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Wormerine

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Everything posted by Wormerine

  1. Trying to figure out the details can be frustrating as there are few reliable sources of information. Engwithan's created the Wheel in Ukaizo, which allows Gods to be sustained but it didn't create them. It is safe to assume that Gods were created before Engwith manipulated the Wheel to feed them. I believe that the machine which brought ruin to Ukaizo was the one which caused the unnatural Storms. As we learned from Poko Kohara when adra is overflowed with essence it escaped causing aggressive storms. While the Wheel isn't responsible for storms, another machine (which Watcher turns off) used this concentration of essence to protect the machines (and bring the ruin to Ukaizo once the work was completed). I am curious at what point did Gods walk on Eora as titans? Some of their bodies can be found in Ukaizo? Were they walking on Earth after being created, consuming souls by some other means (ala Eothas), and when they decided to give up bodies they moved to the Beyond and needed to modify the Wheel to be sustained, therefore Ukaizo and the machine and God's bodies hidden with it? We don't know exactly what it takes to create the Gods - the closes glipse we got (and the most reliable) is Thaos' memory were a large amound of Engwith were sacrificed to create Woedica. We have seen powerful individuals become an aspect of a God (Faces of the Hunt) and it is possible that certain individual soul was used as a blueprint for a God. This book would suggest that Skaen had a mortal precursor, however those series of books also provide history which is false/didn't happen yet. https://pillarsofeternity.gamepedia.com/The_History_of_Eora,_Volume_X:_The_Man_Who_Would_Be_Skaen
  2. Certainly after Ashen Maw. I don't know if visiting Hall of the Unseen is required (it could be). It also might be tied to your level. There will be a scipted interaction while sailing which will indicate when the new area becase available.
  3. The other way of looking at this, is EA corporate runs high risk hail marry strategies that chase trends, and it is they who put their own employees at risk. So in a round about way, you are rooting for a capital entity to eat dirt so healthier publishers that better sustain their employees are the institutions that persist. Of course the games industry runs in cycles like anything else so at the end of the cycle their is really nothing you can do about it anyways. Honestly I see sentiments like yours often on more reactionary game forums and usually it's always a way to assert one's moral superiority over an OPs schadenfreude. While I'm not saying that's what you're doing, I am saying that it's also not great to conflate a person's intent as being something else. Consumers don't like being taken advantage of and in a world where so much of the power is held among sell out journos, it's not surprising when someone salivates at the demise of "soulless interactive experience brokerage farms." The thought of wage slaves ultimately taking the fall is not necessarily on the persons mind, because that's a second order result, and certainly not the one they are hoping first in the moment. Anyways, I literally cannot remember the last time EA made something that I was actually interested in. Obviously they are doing high volumes of business but I chalk that up mostly to hopeful hype, every IP being a mini-monopoly on an experience, and a large treasure trove of advertising funds that keeps naive (mostly young) consumers feeding from the trough. All odds are in EA's favour. I would be happy about Anthem's failure if that meant EA will sober up and start to care about their products and buying customers. I doubt Anthem's poor reception will change EA's mind, and developers who worked on the project will be one to take the fall, if EA decides that Bioware's reputation isn't something they can exploit anymore. I do hope the current AAA trend will crash, and that comporations will go back to business of making and selling individual games. But so far, there is no change in sight, corporation's growth is slowing down, but they still make more money then ever before and instead of investing into the future. They seem to be focused on squeezing as much money as they can by making even worse products and screwing over more emplyees. At the same time, I would like to avoid claiming that Anthem is all on EA - I don't know much oversight there is, and maybe folks at Bioware did want to make looter-shooter. Doing more or less the same game over and over must be tough for people working there, and I wouldn't blame them if they wanted to give something else a shot. There is a narrative floating around about EA forcing Bioware to develop a game outside their specialization, though I haven't seen a proof for that, outside speculations. Apex seems like a prime corporate product, and yet it is said to be a Respawn's own project. Of course, Respawn knows quite a bit about making multiplayer games, while Bioware's is yet to succeed outside single player RPG and Action/RPG hybrid.
  4. I see no reason to be happy about Anthem's poor reception nor will I find satisfaction in seeing people loose jobs, even is it's been years since I enjoyed/was interested in a Bioware title. Considering EA's history, a "restructuring" is not out of bounds. As Bioware's games made quite an impact on me, I will be sad to see the company go, even if it hasn't been what it used since a massive post Mass Effect2 growth. I am still waiting for my Jade Empire2, though probably at this point it would be at best an open world mess with microtransactions.
  5. The romances in Deadfire are horrible...Obs should avoid writing them at all costs haha. Now, when disposition and reputation gain systems are fixed, I think they are alright, actually. They are not great - I don't think the game would loose anything if they weren't there, but they don't annoy me or hurt the game the way they did when everyone would try to date the Watcher the minute they joined the party.
  6. One the side note - the battle wasn't that bad after all. All it needed is bunch of Thrust of Tattered Vail to keep the dragon from murdering everyone with one spell cast.
  7. It is annoying though. An ability to rotate the wall would be great.
  8. To some extend we can see it happen with God's "aspects" - though it those cases a remarkable souls (inhabited by mortals) get further empowered - I am thinking here mostly about the Faces of the Hunt, though they didn't no really get born as a result of God's actions, but in some way were reborn as an apect of them. In Eora all beings come to life thanks to souls - creating a new good would be a case of finding souls to fuel him or her. It is possible that even more souls could be redirected to power up another God (at least before the end of Deadfire) or that Gods could sacrifice a bit of their portion to fuel another godly being to life. However, considering how much they like hoarding the souls, I find it unlikely they would do something like that if it wouldn't directly benefit them.
  9. If Gamespot is to be believed there is another project in the works. I started another speculative thread about it a while back: https://forums.obsidian.net/topic/107090-new-new-obsidian-game-what-is-it/ That something is cooking is expected but no hints so far, as far as I am aware, regarding who is working on it, or what it might be.
  10. I don't think that's true. I think you could gained up to three flaws but you would be able to pick an extra positive trait to counterbalance the debuff. However, don't quote me on that. As to OP: we pretty much know nothing about the system OuterWorlds will use. Bits and pieces of it (like attribute system/flaws) has been menitoned during interviews but the devs haven't dived indepth into it just yet.
  11. But you can​ spam spirit tornado... in RTwP. TB only makes more apparent some strong features already existing in RTwP. I recently found a reddit post about how convenient Black Jackets are becaus eof instant swapping. But this isn't a new feature from TB. True, I find it curious how I find myself using many other skills that I used to ignore in real-time.
  12. That would be more intuitive, yes: essencially target the spell when it is it's time to go off. It was even suggested by some in real-time combat. However, as it is now you can even hit enemies who move out of range :-D.
  13. I am pretty sure that knockdown doesn't give any penalties to movement or anything of that sort. I think giving a flanked status to a knocked down enemy would be logical, but upgraded knockdown (mulekick) does that, so what would mulekick do? While unintuitive I do use base knockdown quite a lot. Interupt is a very useful ability and with as a cheap ability it is super desirable. And yes, it does break engagement. I personally think it is fine gameplay wise, though the fact that one doesn't have any bonus to kicking a lying target is unintuitive.
  14. XD I am not from Obsidian support. Just another user. But don't worry, someone will see your post if they haven't already.
  15. Iwatcheda bit of a stream you attatched and I can't even see the next attack indication. In real time every attack was clearly telegraphed. What would make sense the most is: first thing each round: the weapon telegraphs were it will shoot; at the end of the round: the attack happens.
  16. Overall, free abilities being unlimited per round is a questionable design. That's a very offensive way of abusing this feature.
  17. oh, so it does give extra movement? I just assumed it would move you to the top of the que for the next round, considering how the system works.
  18. xD People commiting suicide on your sword because they didn't like something you did is realism? Reactivity: yes, realism: nope. It could be a simple fix (kill enough enemies of your allies faction and they become hostile) to some reactivity gaps, though preferably I would just have them leave with a note when you are not looking as they do on other occasions.
  19. Ehh, without a new PC i might not. PCs are expensive.
  20. Pretty much every abilitity tied originally to recovery (time between swings) is currently useless in turn-based, as instead of increasing the frequency of attacks it is just movemyou up the que.
  21. There multiple instances in the story were characters can leave your party depending on your choices. There are still some missed opportunities (you can do a quest against Rauatai and keep Maia, but it’s fine to provoke them to attack you and then kill everyone without her saying anything). Would be nice to have instances like that fixed somehow. A character turning on your party is pretty rudimentary and silly as he/she has no chances of winning against a party of companions.
  22. Yeah, turn-based might become my default way of playing Deadfire, if it won't be mechanically inferior to real-time, as it currently is, as framerate drops aren't a gameplay breaking issue in turnbased. Overall, the brief survey seemed to me to be more interested if the addition of turn-based worked in bringing attention to it (did you know about it/gave it a go) rather that acting as a technical feedback.
  23. Overall, I have been seeing some repeate in dialogues. Arc between Serafen and Xoti happened twice. There were some other instances of the same conversation playing twice.

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