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About Me

Found 211 results

  1. So I was about to complete the future perfect quest and I died right after completing it it put me back into the department of scientific research it shows I still have the quest and that I have all objectives checked off I know I’m suppose to get a mission after completing the quest it did not give me the quest and nothing is working please help
  2. Ive been researching very much to find out the current state of issues people have been having with WHF and while ive established what the issues are and that ive read that developers are very aware of said issues and intend on aiding them in any way they can, i still dont understand why everyone else i know claims they arent experiencing the (in my opinion) horrendous rendering issues. I can stare at a wall, or a mailbox, or something that hasnt even rendered into visibility at all for like 2 minites before its final and intended texture is present. And if i so much as walk three steps away from said object, 9 times out of 10 i turn around and its visually yet to be rendered onnce again. Sometimes my screen is flashy, sometimes things in the distance are clearer than close up, but i just cant truly get past it when i try to play, ive basically stopped my playthrough till i can find out if thats something that will ever be fixed (if thats even possible) at this point i just want any info i can find. Currently continuing my playthrough and still mostly enjoying it.
  3. so im playing this quest i can see all the kidnapper guys i have to kill no problem. I go to kill the last guy, swing once, hit him and he disappears. now i turned my computer off, my game off, left the quest for a while to do other things. nothings working. it currently says hes over in that building like 70m away where you meet the grumpy old dude from your past who hides up in the tower and makes you run after paper tanks. but i can no longer access the inside of that building (atleast i believe i cant, i tried for quite a while) since ive completed the quests already with the old dude. HELP please ++ side note im on pc im not sure if that will help.
  4. Hello Dear Compulsion Games support, I've a question about a quest in the garden district : mysterious chest The quest seems to be locked in an infinite loop and never completes. Is it the wanted behaviour ? Thanks for your answers. Best regards.
  5. Hi everyone, I have been searching everywhere for the “Looks Like Rain” quest but I just can’t seem to find it anywhere. I don’t need to trigger the quest for the rubber suit I just really hate having incomplete or unfound quests in my game (it’s an OCD thing). And I know the maps are different every game, but there’s only so many map/location layouts, right? So somebody’s had to have played the same map layout as me. It’s seriously driving me crazy, SOMEBODY PLEASE HELP!!!
  6. Hi Team! Recently bought the SP for Xbox 1 but, I can't find were to play it. I thought it would be on the menu but it isn't. I've even do a little research and I cannot find answers. So, if you could help me to clarify what's going on it would be lovely!
  7. So I'm trying to work that achievement where you don't "kill" anyone, The Saint (as Arthur? Not sure. Also first playthrough.). I'm into Haworth labs, have The Bear ability (so I can choke out Bobbies), but can't Takedown The White Bobby. This is a story mission, I can't just blow it off. Bug? Workaround? I'm on an XBOX One.
  8. When trying to complete the “A Model Citizen” quest, I activated the track access hatch, but it still says that I haven’t activated it. I have tried restarting the game and restarting my PS4 but that did not work.
  9. Attempting to upgrade workbench or chemistry table causes a hard crash and console reset on XBO X. Applies to all tables. Says console overheats even though it's cool and fine otherwise. Build v1.3.70173. Any fix in sight?
  10. I have 2 expansion kits and every time I try to use one it won’t go through Is there a limit to how much you can carry or is this a bug
  11. I'm playing on PS4 and every now and again the game crashes and I have to restart it. This time it crashed while loading Act 2, after the final cut scene in Act 1. This CORRUPTED THE DATA ON MY SAVE. I CAN NO LONGER CONTINUE THE STORY AND WILL HAVE TO START AGAIN! It's so frustrating because I loved this game!!
  12. This is my second week of FINALLY owning this game on PS4. It was a birthday present. I haven't been able to play for more than ten minutes at a time without the game crashing, and the blue screen of death appearing. I can no longer fast travel between hatches because that's a guarantee crash. So I have to walk to all locations... which was working for a few days. Now it crashes at random times; during main missions, side quests, and just walking down the street. This is INCREDIBLY frustrating as this game was $60, and I have been looking forward to playing for at least a year. This seems to be a wide spread issue. I'm to the point where I want to return the game. What is Compulsion Games doing to fix this????!?
  13. Platform: PC ? (Steam) v.1.3.70168 Mode: ACT I - Arthur / Hard Mode Player: Italian (Early Access Native) Gameplay: AI test, Combat system, stealth and survival at the highest levels GAMEPLAY There have been serious flaws in the treatment of the difficult mode (not very different from the normal mode) that have ruined the gaming experience. Frankly, I found it more rewarding in the "Vigilante" mode of the EA. The needs of sleep, thirst and hunger are only seen when they are at 0%, no warning if they reach 20% Eating a potato or a pie makes no difference: we will always be 100% satisfied in a moment, making survival at the garden district superfluous with spoiled food or vomiting tea. In fact, the few rare good resources that we will find will be enough to give us time to reach the Village and its good food. The same applies to the thirst, which has bypassed the need to conquer the fountains at the garden district or having to filter the water with Joy taken from the taps. Sleep behaves exactly like Birdwatching: just a cup of tea (which also quenches your thirst) or a single hour of sleep to stay awake anyway. the malus proposed for thirst, hunger and sleep are not transitory or in line with the percentage of need, which instead happened in the EA in the stamina depending on how much sleep the protagonist required. fast travels always require 1 hour of travel, and this is rather annoying in terms of realism. If a time-meter system to be implemented was implemented, it would already be more coherent. it is unnatural to be able to use all the doors with the simple selection on the map. it could be fine for the easy and normal modes, but for the difficult mode it is necessary to restore the need to physically reach the nearest door to teleport, just as it happened in EA, in order to really perceive the difficulty of going from an island to the other. Dying (unless permadeath is activated) does not imply any real defect: there are no loss of resources or handicaps, it guarantees us a reset of what we were going to do in an area. On the contrary, it would be consistent if resources are lost in the inventory and in the pneumatic safe at every death (not permadeath). The spankers on the street that identify the downers are not a real threat, nor why you should fear them passing in front. nobody understands the alarm of the car. this is another reason that encourages us not to take joy. It would be advisable that when the machine is operated, the citizens around it start at least to have suspicions towards us. I did not have many reasons to take the joy, all things considered, except rare exceptional (to access a mandatory area) or accidental (surprise gas) I hope to take measures as soon as possible for this mode, which at present I feel like I have to reject. the only elements consistent with the difficult way were the amount of damage from the NPCs and the care provided by the various medical products. STORY Reviewing the story of Arthur, there is a rather unclear direction on some points: The Faraday house in Act 1 was officially moved to Lud's Holm. However, in the chapters of Sally and Ollie the house is located in Maidenholm, and the thing disorients not a little in terms of directing. The epilogue fully confirms that all three acts are the same story on 3 different points of view. We can overlook the fact that the city is different between one act and another, but not much on this particular. You could create a house for Faraday in Maiden Holm that also forced Sally and Ollie to join her in the Garden District. It is quite appropriate that every protagonist has his vision of the facts, what he hears and what he perceives. The thing is very successful with Ollie who is distracted when talking with his Margaret, making cuts of dialogue justifiable. The same can not be said, however, regarding Sally-Arthur. it is almost understandable that for reasons of gameplay it was necessary to choose specific places for Arthur and Sally, but it was somewhat disorienting. a note more out of tune is not the way you leave the first time, but as is the case with Sally's confession. it is perhaps the most important element that was not ignored. The director could be remedied in this way: Act I (garden district): Sally yells something to Arthur while he is leaving ("I have a child"), but he does not hear her because of a madman running in the street screaming and covering Sally's words. Act II (Sally's house): Sally confesses to having a baby, but at that moment the laboratory alarm sounds for an emergency (a chemical reaction going on?). the alarm covers Sally's voice in the ears of Arthur, and she has doubts whether he has left her listening to his confession or not. I do not know if you have the means to change this basic structure of the game, but I think it is important not to disorient the player in following the story without making the "parallel universes" individual acts. I do not know if you have the means to change this basic structure of the game, but I think it is important not to disorient the player in following the story without making the "parallel universes" individual acts. A rather annoying fact is that the various letters that can be found in the islands are all the same between one act and another. It would be interesting if they change the content, thus allowing the scriptwriters to broaden their vision, their stories in Wellington Wells as they prefer, perhaps even drafts of letters previously discarded. Finally, many players have several questions: what happened to Miss Byng, Verloc and Jack Worthing? Why did the Germans want the children? Why do not cars have wheels? Who was the policeman of Act I who torments Arthur's past? it's different from others. I hope that in the next DLC there will be explanations to these things. QUESTS Hive mind: impossible to recover honey Mysterious Chest: the chest of witches is not very incisive. maybe you can make offers, exchanges. What we buried: boring. It was better what was in the EA with the downer looking for the chest without remembering it well. it also makes little sense to make this mission available for all three acts. Holy yam does not give any real benefit. or rather, it is not declared anywhere. besides the celebrants do not look for any guilty once they have regained their senses. leech of lunar juice: why does the mission fail if we have already listened to the bobbies? Even if they find us rummaging through the body or killing them, the mission will be marked as failed. At the Mysterious house, there are no clues that indicate that I must play the piano to open the bookstores and take the Sanitol. In the house of the colonel's friend, strangers always enter without permission. it makes no sense to put the Reform Club sheet and the suit in Gemma's house if we have already done that mission in history. In the EA, being a "house of curious behavior" a secondary mission, one could very well get an invitation and a suit at Gemma's house and then use them in the private club;) in the Gemma office, there's a tape recorder. why not put an audio? it would have been interesting to have a gem-like note. LOCALIZATIONS The same inconveniences of previous feedback. A gallery of untranslated texts. On steam the archivement is not translated. NOTES The latest video of Uncle Jack and The video of Uncle Jack in the house of the future (1984) do not appear in the Teatrhe menu Replaying the act I realized that there is no fundamental element to the randomness of the procedural world: there are the same missions! In the EA the great thing about exploring the maps was to find always different missions. I miss the variety of different missions in the final game, especially those related to bridges, which required different requirements to overcome them. I hope it is intended for sandbox mode. there are no differences between a dead and a fainted character, which is very serious for those who want a soft application in the game. the gas mask consumes too slowly The citizens of the garden district and the parade do not do anything special if they do not walk. I saw more street activities in the village. To enter Hamlyn for the first time: what's the point of the quiz? whatever way you answer, you can always log in. make power ups or serious debuffs: depending on how many mistakes the shock has been made, if you are wrong, you are killed. moreover, personal objects can not be recovered, there is simply a deposit of the objects already present in the safe. Inside the jubiliator there is no difference for what you do, it is noiso and you wait by pressing random buttons, for no reason. it would be appropriate if you create obstacles in which the Jubiliator does something (suck up grazers who occupy the rails, climbs that require a spin or doors that can only be opened with the horn) It makes no sense for Arthur to have the garden district alarm traps if the tool to remove them will only have it in the Parade (practically at the end of Act I) Among the images of development there was the burning pan, but I have not seen it among the possible crafting elements so far. It would be appropriate in the diary to divide the personal notes of the main story (they describe the feelings of the protagonists) from those of the documents found on the street. Ethyl alcohol has too few uses in the game at present but it is too much in the garden district it is almost useless to consider damaged objects useful for crafting. it is absurd not to be able to damage the peepers with darts: they are balloons at the back. In the village should be forbidden to rummage in garbage bins, is tantamount to stealing. Madame Wanda is not as red as EA, it was a very important trait to make her unique in the game. TIPS NOTE FEEDBACK the clothes are eternal, once they are obtained they make superfluous the necessary elements to sew them. However it would be interesting if all the clothes have a consumption bar that causes damage to the clothes when you are hit or when you climb / land too many times, thus getting rags. Furthermore, shoes wear very slowly and are not criticized for wearing them in the garden district. The parade is very nice ... but also boring. There are no secondary missions within it, we do not know the inhabitants of the place and there are no pretexts to explore the high class lifestyle. Even the Chippy market is rather boring, merchants offer very little merchandise. Missions could also be implemented at the Memorial Victory The secondary dens are all the same. they would instead be excellent places to create secondary guests. Why is it not possible to handle the weapons of the doctors? they break unnaturally. You could create something nice for Arthur's office by making it accessible: depending on how we handled the Clive editor, we could see if he was busy or fired. the map seems overflowing when the counter icons are included. it would be sufficient to implement a pop-up window when pointing to the icon of the den or house, just as when the descriptions of the place appear. the bonus Jolly Brolly from the beginning seems more a power up too convenient for the purchase. it would be interesting if in the Jolly Brolly bonus there is instead a mission that allows to conquer it;) the protagonists do not know how to prepare tea or juice from the beginning, which would be very useful in the garden district gameplay if it were set well in the needs (see notes at the beginning of post) ...: tea: water, tea leaves, filter and teacup juice: 15 blue currants, empty pills jar. it could be difficult to implement food perishability, a sort of countdown for it when we collect it. If it is not consumed in time it becomes rotten. it would be interesting to return the machines of compliments, but they reveal our state (if we do not have Joy or sunshine) to the public or reveal our position to bobbies at night. Stealing the batteries or turning them off is tantamount to public transgression. NEXT TEST STEPS OK Act 1 Arthur - Normal mode (test of missions and setting) here OK Act 2 Sally - Normal mode (test of missions and setting) here OK Act 3 Ollie - Normal mode (test of missions and setting) here OK Act 1 Arthur Hard mode (AI test, Combat system, stealth and survival at the highest levels) NEXT STEP Act 2-3 Hard mode (AI test, Combat system, stealth and survival at the highest levels) SOON Easy mode (Further notes on missions, texts and location)
  14. I would like to say I love we happy few. It reminds me every day of the fable and bioshock series. It is exciting and the game design and graphics are very new and refreshing. However, the game has crashed a total of 15 times on me since I started playing it a week ago. There are constant bugs that need an update. I cannot access three of my hatches because of a game glitch and also there needs to be a strategy guide produced to help with crafting and what to do in each hatch, etc. I know that everything is randomly generated so maps won't help but the over all content and the story is the same so please make a guide. It would only bring you guys in more money. Overall I would give your product a 5 star rating due to its bugs and the fact I paid $60+ for it when it crashes all the time is a down side. Please do not get discouraged because you're on the right track just fixed your games issues.
  15. After completing the quest for the character Benedick Keyes using Sally, Keyes is crying. When you talk to Keyes, you say "Alright, see you later" in a male voice that is not Arthur's. It might be in Keyes' voice.
  16. https://clips.twitch.tv/FurtiveGloriousDurianNerfBlueBlaster heres a bug that i clipped your welcome -Aqua
  17. I just wanted to follow up on the previous thread about the Faraday Cage and not being able to extract the car parts. I had to create a new thread as the original is now locked. I just wanted to say that I think my troubles with this was PEBCAK. Seems that the problem was that as extracting the parts from the cars causes suspicion I was being interrupted by a NPC before Arthur could complete it. It just really looked like he was doing it fully.
  18. Hi, I commented on someone else's post about this, but the post was tagged as resolved, so I figured I'd post it as a new unresolved topic. I am having trouble with the Hope Chest Mission in Sally's story line. I am playing on xbox one. Basically, as I was fighting the headboys, one of them disappeared, so it says I have defeated 3/4 of them. The mission marker is hovering 78 m in the air above the chest. I have tried reloading, as well as traveling to a different hatch and then returning. Does this mean you have to restart the ENTIRE game? Or can I load from a manual save I made early on as Sally? If I have to replay the entire game from the very beginning, I am just going to stop playing all together, which is super sad because I am really enjoying this game. Thanks, Abby
  19. Hi there, I have We Happy Few on Xbox One, and have a horribly annoying glitch where the bandages can never be used. Every time I am hit as Sally, the skull appears, the heartbeat starts pounding, and as I try to use either dirty bandage or antiseptic bandage, it tells me I don’t need that—over and over again until I bleed out and die. Absolutely terrible! I’m hit all the time and the game takes forever to reload, and I’m dying every few minutes—even Simon says parts that just zap me kill me since I start to bleed—please fix this!
  20. Any notes I pick up after Jubilator Grand Derby I cannot read. The game still makes the noise like it is scrolling down through the notes, and the numbers indicating I have a new note disappear, but the text on the left and the highlighted note on the left remain on Jubilator Grand Derby. I am playing on an xbox one. I'm working on some major story quests and am quite bummed I can't read a lot of the notes I'm picking up in Dr. Verloc's office. I am able to scroll back up and read anything above the Jubilator Grand Derby note, however. I appreciate your help! Danielle
  21. In the treehouse quest when I am supposed to return peachy the loony, he is turned away from the window and I am unable to speak or interact with him.
  22. I've really been enjoying the game so far (on the PS4), but I've experienced several annoying bugs mainly involving the hatch quests. in some cases I pick up the hatch quest, but it's entirely blank and any interactions involving the quest do not appear. Makes the game quite frustrating when you can't actually use half of the shelters due to bugs. Also there have been a few times where the game has just crashed for no reason, but if I'm honest these moment have been few and far between. If there any solutions to the bugs in the game I would love some information. Thank you.
  23. I'm playing the Sympathy for the Lightbearer sidequest and while I was able to get through the first house and get to the window I was supposed to get to get into Nicks home, the shutters are down on it. I've looked at guides and everything there's not supposed to be a shutter on the window needed to get into his house. Anyone else getting this issue? It's on the Xbox version
  24. So when doing arthours campaign you reach a reporters house after entering her lab and taughting the doctors you lock yourself in then you have to investigate notes on a wall. Afterward you are supposed to use a vent to leave the house but when playing on the Xbox version I was unable to walk up the first incline in the vent nor was I able to reopen the door using the massive red button. I have tried reloading the area. I have restarted the game multiple times and I still have been unable to find a way to exit this room after entering
  25. I playing on the xbox 1 and am having issues unequiping ollies attire. I am playing on Normal on build v1.3.70173 I now have 2 different outfits equiped on ollie and it is making it almost impossible for me to go out on the streets without arrising suspicion. Because "ollie can not be naked". Even though he is double clothed. I am just at the end of the story with the exception of the Thomasina house bit. Which i can not complete due to the multiple outfit issue. Throught googling i have seen this issue has been reported previously here.(link below) please let me know when this issue will be fixed as I would like to complete my game.
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