pm
DEVELOPERS: Please fix the current bugs
I already know others have reported they have completed the game currently: 0.7, and reported there are 14 quests they could not complete. They are likely broken. See below:


[Lunatic Heretic May 31 @ 5:32pm 
    
Im lv47, i have explored the entirety of both acts, i currently have 14 quests that i cannot pursue, no dialog with npcs, no targets to kill, no places to loot, these quests are just incomplete or bugged.]

In a response to doodlepigs the OP'er a day or two ago.

My issue is that, I am trying to upgrade weapons and armor at the Horn. The first time (+1) is $1250, and 50% chance. It works like 90% of the time.
The second upgrade is $1750, and 25% chance. However, it works about 5% of the time. Lots of reloading because if it fails about 90-95% of the time. I had to "slow" reload and finally got it on the 13th or 14th time.
Make sure you watch closely, because when it fails, you lose that money, and if keep trying over and over you will lose all of your money.
I had 19 sharpening stones to start with +1. After that with 18, I lost all of them trying too upgrade Blood Oath. Of course I saves and then reloaded, so I had 18 again.
My concern besides playing through the early access 1 year ago and NEVER having this issue, is that if YOU SAY IT HAS 25% CHANCE AND IT DOES NOT. I once tried all 18 to upgrade to +2, and it worked at 28.12% per what the chance of success stated.

Please fix the quest bugs, and the upgrade untruth on percentage chance with 1 sharpening stone.
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OlMaltelO Jun 3, 2024 @ 11:38pm 
You may not be able to reliably measure random chance by saving/reloading and concluding anything from it. That would require you know how randomness is determined. If its just a random toss every time you roll, then sure, that might be the right approach, but if they use a seeded random generator that randomly rolls a seed at the start of the session and then only ever changes its outcome whenever its pulled from, you will get heavily biased outcomes. At least thats how most games do randomness if they want to prevent save scumming. And since we dont know if its that or what advances the counter, it might be broken, or it might just work as intended.
The reason to mostly prevent save scumming is so that players are encouraged to actually play the game, rather than sit through pointless loading screens just to roll the same action again and again to get the „best“ outcome.

Trying 18 rolls in a row is indeed a better test, and if i understand that correctly, it took you 14 rolls to hit a success? It might just be bad luck. Considering you have a 75% chance of failiure, getting 13 fails turns out to have about 2.4% probability (0.75^13) - so not very likely, but not entirely improbable either. If you want to test more, repeating with as many stones as possible and maybe also tesing is save/load has an impact on the outcome or if it seems to be the same after a reload could be interesting. :)
Iskar Jun 3, 2024 @ 11:46pm 
I don't think the game sets seeds in advance. I've had probability governed dialogue outcomes change on simple reloading.
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Date Posted: Jun 3, 2024 @ 6:18pm
Posts: 2