rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
The reason it's not getting anymore patches is because they're working on SS3 full-time now
It should not have been released on any platform whatsoeverToday's good laugh: https://forums.otherside-e.com/t/ps4-issues-in-detail/10108
As I said, there are things that I like, such as the level design and general atmosphere. I hope that the bugs can be dealt with and gameplay issues resolved. In all honesty the game shouldn’t have been released on the PS4 as it is and I’m surprised it passed certification. However, I am prepared to give it another shot.
will you buy SS3 lobar?
how many bugs in 1 playthrough?Ask me anything.
how many bugs in 1 playthrough?Ask me anything.
on a scale of 1 to 10 how much did you enjoy it?
do you think lobar is right in his crusade?
As for Lobar, considering Otherwise's dishonnesty and betrayal of its backers, I can't blame him, although his opinions are on the extreme side.
"Nothing works. I would wager 98% of all enemies would completely ignore you if you just run past them [...] If you walk past and give them time to react they still don’t react. Thousands of times I made noise and they didn’t react. You don’t actually know if you are doing anything correctly. You may have just pulled off a perfectly ghosted mission but maybe the enemies cannot see you at all. Who knows? Well I have an idea, I will run up to the enemy, jump up and down in front of them, throw boxes at their feet, light the boxes on fire with the only important spell the game fireball and the enemy will not only not see me but it will stand there and burn to death without reacting. Every creature will stand there and burn to death without reacting." (includes omissions)
https://forums.otherside-e.com/t/i-finished-the-game-on-ps4/10114
"The most fun I had was breaking the game by lighting things on fire. You give us big fire set pieces and if you light them the game can’t handle it and crashes. I remember seeing the bridge in the final level. Setting it on fire and having an instant reload when you die means you are trapped in a slide show of about 3 frames per second and even if you die you are returning to the slide show." (includes omissions)
"Multiple weapons have jargon like unity.object as item descriptions."
OS officially abandons the game. Only hotfixes from now on.
https://steamcommunity.com/app/692840/discussions/0/1644292549024972820/#c1640915206465908060
https://steamcommunity.com/app/692840/discussions/0/1640915206446662909/#c1640915206465930384
Update 4 on PC, PS4 & XBox One Release, KS Update [July 2019]
Hello everyone,
Update 4 is now live for Underworld Ascendant on Steam for PC!
This update includes new NPCs, new monsters, bug fixes and performance improvements, and additional content for UA. You can read the full build notes here on Steam.
We also launched a hotfix for Update 4 on PC that is also live now! Hotfix notes here.
In addition to Update 4’s launch, Underworld Ascendant is now available on PS4 and Xbox One!
Watch the updated console trailer here:
Note that we are working on a hotfix for community-flagged issues in the next few weeks. The hotfix will most likely launch on PS4 and Xbox around the same time.
For Kickstarter goods, we are still on track to begin the physical shipment of goods in the next few weeks. You can track the status of all rewards here.
Additional Kickstarter content, such as certain digital rewards, will continue to be rolled out when they are ready. This includes the Game Art portfolio, the Making of DVD, and the Game Manual.
To access your currently available digital rewards, remember to log into BackerKit with your Kickstarter credentials to access your Digital Downloads for your Steam keys. If you are having issues logging into your BackerKit, please contact us at support@otherside-e.com.
Our next step is finishing up our Mac and Linux ports for our backers and for general release. The Mac and Linux versions will contain all of the improvements brought from Update 4. We have been working closely with our external porter while we made adjustments to Update 4 to make sure we stayed on track for our PC and console releases.
When we have more to share, we will post another update. If you want to check in on our progress on a weekly basis, feel free to join us on our new forums and skim through our Weekly Updates.
Cheers,
The OtherSide Team
Devastating player review of the PS4 version.
Worst of all, they still seem to be unable to bring enemy combat AI to an acceptable level.
"Nothing works. I would wager 98% of all enemies would completely ignore you if you just run past them [...] If you walk past and give them time to react they still don’t react. Thousands of times I made noise and they didn’t react. You don’t actually know if you are doing anything correctly. You may have just pulled off a perfectly ghosted mission but maybe the enemies cannot see you at all. Who knows? Well I have an idea, I will run up to the enemy, jump up and down in front of them, throw boxes at their feet, light the boxes on fire with the only important spell the game fireball and the enemy will not only not see me but it will stand there and burn to death without reacting. Every creature will stand there and burn to death without reacting." (includes omissions)
https://forums.otherside-e.com/t/i-finished-the-game-on-ps4/10114
Also notes major performance issues.
"The most fun I had was breaking the game by lighting things on fire. You give us big fire set pieces and if you light them the game can’t handle it and crashes. I remember seeing the bridge in the final level. Setting it on fire and having an instant reload when you die means you are trapped in a slide show of about 3 frames per second and even if you die you are returning to the slide show." (includes omissions)
And some of the most avoidable lapses one could think of (after 7 months!)
"Multiple weapons have jargon like unity.object as item descriptions."
In the end, the reviewer speculates, that OS QA staff tried to sabotage the release.
I think that's unlikely, it's more likely they just used the cheapest and most incompetent external QA provider they could find to bring the game to a minimal state that satisfies their contractual obligations, so they can throw it over the fence and tell 505 to f**k off.
Morning everyone! This one’s a bit long, but I think it’s worth a conversation.
I started to write this response to jtr7 in a different thread, but I think it’s worthy of its own thread.
All of the company’s decisions regarding updates and hotfixes has been to “improve the game; no steps back.” I think the biggest oversight occurred when we launched Update 3 and discovered that due to a lack of resources to QA across multiple systems, we were blindsided by bugs and crashes that pushed us back. We underestimated the coverage we needed, and we were determined to right this for Update 4.
Since Update 3 and our work on console, there were multiple external teams assisting us with QA, porting, and engineering work, which is now unavailable. We’re currently piecing together all of this work internally to make sure we didn’t miss some changes, but the pipeline normally placed the PC version slightly ahead of PS4 and Xbox, including PC’s live hotfix. We squeezed in as much as we could for the PS4 and Xbox deadlines, and any small updates that we managed to slide in for Update 4 on PC at the last minute may not have made it into those builds.
In that respect, I understand the marketing around PS4 and Xbox One was misleading to say that it contained the full Update 4 experience. That is my fault; I should have verified with the team after receiving the copy.
I would like to thank everyone who has continued to submit PS4 / Xbox One / PC bugs for UA.
We are still working on a PS4 and Xbox One hotfix that will update the games to include all of the PC Update 4 content, including the recent hotfix we pushed. We’ll be testing a PS4 hotfix candidate this week, in fact. I’m also logging any immediate issues related to PC in case we can squeeze in another hotfix. I’ll need to check in with Mac and Linux again, since I believe we were ready to start testing either this week or the next, based on the update we received last week. Mac and Linux playtesters will receive an email if this is the case.
Lastly, I know we’ve been pretty quiet across all socials, but I’ve mentioned resources a couple of times. The budget for UA is nearing its end, which will also mean the work on this project. Funding for the studio and our other two projects is now a big priority.
On the Kickstarter front, I’m personally handling and making the last of the digital assets that are necessary for the physical swag. I’m working on cutting the footage for the Making of DVD right now, and then I just need to format the Game Manual (it’s fully written, just needs the flourishes and formatting properly for a booklet).
Boxes and swag can’t go out until we have those digitally, since Fangamer will need to print. I’m also crossing my fingers that I’ll be able to finish the DVD and Game Manual by the time the Mac and Linux ports are available, since those versions will be printed on the physical discs, depending on what you selected for your reward. ALL the other physical goods are done / waiting to be printed. (I made the console trailer for UA, the Art Portfolio, formatted most of the Tracy Hickman novel with some community assistance, and co-wrote most of the Game Manual while the team has been working on updates, for those of you curious.)
Anyways. Bit of a long post, but I just want to be honest and give a little more insight to how the studio has been handling UA work. I appreciate all of you who I’ve come to know over the last two years since I was hired (!) and those of you who are new and just getting to know me.
https://forums.otherside-e.com/t/july-8-2019-weekly-update-ps4-xbox-one-hotfix-ks-update
"The budget for UA is nearing its end, which will also mean the work on this project. Funding for the studio and our other two projects is now a big priority."