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Karranthain

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Everything posted by Karranthain

  1. Yes please. While you're at it - have different reactions (and thresholds) for different companions (e.g. some would go berserk; some would actually fight with an even bigger conviction, like cornered animals; others would panic and just stand still or simply run away as far as possible). Various things could influence morale - e.g. fatigue, fighting particularly frightening entities (undead, demons etc.), companions disliking/liking you, being fired at with firearms, being a victim of a critical strike. Some spells could induce panic outright.
  2. This is what happend after Obsidian's involvement was announced : http://forums.obsidian.net/topic/60122-stretch-goal-hire-justin-sweet-to-make-portraits/page__st__120#entry1208409
  3. I'd think they'd gladly pledge then Perhaps more press coverage is needed in the European countries?
  4. How about this : http://forums.obsidian.net/topic/60122-stretch-goal-hire-justin-sweet-to-make-portraits/#entry1188511
  5. Isn't Germany a big market for cRPGs? I thought that Gothic games were wildly popular there. (Could someone confirm or deny?).
  6. And it emulates the Pen & Paper experience, with the Gamemaster narrating the events.
  7. Some examples posted in this topic could change your mind I'll just add this one :
  8. First post (http://forums.obsidian.net/topic/60205-weapon-mechanics/#entry1190501) has some ideas on a critical hit system.
  9. I liked crafting in Arcanum, findind new recipes was fun. It was pretty overpowered though
  10. I think it's a good statement of intent from Obsidian. I'm only ambivalent about the sword design (that said, it certainly isn't bad). By the way, I hope whips are in the game!
  11. Chris' involvement was one of the stretch goals : source : http://www.rockpaper...-one-condition/ There was a sharp increase of pledges after that announcement (end of March) : It certainly wasn't my intention to express my lack of confidence in the Obsidian's art team; I just thought that this game would certaintly (almost ANY game would in my opinion, for that matter) benefit from Sweet's involvement, as I'm sure we'll both agree that he's a very talented artist. Moreover, there's a strong possibility that such stretch goal would contribute greatly towards securing even bigger funding (as it was in WL2's case).
  12. When it comes to the game UIs, I don't mind if some functionality is sacrificed in order to achieve a more appealing look. And I would agree that wasted space shouldn't be a worry - almost anyone can enjoy games in extremely high resolutions by now.
  13. Were inXile's writers insulted when it was announced that Obsidian's Chris Avellone will join their team? I'd think that, if anything, they were delighted to have such a talented writer helping them create Wasteland 2.
  14. One idea on how to encourage wielding only one weapon : http://forums.obsidian.net/topic/60205-weapon-mechanics/page__st__40#entry1203272 For an instance, carrying a shield can be tiring and it also limits the wearer's maneuverability. Having penalties for using a shield would also encourage using only a 1-handed weapon, with the second hand free. It could end up being a genuine playstyle option.
  15. Actually, the idea here is not realistic per se, as outlined in a few posts. The idea is that the designs can be practical and believable, while still retaining an appealing look. As you've said, it's not a historical setting. Once again, it's not about realism; it's about designs that are appealing to the eye. And historical arms and armour are just a good inspiration.
  16. Just another example of fantasy, yet believable arms & armour :
  17. I'd also love to see a return of item sketches :
  18. We'll see a new set of stretch goals tomorrow, fingers crossed!
  19. Yeah, ideally the blocking stance would only work in a frontal cone - allowing flanking maneuvers to be made against the shield wearers.
  20. Now imagine that sequence, only with proper (Obsidian) writing That'd be quite something, wouldn't it?
  21. Good point. Should there be a wealth of useful non-combat skills, we could very well end up with actually having more choices than usual. So it all hinges on proper implemenation.

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