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Everything posted by Headbomb
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As long as arrow stacks are massive, that's fine. Even for basic arrows. I just don't want to carry 12 piles of 20 plain jane arrows, 4 piles of 20 +1 Arrows and 2 piles of 20 +2 Arrows.. Stacks of 100 or so are probably fine. And that we have multiple quivers, with a auto-pause on "this type of ammo just ran out!" condition.
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Map defaults ti NW corner in Dyrford when exiting buildings
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
I couldn't reproduce it tonight, but I can confirm the issue has something to do with savegame corruption. Not sure what. Here's a save with the issue in it Just load the save, exit the Inn, and see the map will focus on the NW corner. For a bonus bug, load the save, talk to the InnKeeper and try to buy something or sleep at the inn. It won't work. -
As of now, the only thing the Fog of War is done IE style. Basically you have your field of vision where you see everything, enemies, loot, landscape, etc... If you didn't explore it before, it's black. If you explored it before, and not in your field of vision, you only see the landscape. A better way to do the fog of war would be a sort of 2-level setup. You have your "close" field of vision, where you see everything, and a "far" field, where you'd see only the unobstructed landscape, but not the finer details (characters, transition points, loot...). I've made a mockup of what I have in mind. This would be a more more satisfying way to explore maps, IMO.
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On second thought, I'd be fine with just no basic arrows / bullets. Or if we need to have them, make sure they're there in stacks of 100 or so.
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Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
Guns of the Navaronne: You are now able to dual wield pistols, although with -10 accuracy to each. Superfly TNT: Blow yourself up by expanding ALL your remaining spells, affecting everyone in an area of <x> per spell level expanded. You deal 5 damage (5 physical, 5 burn, 5 acid, 5 shock, 5 freezing, 5 poison...) per spell level expanded. E.g. if you have 3 lvl 1, 2 lvl 2 and 2 level 3 spells level left (3x1 + 2x2 + 2x3 = 13) you deal 13*5 = 65 physical, 65 fire, ... to everyone in a 13 <x> area. Including yourself. Mushroom Cloud-Laying Mushermucker: Acid and Poison spells now also have a chance to confuse your enemies. Some will get the references I'm sure. -
No to arrows... however... Yes to quivers! +4 Damage Quiver +2d4 Fire Damage quiver. +2d4 Shock Damage quiver +5 Accuracy quiver Etc...
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Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
Well they weren't meant to be particularly appealing . I had more with a better balance of tradeoffs a few posts ago however. -
Definitely. If it's a rare mob not tied to a specific quest. I got zero problem with that.
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Is there an amalgamated Typo Thread yet?
Headbomb replied to Enoch's question in Backer Beta Bugs and Support
There is: http://forums.obsidian.net/topic/66852-list-of-typosspelling-mistakesgrammarinconsistancies-thread/ -
Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
Poisoned The Well: Stamina healing effect are doubled, but you have an allergic reaction the magic involved, and become poisoned after receiving it. Blind Marksman: You always hit a target... but not necessarily the one you meant. Drunken Student: You drunken stumbling and fumbling makes you unpredictable and harder to hit... but the world's just as hard to hit for you (+20 Deflection, -20 Accuracy) There you go. -
Sensuki's Suggestions #014: Non-Terrible Inventory [Mockup]
Headbomb replied to Sensuki's topic in Backer Beta Discussion
Agree, mostly because there's a lot of overlap with http://forums.obsidian.net/topic/67298-lets-be-even-more-radical-on-inventory-design/ and my own Mockup.jpg -
For Example, the Ogre Cave:Get discovery XP for finding it, getting rare mob xp for killing it, and quest xp for turning in the head. Instead of right now, only getting quest xp for finding it and for killing it. Bad example, because then you get more XP for the violent path than the alternative path (convincing the Ogre to leave). Better example would be Discovery XP for the Cave, Quest XP for dealing with the Ogre (however way you choose), and Quest XP for turning in the quest (in whatever state it happens to be) to the farmer. Those taking the violent path gets a rare component (Ogre Blood), those letting the Ogre get fuzzy feelings + some kind of reputation boost + Ogre's alive and might be encountered later, with a reward of some kind (gold, information, item, you name it). Or maybe in this case, the rewards are asymetrical, and those killing the Ogre get the blood, and those not killing the Ogre miss out on it because you can't make an omelet without breaking eggs.
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As far as I know, those are definitely on the table. Just not implemented yet.
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Map defaults ti NW corner in Dyrford when exiting buildings
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
I'll try to pinpoint the cause of it more when I get a chance. Res is, 1920x1080, fullscreen. -
The rewards of combat is loot and the ability to go beyond. That is enough. Give me XP for achievements, not rat killing. If you don't think it's worth killing rats for their rat tails, don't bother. If you think killing the wolves for their wolf pelts, kill away. No combat XP prevents "It's there, so I must kill it", while still rewarding you. Some things, like in life, cost more than what you get out of it. That's fine. If you thought wolf pelts were lame and not worth it, you'll dodge the next wolf group. And maybe you'll miss the lair entrance they were guarding, and the XP you'd get for discovering it. Like in real life, you'll need to risk some resources upfront. Sometimes the payoff will be exploration XP and an adventurer's corpse with some fat loot, sometimes the payoff will be wolf pelts and a safe road for travellers and yourself. And that's exactly what I love about no combat XP. No combat XP does not mean no combat reward! And you do away with pacifist-first-then-psycho gameplay, level grinding, etc...
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Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
More on topic now, Skilled: +6 skill points to spend Jack of All Trades: +1 to all skills Skill focus: +2 to <skill> Now some high level ones: Fighter -- Phalanx: When standing next to another character equipped with a shield, you both share half your shield's deflection with each other. For example, if your shield is 20 def, Bob's is 10 def, James' is 5 def, taking the feat would give you 20 (base) + 1/2*10 (from Bob) +1/2*5 (from James) = 27.5 def. Bob would have 10 (base) + 1/2*20 (from you) = 20 DT, and James would get 5 (base) + 1/2*20 (from you) = 15 def. Stacks with other phalanxes. Rogue -- Merciless Flanker: Whenever you flank, everyone's flanking bonus is doubled. Stacks with other merciless flankers. For example, if you have 4 character flanking, including 2 Merciless Flankers, everyone's flanking bonus is tripled. Wizard -- Delementalist (modal): Mode 1 [sustained Delementalist]: Damaging with an elemental type decreases the defenses against that element by 25%, but raises defenses against all others by 15%. Stacks with itself. Mode 2 [Versatile Delementalist]: Damaging with an elemental type raises the against that element by 25%, but decreases defenses against all others by 15%. Stacks with itself. Chanter -- Choir of One: You can sustain three voices in parallel, but the third one is restricted to level 1 chants. Paladin -- Flames of True Belief: Flames of Devotion now target all enemies in a medium-ish area. Main target takes double damage. Barbarian -- Brutal Carnage: Carnage damage is doubled, and always targets the lowest defense of deflection or fortitude. Cipher -- Shared Horrors: The results of your psychic attack are so disturbing that every successful use of a targeted ability reduces the will defence of the target and every surrounding enemies by 5. Ranger -- Bond of Flesh and Soul: Rangers and their animal companions now both use the highest of either's defenses. Monk -- Chiropractor: After a fight, monks can voluntary cripple or main themselves in order to regenerate half their current damage. Druid -- Can you smite me now? (Modal): Gain immunity to 1 elements, but 33% weakness towards all others. Priest -- Bane of the Faithless: Every area spell give half the opposite corresponding benefits to allies, and half the opposite corresponding penalties enemies both sides defenses and attacks. E.g. Armor of Faith increases the DT of allies as usual, but now also decreases the DT of enemies by half the increase given to allies. -
Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
Moderator: Lock topic, every poster in 10 m range is banned. -
Character Creation Extreme Lag
Headbomb replied to Danvil's question in Backer Beta Bugs and Support
Well I'm experiencing the issue, and these are my specs: * Phenom II X4, 3.7Ghz (OC'd) * R9 290 (OC'd) * 8GB RAM * Windows 8.1, up-to-date For me, the issue seems to be getting worse with everytime I start the game. I don't recall character creation being slow the first time I ran the game. Now it's... 30 seconds+ to get from New Game to character creation. -
Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
I've DM'd in the past. But those are mostly Fallout-flavoured talents. -
Talents what would be wanted, and what is needed.
Headbomb replied to Ganrich's topic in Backer Beta Discussion
Hero only * Conversationalist: All conversation requirements reduced by 1. (e. g. Perception 14 is now Perception 13, Honest 3 is now Honest 2). * Pig-headed (Lvl 1): Diplomacy and wit are unknown concepts to you, but your Resolve increases by 2. [Cannot choose any diplomacy/clever option] * Honest to a fault (Req: no rank in deception): You cannot be deceptive anymore, but you always qualify for the honest option. Merchants don't feel like you're trying to rip them off. (Buying price decreased by 10%). * Lying through your teeth (Req: no rank in honesty): You cannot be honest anymore, but you always qualify for the deceptive option. You tend to exaggerate the quality of your wares when selling them. (Selling price increased by 10%.) General * Camaraderie: Every ally within <range> decreases your change of being interrupted by 5% * Loner: When no ally are within <range>, your DT increases by 3 and you gain level/second stamina regen. * Pacifist (Needs no rank in cruelty): After resting, all stats are increased by 1 until you kill. Can no longer be cruel. * Psychopath (Needs no rank in benevolence): Killing a friendly character increases all stats by 1 until you rest. Can no longer be benevolent. * Penny Pincher: You always seem to find a bit more than you friends([25% more money when looting) [Applies to party as a whole rather than specific character, but the character must be in the party for this to kick in] * Tough Bastard: The first time you go down, you don't get maimed. On "hardcore", the first time you go down, you get maimed (with 3 maims injuries) instead of outright killed. You can only heal one maim injury per rest, and need to be in full health before you can benefit from this again. * Crippled Bastard: You're always maimed, but your wary nature automatically reveals traps and other hidden oddities, assuming your perception score is high enough. * Lucky Bastard: You gain 5 accuracy and 5 deflection. Stronghold events are biased one step more favourable. -
This one in the location which's name I'm forgeting (with the Baldur's Gate-like talking skulls and half million spectres and spiders, west of Dyrford:
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When fighting PƔgra, the combat log is field with *Missing string* deals # damage to <Name> # seems to be either 1 or 2.
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Guildmaster's Staff has a missing string Guildmaster's Staff ------------ 8200cp Quaterstaff *Missing string* On Attack: +1.5 Weapon Reach ...
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Dengler has some with 1:- [invalid Object Benevolent Rank2] [Requirement Not Met] 2:- [Resolve 12] [Requirement Not Met] 3:- [invalid Object Honest Rank3] [Requirement Not Met] 4:- "Never mind. I want to talk about something else."
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Basically, whenever I exit a location in Dyrford, the map is center on the NW corner, near the bridge / initial spawn location. This is pretty annoying. Didn't see it reported, so here goes the report. To reproduce 1) Create game 2) Walk to Mill 3) Enter Mill 4) Exit Mill 5) Notice the map is not focused on you, but next to the bridge Expected behaviour Map should be center on CHARNAME location when exiting a location.