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Wormerine

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Everything posted by Wormerine

  1. It aint Diablo. Difficulty is there for your enjoyment. If you want to play on "story time" mode, go for it. Same with scaling - if you prefer consistant difficulty than use scaling.
  2. Hopefully there will be a UI overhaul for 1.0 release - we know that some elements will change, and hopefully better scaling will be implimented as well. Many of UI elements right now feel like they are placeholders.
  3. Is there a dedicated button for splitting items? I know you can do it by doubleclicking an item, but it causes issues, at least in ship management view (it doesn't seem to be an issue in an inventory screen. I was playing around with food and tried to load a specific amount of water unto my ship: The problem arises that when you click on item, it is moved into your "hand" and when you click second time it is put back and moved to the front of the row: My cursor isn't visible on the above screenshot, but it should be hovering over where hardtracks are, while the water was moved to the front of the row. But not a big deal, because I am still splitting water, right? Wrong! Because after splitting I have split hardtracks. So the only way to split item in ship management view (unless there is shortcut to access "split" screen without doubleclicking, but I haven't found it via experimentation or keybinding screen) is to first move an item into the front of the row, and than double click it.
  4. Jumped into the game and found some confusing results - they seem to work as intended but with much less impact than I assumed. Is there anything special currently about your ship (injuries, damage etc.) Here are my experimentations and results. For simplicity sake I used water only and only played around with food: Test one - are moral stable when using neutral quality food (rice&water): It seems so. Sailed for couple days like that and moral didn't change Test two - keep the water but use hardtracks (-1 to moral): Again, repeated it couple times over, with the same result. I assumed it will be -1 moral per consumed hardtrack, not total. Test three - mix food (heavily in favour of hardtracks) and see what will happen: While most of sailors ate hardtracks their moral didn't change. Coupld be abused by splitting food in the way that majority of sailors get hardtracks and few get good stuff, to avoid penalty with minimum cost.
  5. I found PST quite memorable. Remember the first time you woke up in the mortuary again? Yeah, but using the same tricks over and over again will only take you that far.
  6. Google translate for a win. Interesting bit is that Josh might do a more comprehensive PnP book in the future if the Guidebook ends up being popular enough.
  7. How about we use a more historically informed pronaunciation? https://m.youtube.com/watch?v=qYiYd9RcK5M Whenever director or an actor you can’t go wrong with John Huston.
  8. @Fackman, respects. Recently I did a polish translation for a movie for my sister, and wow, it took much more work than I anticipated, and I was already using a template from English subtitles. It must take a commitment to translate a whole RPG, especially that Pillars isn’t always the easiest fiction to translate.
  9. Style of beards in Deadfire never bothered me, I wouldn’t be opposed to seeing more types, even if I wouldn’t use them. Dwarf or not dwarf i prefer my beards trimmed and modest, but if I do “everything bad” playthrough and want my Watcher to look like a homeless person it could be useful.
  10. Civ6 Rise&Fall. Pretty good. Didn’t spend too much time with vanilla but from little experience I have - expansion is certainly fun, but isn’t a “must have”. Would play with rather than without, but changes made aren’t game changing enough, to be a must have. Still new approach to eras is interesting, I like loyalty mechanic, making aggressive expansion still a valid strategy, while bringing some challenges with it. Governors are ok. Making my way through Owlboy.... really disappointed. Art is impressive, but that’s about that. Gameplay is really really basic, mechanics poorly expanded upon and gimmicks make basic gameplay elements like exploration or combat more fiddly or boring than refreshing. Story treats itself very seriously, which with cartoonish design of the world just doesn’t work for me - it’s like Mario talking about cancer, it’s weird and uncompelling. About to do the final level, so maybe it will all come together and redeem itself, but so far it has been a chore to play though.
  11. I found Dunkirk to be a very good battlefield campaign adaptation. Good spectacle, great sound design, not very interesting and forgot about it as soon as I left the cinema.
  12. D’yah leik dags? https://m.youtube.com/watch?v=dQSnua3M2lo
  13. What do you mean by: "is turning"? It has been a definite ARG from the very start. I will wait for someone to crack it. I can't bring myself to care enough.
  14. More like a deal to make a magazine more desirable for fans of advertised game. While not harmful, I moderately dislike not being able to get everything for a title in one, neat package.
  15. Correct. Grimoires can't be edited. Spells you learn on lvl up are permanently memorized and don't require to be in Grimoire and you can use Grimoires to expand your repertoire.
  16. That's true. They did lean into "Planescape" trope already. I didn't even realize that. Using that as a main link between instlaments of the same series might be a bit too much for me. I found your "past" to be more of a MacGuffin than a central part of the character - everyone can be awaken after all. But you are right that the trope was already used, without overriding your character's actions. It doesn't have to be bad. Potential of Watcher's abilities haven't been exhausted yet, and you are right - knowing the truth about gods should make for an interesting followup, which a new character wouldn't had - unless we would start with low level ex-Leaden Key member discovering it, or something like that - but it might be a more difficult sell. I just assumed they would roll with new character, as that's what they did in all of their previous sequels - except this time its a sequel to their game. Duh, it's going to be good either way 7 weeks to go. EDIT: After extra 10 seconds of thinking - calling awakening a "MacGuffin" has been quite wrong on my part. It is way too expanded and tied together to the world and your character. Still, more of a motivation, than goal in itself as it was in Planescape.
  17. Starting a non-profit god-hunting adventuring organization comes with a fair share of paperwork. I think it's fair, to reflect that in an RPG;)
  18. Hmm.. I dislike having my character elaborate background story in my RPGs. Yeah, it can work (Planescape, cough, cough) but I much prefer to create MY character that is drawn into an interesting situation, than having an interesting situation thrust upon him. You see, there are very few instances in which character can have defined past AND prewritten background story. Planescape worked, because defining your current character was part of the character. PC in KOTOR was never my character, and same with Numenera. Here is the problem I see with having a “reborn” PC - either your past defines your current character, as you remember your past, which goes against character creation, or you have amnesia (again), which means you being reborn is irrelevant. Doing a twist that the bad guy is you, or facing decision you did in a past - uhh, I have seen it too many times already, it’s not clever anymore. It certainly makes it easier to create a “hook” for your character, but I find this trope to be more useful to writers than us players. Maybe your character was boring, but mine wasn’t:). I am kinda still disappointed they roll with the same PC for the sequel. I was hoping for a new protagonist.
  19. It's one of the few completely new features Deadfire offers. You can either talk about ship or you can talk about multiclassing. We heard tons of stuff about multiclassing, but previously barely anything about ships. So it's logical that now there is a stronger focus on ship mechanics. Exactly. How do you advertise Deadfire? What is the thing that seperates Deadfire from other RPGs? Ships! There were things like the ship in other RPGs but it is a new, interesting addition, which makes Deadfire unique. Sure, the core of the experience is cRPG, new improvements to expected systems are what will make or break the game, but ships are the most unique and marketable addition.
  20. How do you even see those. I have to spend 5 minutes staring at those pictures, knowing something is there already, before I manage to notice one. ughhhh...
  21. Why should it? You are either greedy or selfless. Rewarding player with something just as good, or better when folowing selfess path defeats the purpose. Bioshock messed that up badly. Someone on stream asked Josh for good paths to be balanced as far as rewards are concerned, and he said that if you are greedy you get more stuff - that's the point. Do what your character would do. That's what choices are for. I doubt state of Heritage Hill will impact Deadfire much, maybe a different line here and there.
  22. We know naga are in the game. One of their variations, i suppose. https://eternity.obsidian.net/eternity/news/pillars-of-eternity-ii-deadfire-backer-update-23---creature-feature---all-about-naga
  23. I am just trying to guess what they are teasing. Outer Worlds announcment? It seems weird, if they could announce anything new Pillars related.

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