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Everything posted by mistermannindy
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I saw that as well. It did make me wonder what's still coming. Do they have additional announcements that will draw funds? New add-ons to drive incremental pledges? I look forward to the next 29 hours. As far as Fig investments go, I can still click on the "Invest" button (I couldn't when the investing was closed due to $2M cap being made). I don't know what to make of that. Some people are saying on FIg that the $2.5M cap was met - yet we can still Invest. Seems strange to me.
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Hey guys, I just wanted to clear some things up. This was a request by the community to have something similar to the Obsidian Order back from the KickStarter campaign. So I did everything I could to make it a reality, especially since it was a badge that was requested instead of having another title. We agreed that the forum badge and the crowdfunding would be completely separate since we will be already putting the Black Isle into the game. I apologies for any of the confusion or miscommunication. Thanks Aarik (cool way to spell your name, BTW). Yeah, I was very confused when I first posted here - I thought the BiB badge somehow contributed to the "Fluffy's initiative" here. Over time, I figured it out, but it was darn confusing. Having these things named the same is unfortunate. I'd bet there are many folks who backed the $8 badge who think it's somehow related to the community initiative here. Great job with all the Q&A's and director's commentaries! I've really enjoyed watching them.
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It would be nice to have Josh do an update (or portion of one) on this topic. I stumbled on this in the comment section of FIG. Giving a little publicity to this initiative could go a long way towards getting some additional $8 additions and fully explaining the initiative from Obsidian's perspective. Maybe they have and I missed it.
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A Positive Video: Josh Sawyer and Pillars of Eternity
mistermannindy replied to Sensuki's topic in Backer Beta Discussion
Sensuki ... I've constantly looked for threads containing your feedback. You are open, honest, and fair in your feedback. Keep it up!! -
Thanks! Same thing happened to me, "let's see who I can hire ..." crap, no way to cancel this bad idea. Welcome to the party Mr. BB Fighter2.
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Thanks for the response Roby! I really appreciate you sharing this information with the community. Makes good sense to be and I look forward to the next patch push. Also nice to hear that many of the issues pointed out were already on a list. I presumed that to be the case, but it is nice to have acknowledgement. Thanks!
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Just wondering here. Maybe I missed this along the way. Does anyone know how OE plans to participate in this Beta experience? Are there plans to summarize findings back to us periodically? Will there be some sort of weekly blog posting or "official" list of issues they are looking into at some point? Some sort of "hey all, this is what we're finding and working on ...etc." Also, is there any expectation regarding beta builds? Presuming the feedback we post is gathered, verified, designed, and coded (along with whatever else they were already working on), I could see weekly or bi-weekly beta builds. Just curious if there's been any mention of this officially. Sure would help add some structure to this whole public beta process.
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But the weapon stats are visible in the descriptions. It shouldn't be all that hard to figure out. How is this different from figuring out which buff, debuff, or counter to use in various situations in BG2? I agree about the stats being visible in the description. However, IMHO it has become somewhat "standard" to expect the ability to see differences between selected (or hovered over) weapon and currently equipped weapon. I am "old school" here (played all these original cRPGs when they were initially released) and still missed the modern convenience of this improvement. I am in the camp asking for this feature for sure.
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I solved this by actually equipping the spell book. I now see the spells like I do with the Priest. I don't know if the Wizard starts out with a book, but I picked one up along the way.
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This is quite possibly a user error. My priest caster is working fine and I can cast her spells without issue. When I try and engage with my Wizard, I click his portrait and then have the different spell levels to select. Once I select a level, the "bar" where the spells appear appears to be minimized - there's no spell name or icon to select. When playing the priest, I select the level and then see all the available spells. I am fully rested and I have the Grimoire (sp). Right now, my wizard is simply cannon fodder.
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But is it "bad" news if we get the final game we all expected? I say take this feedback and incorporate as much as you can (I'd be surprised if you've heard anything new here). If you delay a few months and make this significantly better, then so be it.
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Will there be more zoom levels in the retail version? Not seeing the combat is my major annoyance thus far. If I had the option of zooming in 5x what I can right now, that'd be great. Not asking for the ability to rotate the camera, just an ability to get in closer and control the individual characters and target enemies. Right now its just an uncontrollable mass of pixels when resolving combat.