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Wormerine

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Everything posted by Wormerine

  1. Josh also mentioned “weather” system they are working on. I can’t remember, but I am pretty sure it was cosmetic (just like weather on land). We know there is this whole crew management thing, which is not in the beta yet. + encounters, ship to ship combat and boarding. Not much to do one the map right now, beyond getting from one point to the next and clicking on crates. Also, there was a request to have “hold LMB to move” (like in diablo) and it was confirmed that it was implimented, it broke, and it is fixed for the next beta release.
  2. Interesting. I never payed to those much attention beyond sending someone I didn’t use to do them. There is no stronghold in Deadfire, rather your ship is your stronghold. We know there is crew management, different ships to acquire and ship upgrades and ship combat system but we haven’t seen yet, so we don’t really know how it works. There are “repair tools”,and “cannon ammo” to be found in the beta plus one character can be hired as a ship cook.
  3. I wouldn’t. I am a regular in Philharmonic concert, but movie or game music doesn’t have enough focus or depth on its own to reward trip to the orchestra even if it were happening in my city. I will happily put PoE or StarWars ost while I am doing my chores, but dedicated concert? Nah.
  4. I agree, it seems that different aspects of your character interact with different parts of gameplay, with limited overlap. I am worried it might lead to even more disjointed experience. Idealy, all aspects of your character should interact with all branches of gameplay to unify the experience.
  5. Its invalid because Deadfire solved the problem by doing dialogue checks mostly based on skills, rather than attributes. Issue wasn't how might influenced combat, but that a game recognized my wizard as a beefcake against my wishes. Previous system, made defining role of your character easy and elegant, while right now you have to dive deeper to see what your class will really benefit from. The change was not made to make resolve important to casters only, but to make it valuable to everyone. It doesn't only apply to spells but all abilities, which aren't directly tied to weapon attack. Wizards have plenty of spells which don't utilize "resolve" and rolling with low resolve wizard is completely valid. Naturally, it is easier to move existing bonuses from one attribute to another, rather than coming up with new system. I think strenght/resolve works pretty well even right now, but I am always up for a better solution.
  6. I just did my runthrough with a high-strenght-low resolve wizard and it worked quite fine. I would like to see cast time on conjured weapons shortened or completely removed. It's not a gamebreaker but it takes time before you can get to actual fighting and unlike other spells you need to spend time attacking to get anything out of them. Just rolling with a weapon seem like a more efficient way right now.
  7. Well, all those complaigns are completely valid. Thats why you should never do direct sequels. If Obsidian would go with different protaginist, continuity wouldn't be much of a concern. Still, I believe majority for the changes are for the better and if they manage to nail the system before release not many people will care that much in the end.
  8. Yeah, no, I get all that. Mostly joking. But gosh, those feathers <3
  9. While we are at it, one of the enemies (the monk) seems to be still incomplete being invisible (character model, clothes are foating) with his name being "Missing String 888" or something like that.
  10. Two companions died, and while I couldn't select them or give them orders they kept on fighting. After remaining companions fell fail screen appeared. It happened once before in the same playthrough with the rogue character. Can't figure out what is the cause for it, didn't give them special orders, it didn't happen on conequent attempts.
  11. Probably tired of being treated like a freak by ordinary people. Also, some family issues. I'm sure all the times Durance called her "Bird woman" didn't help much either. For a Durance it almost sounds like a compliment.
  12. Now understand my friends’ claim that you need a math degree to understand PoE systems. I am lucky I approach them on a very surface level.
  13. I will never understand why Pallegina is so bitter over those glorious feathers.
  14. Ah! How it is that I can never find previously reported bugs!
  15. It might be just me misunderstanding the system as I created my first multiclass character - Howler - Mage Slayer/Troubadour. As I understand you pick one skill per level, except when you reach new power level, when you choose one skill of each class. However, both times I chose Chanter skills first, after which it took me to Barbarian tree, where I pick second skill but then it takes me back to Chanter skill tree, with my previous choice is still active and makes me pick yet another skill - 3 skills per lvl total. It happened twice, both times I chose chanter skill first, which appears as a second skill tree.
  16. So how about replacing "flawless" with "system-which-fulfills-its-intended-role-well" All of the negative sides of scaling can be present, and will be present for some people, therefore the choice - do you find the need for an even challenge more important than game breaking its rules? Some people will prefer to disable scaling, some people won't - therefore the beauty of customizable experience. I disagree strongly with your "universal design" especially in single player game. Ban the mods then? Erase difficulty settings? The problem is that if Obsidian would do that you would probably complain because it wouldn't be THE rule set and setting you personally would enjoy.
  17. Sure, but games aren't designed to satisfy mathematical equations, but to give satisfationary experience to consumers. Psychology is an important part of the experience, and, for example, not giving or giving very little XP for side content for many people (probably me too) will feel weak. The conflict we run into in this case is how to properly satisfy groups of consumers, who enjoy their games in different ways - those who want to experience the main story, and aren't as interested in sidestories/fleshin out the world, the completionists and completionists interested in well balanced challenge. For me, personally, the best solution would be to balance the game around completionist apprach. Have critical path be difficult and force you to do side content before moving forward with main stuff. However, as Obsidian wants their game to appeal to as wide audience as possible, they try to make it work for both groups - the ideal result is: 1) critical path is scaled for a straight through run, meaning someone who only wants main story is satisfied. 2) People enjoy growing overpowered throughout the game, so they do sidequest and roll through end game content. 3) People who want constant challange and do sidequest enable content scaling, which adjusts later stages of the game to their level. A "flawless" system, would be one which would fully satisfy all of those groups, but thats much more difficult to pull off, than adjusting numbers. For me, for example, its less about gameplay, but more about storytelling. If enemy who is hyped as a big challange is easily defeated it bothers me. Similarly it bothered me that after using content scaling for 3rd act of PoE the shades in Sun in Shadow were way more powerful than shades I fought before, because game had to rebalance for two expansions worth of experience.
  18. Maybe not difficult but it is not a flawless solution. i was looking through old streams as I am pretty sure Josh address little xp/no xp for sidequests solution, and why it didn’t feel well. The problem is that beyond an act of completing sidequests players want to be rewarded as well - be it cool item or a lvl up. You remove that and players will feel like game doesn’t reward them enough for putting the effort in.
  19. Not necessarly. If you don't get to utilize your skills per encounter then sure - something is off. For me thats not the case. Longer encounters would mean just staring at people hitting each other for longer, as I would be out of resources anyway. BG combat was very brief as well. You kill enemy or they kill you.
  20. I don't know, I want those higher level abilities. As I like creating very narrow focused characters I will be mostly interested in single classes. There are some really fun multiclasses you can come up with in beta, but without having access to full skill tree its difficult to say what we are losing. Right now muliclassing feels way better as we don't really get a feel of how will they scale on higher levels. I think multiclassing is very cleverly implimented in Deadfire. Clear, easy to understand and plan out. How it is balance wise - no idea.
  21. During combat my rogue's health reached 0. Soon before he "died" i gave him an order to use escape[/] ability. He reached 0 before using it, however, he used it anyway. Then run back exactly to the place he died and froze there in standing position. After the combat ended my rogue was still with 0HP, couldn't select it, and couldn't save the game (it recognized the game to be in combat). However, I was able to rest, bringing him back to normal state. After combat "freeze" is shown here:
  22. And what if balancing is thinking about the player? I feel like lots of you are better players than I am, because I have to problems with casting majority of my spells. I am yet to encounter 9s spell. With changes to melee speed the whole casting feels much better IMO. I could use a faster casting time on magic weapons. Playing with strengh based wizard, and he performs really well after initial couple seconds of buffing.
  23. I am not sure I follow. I rather depends how much side content you have - especially when you can't gain too much XP by farming enemies the quest XP and exploration become biggest XP boosts. Which would mean either have way more critical path vs optional quests, or diminish rewarded XP you get by doing sidequests. Probably the fact that "endgame content" (high lvl bounties, legendary enemies) are the most tricky part of the game you will be completeting just before finale makes the big finish feel a bit underwhelming. Could we just make the most challenging content THE finale? Its not like many people get to the end anyway...

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