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Get's weirder:
Nothing worked, then restarted the game, still nothing worked.
Then warped out of system, back into system, nothing worked.
Then got frustrated and spammed LMB on POI and suddenly it works... go figure.
Haven't you read my workaround solution?
Click on it multiple times, should eventually work.
Yeah, at the latest, Act IV beginning is utterly broken, as I wrote in my other thread... here's hopng it'll be fixed by the time you get there.
Just a damn shame that Owlcat devs can't be bothered to learn... this is the third game they've released where it's utterly impossible to play it from start to finish with the release version... so much for Quality Assurance.
True that... could have been so easy to make up for past mistakes with this one, as bugs aside it's easily _the_ best WH40K video game ever... if only they hadn't rushed it this much... but I guess Owlcats will never learn to put their fans before arbitrary dates.
In other words, you can interact with this object, chart away from it, then come back at any time to re-interact with it.
Incoming Rant, i'm sure everyone will agree completely with my well thought out position here...(as an aside, I worked in testing for a game company, I do somewhat know what i'm talking about below).
Not REALLY in defense of Owlcat but sort of...yes, their games have bugs in them initially. However it doesn't generally take them all that long to clean up the worst of them (we're less than a month after release right now) and you'll tend to find that if there is a game-breaking bug it tends to get fixed pretty quickly. There are MUCH worse game companies (looking at you Bethesda) with much larger budgets that do a LOT worse than Owlcat does.
Having an eye on the field of Gaming for years now, there is a growing trend that people want to pay a small amount of money for a AAA game that is entirely finished and bug free before they drop a dime on it. Where do you think small studios get the money to make their games?
"They shouldn't release till it's ready"
This is SUCH a loaded statement...and such a no-win scenario for developers. You end up with 3 options for "going to production".
* Go to Production on Release Schedule - This is generally the only/best option. You have contracts with publishers and distributors such as Steam and GOG and deadlines you've committed to that you need to make work. Also a large percentage of players won't buy your game till it's "released"...the backlash on dropping money for "prereleases" and "early access releases" by the gaming community is legendary. You have commitments to keep, you need players to pay money to keep your developers working, and you need the player community to start playing to game to find all the places where your testing procedures simply can't catch or find issues. All of this leads to "release it as best it can be right now and continue putting effort into fixing it going forward."
* Go to Pre-Release/Early Access - This option is what most in the gaming community wants to see (ah la Baulder's Gate III). The problem is most of the gaming community isn't willing to invest in (i.e. put money into) long release cycles. Sure, we want our bug free games, but we don't want to PAY for bug fixing time. Honestly I don't understand how Larian managed to pull off a 3 year early access release for Baulder's Gate III without additional subscription / payment cycles. Developers need paid regardless of whether they're fixing bugs or producing the game. The other problem with pre-release / early access becomes 2 fold: First, you end up having to release the entire game, meaning that by launch a majority of your players have already beaten the game and aren't playing it and Second you never get enough testers to find all the bugs...your "beta" cycle is extended and you still release with issues.
* Finally: Don't Go to Production - The third option is not to release the game at all till it's ready. That...just doesn't happen these days and is a great way to have your game NEVER release and see your studio go under. It makes the gaming community happy because they're never asked to pay for a product that isn't fully fledged, but what it means is that most good games never get produced. There are no such things as "small studios" because funding a 2 year development of a video game and then a 2 year bug fixing bonanza once the game is produced before you ever ask for money from players is simply not feasible... AND AFTER ALL THAT, EVEN THEN you would be left with a buggy game because you will NEVER find all the bugs in a game until you have thousands of players playing it. This thread alone is proof of that...Chapter 2 introduces somewhere close to 30 planets. The number of combinations that are possible with 30 planets, where the order of planet visitation matters, is 1,073,741,823. This particular issue being posted about on this thread is some subset of 1 billion combinations where you visit Cyrene before you visit some other planet/do some other event. And keep in mind that number of combinations only takes into account visiting the SYSTEMS not the actual planets. If Order of PLANETS visited comes to matter or if story events (of which there are thousands in chapter 2 alone) muck with the order of system or planet visits this number becomes astronomical.
"Why wasn't it tested?" is an easy answer when you are looking at over 1B combinations of system access order. Even if you take the fact that there are only specific routes between systems there are still hundreds or thousands of combinations of how you can visit systems...and again when story elements are factored into visitation order...this really isn't testable by a small team of developers...or a large team of developers...or a group of professional paid testers...or all of the above.
The general gamer community hates kick starters, they hate early access. "Just make the game and make it bug free and i'll be happy to buy it...what's so hard about that? That's how all games were released back in the 90's!"
Yes, but you're forgetting that games back in the 90s had just as many problems (per line of code/per complexity) as games produced today. They just didn't have support. A company would put out a game with a 1.1 patch sometime after release and would spend over the next 3 - 4 months putting together another patch and that would be it...you'd be lucky if you got 2 - 3 patches for a game and that was the end of the support for that game, anything not working would remain not working till the player community fixed it.
This is a "have your cake and eat it too" conversation. There isn't enough money in a studio to produce a quality bug-free game of the style and complexity that meets today's standards. Maybe back in the 90's where we had Wizardry I which was a dungeon crawler with line art (literally the hallways of the dungeons were black screen with a red box drawn to represent a wall) and 10 levels.
You figure out how to make a 5 year game development cycle (3 years development, 2 years bug fixing) paying on average 125K$ per person to a group of 10 - 15 people per year (that's not even including the rest of the costs of doing business) without selling the game you're producing, or asking for players to pay for it up front.
I TOO believe various AAA companies are taking advantage of players in today's age. I TOO believe that game quality has gone down and excuses have gone up. I TOO believe that in many cases development studios (again, looking at you Bethesda) are looking for ways to milk money from their players without actually developing good games. For all the bad you can throw at Owlcat, they don't appear to be a studio playing the same financial gotcha-games with their customers. There are no loot boxes, there is no in game currency you can buy with real money, there is no season pass (I mean like in Diablo not as in "pre-purchase the DLCs we'll put out). The game is OBVIOUSLY Produced with love and understanding (this is possibly the best representation of the W40K system and universe I've ever seen put into a video game) and an eye toward players.
I personally have a LOT of problem with Owlcat...but they are an up front studio producing good games that still obviously cares to follow the "Make good game, sell good game, make money" formula of financial stability. That can't be said about a large percentage of other game producers at this point.