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Wormerine

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Everything posted by Wormerine

  1. The early bird DLC pass was added as an add on due to popular demand during the campaign. As mentioned before it is not part of any particular tier.
  2. Any changes to phrases themselves? It seems odd how using higher-level phrases penalizes you invocation-wise because they take longer. Maybe it's supposed to be some kind of balancing act, and I don't know what can be done about it while keeping low-level phrases relevant, but it's odd. Yeah, I thought it was very much a balancing act. I would have multiple songs set up, some consisting of low level songs to rank up phrases quickly. That said I rarely used them. It seemed much more effective to leave higher level ones and keep chanter as a "passive" hero.
  3. Good to know. While I did like the chanter class a lot I also rarely used their spells. Combat would often be over or would be in "clean up" stage before I would get to 3rd phrase.
  4. I don't believe that changing "running" animation to "walking" would change much gameplaywise. It's more of a casual jog, looking more natural than "Benny HIll walk" but not fast enough to actually impact gameplay. It just would be a different animation. Creating stamina for running or making it a trait is an interesting idea, but that would mean rethinking how combat works. I am not agaist that, but just saying... (overall moving away from stat based combat, to more impactful, visible abilities would be an improvement - that is very much an advantage of digital medium over tabletop one - but thats a discussion for another time.) Running doesn't make combat more messy. And I could have used slow mode in IE game as well. The benefit of the slowmode is that you can limit about of pauses you do, while in old game I would press space every half a second or so. Which is still a case in PoE in more complex fights. But that's a downside of translating turn-stat-based combat into real time.
  5. That's true, old IE had one speed of movement (just like PoE) but they did use walking animation instead of a running one. Fast forward option in PoE is very welcome addition. In my mind both systems are identical. It's just in PoE they used different animation. I wasn't bothered by walking and I am not bothered by running. Both look equally good to me and represent my character moving from point A to point B on abstract isometric representation of a location. Ability to speed up and slow down process where needed is a great addition. Just some people really don't like to see running animation in certain environments.
  6. Simply adding a button to the UI that toggles between a walk and run animation (assuming there are walk animations for all party members) probably wouldn't take long. Checking all the possible interactions that button might have for bugs will take a lot lonBet People wanna get immersed into these worlds.I wonder how much people will have bitched if Skyrim shipped with no walk animations due to Howard deeming it not necessary. wait.... Immersion in Bethesda game? haha... hahaha... HAHAHAHAHAHAHAHAHAHA!!!!!!
  7. While I am not sure I agree with the verbiage undeadlegacy used, I agree with the sentiment. This speaks of someone wanting to force their real world issues and politics, in a fantasy RPG. This is a fantasy RPG, it does not require real world gender politics, certainly not in the tokenist "just do it to appease my niche" way the OP is suggesting. Like Fluffle said, if Obsidian is not going to make it a real issue in Eora, and dedicate actual writing/quests to exploring it, then just slapping it in there to appease some real world niche is not appropriate. It would just cause most players who even notice it at character creation to go "huh?" and be taken out of the game. Or you could just go with Saints Row 2 way and make "sex" a slider rather than multiple choice.
  8. I loved those loading screens. They had their use. They reminded me to eat. One could say that loading screens saved my life from hunger and dehydration.
  9. Not comparable though. Helmets are one 3D model, and then the head itself is another 3D model, with the hair being yet another 3D model, and then you have to blend all three of those together. The clipping occurs naturally if you don't have conditions set right, in a perfect world. But you're going to have to code all those variables. Same with swords clipping through capes in pretty much every game out there. No one enjoys coding the sword to not clip and rely on the cape. Or it's been tried and it just doesn't work or looks too weird. The point is.... NPC's start running in reaction when Aloth casts the spell, but they walk normally. Which means that NPC's can both walk and run with no problem, the animation exists. I believe even the Main Character the Companions can Walk, because the Actors (terminology? termonology?) are probably the same. I also seem to recalling your characters walking during some Scenes (Short cut-scenes leading up to dialogue or "some event"). Can't remember exactly though. Or that Adventuring Party that walks past you when you first meet them in Defiance Bay, but when you fight them they run. Sure, there are walking animations in both PoE and PoE2. In Deadfire it seems that NPC are able to walk, so it is possible that walking as a mechanic is functional and it just needs to be added to PC character. I am not sure if it existed in that way in PoE. I don't recall seeing anyone "walk" during gameplay. They were in cutscenes but we don't know how cutscenes were programmed. I remember reading interview with CD Project Red where they described how during development of Witcher1 they were creating things in cutscenes, which weren't properly implimented in the game by a sheer creativity and work time. I remember Obsidian mentioning that each "cutscene" in PoE took large amount of work. I assume it wasn't as simple as programing "character X walks from point A to point B." The usual disclaimer - my programing knowledge is unexistent. I played around with HTML but that's about it. However, even simple changes seem to break games in unexpected ways. It the feature is as simple to impliment as people suggest, I would be shocked if Obsidian wouldn't impliment it as there is clearly a demand for it. I do not know though, what kind of dark magic is happening under PoE hood to make characters move.
  10. I just put it on my ssd and loaded it amazingly fast, everyone should have an ssd :D Ha! True, but not everyone has SSD.
  11. Overall, I agree. It seems Obsidian has similar stance as they confirmed walking toggle is on their to do list though it is a low prioriy one. Would be nice, and will do it if we can, but there are other things we want to do first. Did PoE1 has such big issues? I jumped into it around release of WM part1 so it was working just fine by then. I heard it had smooth launch though it might have been put against other Obsidian games which are known to be troublesome.
  12. Huh, I wonder why it's sabre in Pillars then. Considering that USA is a young country sabre might feel more "historic." Also Brits spelling are usually more fun. I simply would like much more Dishonored if it had "u". I don't know why. Dishonoured just looks more honourable to me.
  13. Nah, just one person treated replies like "something I don't care much about" and "I would rather see Obsidian spend time elsewhere" as an assault on his preference and request, and some people like myself were foolish enough not to ignore him. The funny thing is, I don't think there is anyone who is against the feature.
  14. If you don't know neither programing nor how the PoE engine works, you are unqualified to make any factual statments on how hard it would be to implement something. So you dont have a leg to stand on. As for me, I do know something about programming and how the unity engine works. I am a modder and an amateur game designer myself, so when I tell you that this is literally 5 minutes of work, it just flies over your head. You don't know the first thing about logic, either. Case and point your assinine false dillemma fallacy where you just pull out of your ass how there are only 2 options in how to integrate the walking mechanic. Hell, I can mention 10 games from the top of my hat that all had different ways of implementing walk mechanics. So, what was that about logic again? Because you made a positive claim how most people would not use the feature, you assclown! I mean, LoL Yeah, that's another logical fallacy right there. It's called anecdotal fallacy. Yes, so what? Again, show me the data. From my personal experience, it is the other way around. I guess when you type into Google how to walk faster, you will get bunch of people complaining about the game being too slow, and when you type into Google how to toggle walk, you will get people like me. Wow! Imagine that! You just blew up my mind here, dude! Because double standards? Only if you assume that people will actually read the dialogues and not just quickly click through them and then read the quest log. I mean, I can also pull your stunt now and assert without a shred of evidence how most people will not see it, because they will be rushing through the game, since most people on the forums complain about the game being too slow and the dialogues being too long and windy, etc.. etc.. I don't believe that for a second, but this is quite literally your argument from above.My advice is, you don't know how different people with different preferences will play the game, so don't assume things out of your ass and give people an option to choose. But, NOOO! We cant have that! That would be too sensible. Give me a break, dude. Pfft... God... and then when I call people stupid they will say I am being rude. Dude, do you realize what you just said here?? You literally said that I can play PoE without a walk feature and enjoy the game just as everyone else, despite the fact that I already explained to you that this TO ME AND MANY OTHER people is game breaking. I mean, if I tell you that I hate mexican food, will you try to persuade me how I can enjoy mexican food as everyone else, despite me excplicitly saying that I damn hate it!! How thick do you have to be to not understand this simple concept? I never lashed out at anyone for believing that. I lashed out at people who were saying dumb **** like yourself... like trying to dictate to me and other people what we personally enjoy and do not enjoy. There is a big difference between the two.Personally I have no problem with people who disagree with me on valid grounds, but I have 0 tolerance for sheer stupidity that some people exhibit and I will call these things out for what they are. I would rather be called a moron and see a good argument for it than be exposed to utter garbage that some people post.You too are now heading straight to my block list, because you are just not worth my time anymore. Your arguments are all... just dumb. I am really disappointed to see I have wasted my time.
  15. Awwww... that hurts. Personally, I didn't much care for Kana.
  16. Why can't we have both? Yeah, you are absolutely right that this is not a choice. It should never be a choice. Both of these things need to be in the game, because it will add to imerssion to certain types of players. Not everybody of course, but that can be said about any part of the game. Of course, it was a hypotherical speculation to which I replied ("if you had to choose between those two features, which one would you choose".) It is not a choice mainly becouse one is already implimented and other is not. Curiously enough "idle animations" seem like they would take much more work to impliment unless the way movement in PoE is programed would make it tricky (this is, again, just a speculation on my part - I know little of programing and even less on how PoE engine works. However, after years of following gaming I have learned that sometimes even simple features can take a lot of work to impliment, if engine isn't built to support them.) I brought this subject in order to defent usefulness of "idle animations" over "walking toggle" but that brings us to argument no. 2: I will now use your argument to illustrate the above point: "Well, I doubt people will use it (idle animations), since most people are in a constant hurry to do things, so most of the players would find it to be an unnecessary waste of time." See? We both can make unsubstianted claims. Now, this is just a factually wrong argument on your part, trying to push your agenda no matter if it makes logical sense or not: If/when walk toggle will be implimented it will probably be done in following ways: 1) you click once to walk, double click to run. Possible "always run" in options. 2) A "shift + click" to walk or walk toggle (press "shift" to toggle walk/run) - "shift" in this case being symbolic for whatever key would be used to toggle run. Naturally, I don't have much data on how many people run in games (because why would I have those??) but I played for many years, I watched people play for many years. I read/watched many reviews.) Both "idle animations" and "walking animations" are a fluff feature. They cool look. They are "immersive." Idle animations help devs in storytelling (setting a personality of a character, of place etc.) "Walking animations" less so, though of course, you do seem to desire to "roleplay" being in a tavern, in a shop and in those places you usually won't run. Fair enough, good for you, I hope they will impliment it. However, much common are complains of your characters not moving fast enough (I heard plenty complains that PoE fast forward isn't fast enough - also Old Republic made a bussines out of it by gating running from Free to play players), cinematics being unskippable, forced walking etc. Based on all that knowledge, I do say with all confidence that majority of players will prefer to get quicker from point A-B rather than watch their character slowely stroll there. And not here is where you are factually wrong: While I can make a claim that majority of people will not use thise feature, you can't do the same about "idle animations." Because the game is designed in a way that they will. They will see them when they are in conversation (keep in mind game doesn't pause in PoE2 when you enter conversation,) They will see it when they stop to look around or plan what to do next, they will see it in cities and tavern when NPCs will not move and go about their daily business. Again, stupid argument, for a sake of an argument, with no meat to it. You were already corrected by someone that it is not the same. Not putting a feature someone really won't to see, and making a game impossible for someone to play because by inherited fault are quite different things. You can play PoE and PoE2 without walking feature and enjoy the same experience as everyone else. Someone who is color blind can't. He need colours edjusted so he/she can differenciate between friend and foe etc. A more accurate comparison is setting custom colours for circles under your characters. Some people might really really want it (is it in the game already? Might be, don't know) but it is extra fulff, which is nice but unnecessary. More importantly, Josh Sawyer is colour blind:-). Good for you! Of course, I did see you ripping into the features shown at the video because it is not what you wanted to see, and lashing out at people and throwing out personal insults because someone respectfully replied that they believe "idle animations" were more valuable than an option to "walk." However, I am afraid the amount of... support you have recieved works hardly in your favour. So at the time of writing you have 31 likes on your comment, so with you its 32 to people supporting you complain. 24089 saw the video at the time of writing. That would suggest 0.1% people are interested in said feature. If course, it is by no means reliable source of data. A comment "So which Weapon Focus does projectile vomit fall under?" has 64 likes, and top comment is drooling over Katrina. And it is unlikely many people went down to comment section. And I for one, watched the video 3 times by now. So why did I bother to waste my time and write all of this? Please, stop being a d***. No one is agaist walking feature, and some would be happy to see it. But attacking Obsidian and other customers because they don't do/say what you want them to is not a way to get what you want. Sarcasm can be very effective, but the problem is that if your argument is off it just makes you look like a moron. Never insult anyone, but if you do, at least make sure your argument makes some sense. If you really want people to support you, convince them that your idea is good, just not this: "The anti-walk people are just a bunch of retarded ADHD morons and that is a bloody fact." I, for one, do not have ADHD, I am capable of focusing intensly for a lengthy period of time, and my IQ, field of work and education would also go against the "moron" part. Even if all those were true in order to call them "facts" you would need access to my/our medical records. Which you don't have. Now off to something productive.
  17. I would say this is hardly a choice. Idle all the way. I really do have hard time believing that the walk toggle is REALLY so desired. I doubt it will get much use if it will be implimented. Even if some people really can't deal with them characters jogging from one place to another, most of the players would find it to be an unnecessary waste of time. Idle animations will be seen by everyone - when they look around, during conversations etc. And they enhance the game by helping in fleshing out companions, locations and your character.
  18. We know she was travelling for 5 years already by the time you encounter her. She is 57 so I doubt she just popped a kid and went for a lengthy journy. It is likely that her children will be adults by the time Deadfire will be taking place. Wait, when is her age mentioned? I got it from gamepedia. Whenever it is accurate or not I cannot tell. I don't believe game itself mentioned her exact age.
  19. We know she was travelling for 5 years already by the time you encounter her. She is 57 so I doubt she just popped a kid and went for a lengthy journy. It is likely that her children will be adults by the time Deadfire will be taking place.
  20. I think it depends how much "fantasy" is in the fantasy. if you world looks so much like ours, has similar culture and habits and yet dropps more problematic issues it can feel out of place. While don't have issues some people have with equal rights in games, I can understand why seeing "man and woman are equal" in medieval-like setting can be seen as wrong. I think, for example, that having an RPG where man and woman are not treated as equals is a very interesting proposition. Same with race or sexual orientation.It is, however, a tricky proposition and I am not surprised developers prefer to avoid that kind of approach.
  21. I believe in one of the streams Josh said we won't be visiting Naasitaq in Deadfire. However, he did mention that it would be a cool location to consider for the DLC.
  22. Not my intention to seem mean but... Maybe it's because Pillars I is one of the only title in your list that was "Crowdfunded". Ok, I understand your request aswell, I'd love the Game to be Voiced in my language too, but come on : Be realistic, if you've been following the Video Game industry for that long (Since Planescape, Temple, etc), & its evolution, you KNOW localization cost a tremendous amount of money ! Especially for a Game as"wordy" as those ones are, the amount of dialogue lines that should be voiced would cost "close to a third" (just my guess, but it cost A LOT) of Obsidian's budget. It's not fare, in my opnion, to think & ask OBS to put so much money into "Voice Acting". (which would imply to cut off many things from the main game by the way) Again, I understand the request but, it'll already be localized in sooo many languages, thanks to all the Korean, Portuguese, Italian Fans & all the community who've been VERY LOUD during the Campaign, asking for their languages to be added. Even Chinese people have asked for "Simplified Chinese" to be added. It's not a Triple A Production. With all dued respect, I think you're asking for too much. Just my opinion though. Just a small correction. Tides of Anime era (autocorrect from Numenera - had to leave it in) was crowefunded as well, but as pointed out before it's amount of VO was minimal.

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