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Wormerine

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Everything posted by Wormerine

  1. A customizable 3D portraits would be nice, but it probably would be more to expensive to do a decent 3D portrait that paint a 2d one. For 3D portrait to work it would need it be around Starcraft2 quality, and those are all non customisable characters. A screenshot like in D:O or Tyranny just doesn’t cut it for me. They look odd at best of times, though I fought Tyranny was quite clever with it.
  2. 1-5 shortcuts are your best friends. That way inv. becomes rather snappy.
  3. That really doesn’t help in anything - you either remember your previous incarnation, in which case being lvl.1 probably still doesn’t make much sense, or you don’t, in which case who you are doesn’t matter. Unless the point of the game is discovering previous deeds, which would be silly because:1) it’s premise of PoE1 2) it’s third game in the series - if I want to learn about watchers previous life’s I will replay Pillars and Deadfire.
  4. Drink every time when new thread about character import pops up! EDIT. Before any further inquiries here is the pitch. I won’t bother with sources: 1) you can import a save, choose from multiple presets or create your own “save” and define major choices. There is some very minor reactivity that will not be present when not importing the save, though it’s very minor. All meaningful choices are to be set via editor. You can’t import and edit that save. 2) when importing save you import choices but not the character. If you want to recreate your character from PoE1 go for it, but if you want to change things around you are free to do so. 3) some passives like “gift from the machine” will get transferred is some way - not sure when in what form. 4) we don’t know for sure, but it’s safe to assume you will loose your equipment for the sequel.
  5. Hi Michał. As of yet we don't know. It was promised that the Deadfire should run about the same as PoE1. The game isn't optimized yet (they have about a month till release to do it) and final specs hasn't been announced. The only thing we have backer beta which is not representetive of the final build. I am running game on a following specs: Intel Core i7-4720HQ CPU @ 2.60GHz 8.00 GB of RAM GeForce 960M GTX Windows 10 Home 64-bit So far beta has been rough, though it got much better with recent update. The game seem to be capable of steady framerate, but it struggles. Here's hoping it will be much smoother on May the 8th. I would wait until its closer to release and specs are officially released. Even so steam refund is there for you, if game turns out unplayable.
  6. It seems that XP gain for crew has been drastically increased in beta 4. Usually I am able to gain level after one ship2ship battle, and am able to use full speed on later encounters. At least it happened during my both playthoughs. Your milage can vary. I don't think there are any additonal ship items in beta (certainly no other ships). I know it was possible to spawn other cannon types via console commands, I don't think any of the items were found. I am no data miner, and I have been trying to figure out mechanics via gameplay only. As there is no way to see ship's stats (evasion, accuracy bonus etc.) so it has been confusing. Certainly things are not consistent, which leads me to think that it might be tied to positioning and movement between both ships. For example, I have achieved some impressive 100% to hit after making a full-sail move in parellel to enemy ship. I believe it happened after he did a move in the same direction as well. It is possible that stats such as accuracy are tied to movement in relation to each other (you move sideways the same direction - good accuracy, enemy moves towards/away from you and you make a stop move - good accuracy etc.) But I wasn't able to confirm it. I lost my enthusiasm after learning that there are further changes being made to ship2ship combat, which means whatever is uncovered now will be probably out of date by release. Probably its simply better to wait for working tooltips.
  7. I would say, if you have a willpower to do it, its always better to wait - preferably not only after a few months, but after all pieces DLC are released. I tend to be "Wait for GOTY" kind of guy. Unless I am really into the genre. Like PoE. I will play on day 1 (or day 2 depending how downloading will go). Hopefully, the extra month will help in making the release smoother. As far as imbalance - I feel like it will probably take me a playthrough before I really start noticing those. I have a modest tolerance to bugs in RPGs.
  8. With more experience deckhands as well? At the start you move at half of maximum speed, due to inexperienced deckhands. Naturally, if you make it too easy to do boarding, it kinda looses a point of sea combat/boarding. Hopefully, there will be ships and ship upgrades which will make boarding easier/quicker for those who will want to specialise (aka. skip sea combat) in boarding.
  9. I see, if I recall correctly it was rumored that each member would voice multiple characters but this is too far back and where I can not find so do not know, since it's not uncommon for a voice actor to do multiple roles. So naturally that was the encounter in my brain with all this but you're right, 7 is not enough for something like 600 Deadfire in-depth living/beifing npc's. Edit: Breathing They probably will voice multiple characters. In PoE Matt Mercer alone voiced 3 confirmed characters (Eder, Aloth, PC Sinister voiceset) and I am sure he did more - it sounded like he did Skaen priest under Dyrwood. I heard Pallegina actress do the voice for Crucible Knight representative at the animancy hearing. That's how it goes. If they are good actors it isn't even an issue.
  10. What are you talking about? I am trying to figure out whenever you have odd sense of humour, or just you see things a different way (Snowcap?). The announcement is that the entire cast of Critical Role will be acting in Deadfire, not they they will voice everything. They are like 7 people there, which is NOT enough to fully voice an RPG.
  11. With beta 4 I find alt-tabbing really difficult. The game seems to hijack my screen and really doesn’t like to let go... which is an issue when I try to document bugs or it crashes. It would be nice if enemies would surrender if they pretty much lost and have no hope of escaping. I am super excited that the cannon ammo will be a thing for the final release. To be honest I am fairly satisfied with where the ship2ship combat will be at. It’s not FTL by any means, but it’s not a core of the game. Dabbling in ship combat while traveling around should be a fun addition. My biggest request for 1.0 is transparency of mechanics. I was thinking of starting a thread, describing in detail what each manouvers does and how it influecses defences and aim, but I cannot figure it out. Accuracy tends to jump between 0-100% and I really can’t figure out what are exact reasons.
  12. Kinda like ‘Chocolate and Peanut Butter’.Or “pen and apple”https://youtu.be/Ct6BUPvE2sM
  13. I wonder, where this idea came from that Divinity2 sold well because of full voice acting? There are certainly benefits from voice acting, like it’s easier to stream, giving game more exposure. But even so, I doubt that the tone of Pillars is fit for general streaming. For example the Divinity multiplayer stream, done with Mercer, Cox, Dodger and someone else,was a fun ad for the game, but something like that will never happen with PoE. Well, multiplayer isn’t there, but even if it were, it’s not game where “fun” is the engaging part. Overall, Divinity ad campaign was very effective, at least for me personally. Deadfire trailers and promos aren’t terrific.
  14. If Divinity wants to be a genuine contender with Deadfire, it’s needs to put at least some effort into writing, characters and quest design. See, Deadfire should use as much voice acting as it needs to have - it won’t make it any worse or any better. Personally, don’t care for Divinity and I doubt that people who love it, love it because of the full VO. Even if that was the case, saying “hey, we have a full VO” hardly makes Deadfire an instaseller. Focus on stuff Divinity doesnt have rather than trying to match the title that many people already bought and probably never came close to finishing. I doubt they are hungry for more just yet. Not to mention that Divinity and PoE are nothing alike - I don’t believe they fight for the same space.
  15. They should all play peons of my Grandmaster of Leaden Key Aloth.
  16. We do know, actually. The Obsidian Edition pre-order lists: three piece of DLC, together worth $30. What those are, or if they are equal in worth ($10, $10, $10) or not ($5, $10, $15?) isn’t revealed.
  17. I sort of want one of those shirts now. Is it too late to update my Deadfire pledge and get a t-shirt that maybe only a dozen people on the planet would find amusing? They should make a limited edition t-shirts - one per code.
  18. 2000 hours. Payment will be issued in the form of Deadfire. But I already payed for Deadfire You cant buy Deadfire. The payments is merely a tithe to gain Obsidian's favour. To make sure that only the worthy will gain access to Deadfire, each time you start up the game you will have to put in all the codes that Obsidian has scattered all over internet, wihtin a minute and in the correct order. You shall have only one try. If you fail the game permanently erases itself.
  19. I know of Critical Role, because I liked Matt Mercer in PoE. So in my case, it's an advertisement the other way around, if I like their work in Deadfire. Meh
  20. -I like expansions that enrich base experience. Even some of the best stand-alone expansions tend to be lackluster IMO, unless it is a silly little addon which would get old after a longer while like Blood Dragon for FC3 -new classes and subclasses don't excite me terribly - there is enough in the game already that I won't be ever able to try out. -WM style exp are always welcome. All for new quests, locations and stories. -would like to see those Sea Monsters added, and additions to ship system - weather stuff they mentioned to have designed on paper and other stuff. -new companions always welcome. I won't advocate for developing further sidekicks, until I play and see if I really want to interact in more detail with any of them. -Hoping for a better resolve - if concertation thing wasn't possible due to technical reasons, it might be something worth looking into after release. Resolve just doesn't seem like a fun stat right now. -more spells, more abilities, maybe some fancy code breaking spells (stop time? :-D)
  21. My intention wasn’t to criticise your complaint but rather redirect conversation into a more practical direction. I think we can agree that adding additional requirement for a modal wouldn’t mesh with the current system. It also has been stated that some modals were made up on basis of gameplay needs, rather than faithfulness to real life. On a more philosophical level, life is a badly designed game, and I would be careful with criticising game design based on its real life counterparts. A system faithfully representing a real life combat wouldnt be very entertaining. However, flavour naming can be misleading or annoying, therefore changing the irrelevant naming seems like the easiest solution, rather than redesigning the abstract combat system. Apologies on my part, but “in real life” arguments are my pet peeve whenever it’s games or movies or whatever else.
  22. Click on the “oooooo, shiny!” And than on the character portrait. Thanks. I had tried clicking on the character model on the battlefield and on the resource counter but not the portrait. Note I might use Empower more. I do try clicking on character model to this day. :-D
  23. ? How? Because damaging everyone around, and not only enemy you are aiming at is somewhat bad? I do feel it’s a bit less spectacular in Deadfire due to less crowded fights, enemies are fewer and tougher, which makes carnage a bit less effective as there is far less trash mob to dead with.
  24. As far as I know, in later version of PoE 1 it works for graze too. According to wiki that was indeed the case.

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