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Elerond

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Everything posted by Elerond

  1. This is such a bizarre statement to me. It seems like you are looking for political correctness, just so you can point at it and dislike it. Wouldn't you rather just enjoy stuff? There was no blatant political correctness in the trailer, but you've clearly already made up your mind as to what the movie will be. That seems like a shame. Lol, if you dont see the obvious female and minority empowerment in the choice of actors then you must not have been watching the same trailer as I have. Look back at the old Star Wars films and list all the GI Jane type characters you find and all the black actors in anything resembling a main role (DV voice doesn't count) and get back to me. For all intents and purposes the original trilogy is an aryan space fantasy. The women are princesses, the minorities are comic relief characters. The hero is the archetypal aryan character, blue eyed, blond, salt of the earth type. I'm not saying it was racist, I'm just saying what it was. Look, I don't really mind the choice of actors per se. But I hate how obvious it is in ticking marketing and political boxes. It betrays the innocent stupidity that makes SW films watchable and makes them into something else. Its like the recent Mad Max film that has no mad max in it. Lando Calrissian (acted by Billy Dee Williams) is quite important character in Return of the Jedi also in Empire Strikes Back he played quite major role, getting even his space in poster. But representation of women in original trilogy in major character department is fully in hands of Carrie Fisher, and even though Princess Leia was one of the leaders of Rebellion she didn't have much of GI Jane situation, although in Return of the Jedi she was part of strike force that attacked moon of Endor.
  2. That doesn't make them not standard effects. You can't enchant a weapon with Marking or Stunning and so on, but they're nonetheless predictable, standard effects, and ones presented not as a special, unique effect for a specific item or couple of items, but as a generic property, complete with fixed values for the effect and a number you can use to compare it with other generic properties. Spell-effect-on-trigger enchantments are perhaps the exception there and could make for some more interesting items, if they weren't so sparsely used. I don't understand why you're discounting enchantments other then Fine, Exceptional and Superb. Not all Superb items are equal, but - at least in theory - all 8/12 items should be roughly as good as each other, or at least have sets of enchantments that are equally powerful before considering synergy. It's that level of fine, systematic balance, with all possible effects carefully genericized and weighed against each other - and perhaps most crucially(?), that weighing-up being presented directly to the player rather than having happened under-the-hood while the items were being developed - that spoils the sense of idiosyncrasy and spontaneity about finding new items, That is opinion question, so there is no right answer, but game has two pools of enchantments one that can be enchanted to every weapon and one that consist of enchantments that are already in the weapons, which I call special enchantments. And as I previously said there aren't enough special enchantments in the game to give every unique weapon their own unique enchantment because there is so much different types of weapons (also Obsidian originally planed that every or at least most of the enchantments in game would be such that players themselves could enchant them in the weapons, but they decided against this after community asked that there should be more unique weapons) In common enchantments there are quality enchantments Fine, Exceptional and Superb (there are also Damaging and Accurate enchantments that go from 1 to 2 giving either same damage or accuracy bonus so that 1 is same as fine and 2 is same as exceptional, there is also level 3 versions of these but player can't enchant them) Lash or secondary damage enchantments that give lash damage bonus, which is its own type of damage in PoE. There are 4 types of common lash enchantments Burning Lash, Corrosive Lash, Freezing Lash and Shocking Lash, which all gives you +25% of lash damage in element corresponding with its name. And Slaying enchantments, which give weapon additional accuracy and damage against certain type of enemies. Kith (humans, elves, dwarfs, etc.), Beast, Primordial, Spirit, Vessel, and Wilder. Weapons can be given one enchantment of each of these categories, so one quality, one lash and one slaying Then there are unique/special enchantment pool which have following enchantments Predatory Convert +10% of Hits to Crits Reliable Convert +30% of Grazes to Hits Draining 20% of Damage restored as Endurance Speed +20% Attack Speed Coordinating +4 Accuracy and x1.25 Damage when attacking same target as an ally Vicious x1.2 Damage against Prone, Stunned, Flanked enemies Wounding Wounding: x0.25 Damage over time (5 sec) Stunning Attacks can Stun on Crits Spell Striking Attacks cast Spell on crit (once per encounter) Minor Spellbind grants Spell as active ability (x uses per rest) Major Spellbind grants Spell as active ability (x uses per rest) Guarding +1 Enemies Engaged Rending +3 DR bypass Interfering +5 Deflection Overbearing Crits can inflict Prone Annihilation +0.5 Crit Damage multiplier Valiant x1.2 Damage and +10 Accuracy when below 50% Endurance Crushing Lash x1.25 Crush Damage Disorienting Inflicts -5 All Defenses for 6 sec on Hit Marking +10 Accuracy granted to an ally attacking the same target Of [Attribute] +/-[Amount] +/-[Amount] to [Attribute] [Damage Type]-Proofed +3 DR to [Damage Type] [Class] only can only be equipped by [Class] So why I discount other enchantments when I speak about fine, exceptional and superb (also damaging and accurate) is because they are enchantments that lock each other away, but they don't prevent or remove any other enchantments. All enchantment also have enchantment point cost and items can only have enchantments up to 12 points worth of enchantments to prevent too powerful items (balance feature that was added during beta because of player feedback).
  3. They're still drawn from a standard set of effects. Outside of soulbound weapons, which are a step in the right direction even if it's a shame there's so few and that they're class-exclusive and restricted to weapons only, you're never going to find a new magical item with an unexpected, unique ability - or even a unique version of a common type of ability. All elemental enchantments do 25% extra damage as that element., all bane weapons deal 25% more damage and have +5 accuracy against their enemy type, and so on. It makes balancing easier, but it also makes items feel a lot less special. I'd much rather have slightly less laser-focused item balance, and more weird and idiosyncratic weapons, armor, and wondrous items. Enchantments use a 12-point scale for balance, which is displayed on the item card. Fine/Exceptional/Superb count for 2/4/6 points respectively. They aren't drawn from a standard set of effects, which are those effects that you can enchant in any weapon. Unique weapons have special enchantments that such that they can be found only in unique items (with couple exceptions that have unique name but no special enchantments). fine gives +4 to accuracy and x1.15 Damage, exquisite gives +8 to accuracy and x1.3 Damage and superb gives +12 accuracy and x1.45 Damage, meaning that it is actually only 4-point scale of quality enchantments. For example +1 quality bonus in IE games gives +1 Thac0 bonus (which means +5% to hit change, where +4 accuracy in PoE means +4% to hit change), +1 to damage roll and -1 to Speed Factor.
  4. So you can with glance tell how much for example weapon's how probable is that Grom Fayer's ability to kill Stone Golems, Clay Golems and Ettins will take effect on a hit and you don't find it laborious that you need to scroll past of lore part of item before you can see its stats and so on. I don't know which has more difficult math for weapon stats, but I am quite sure that in both systems it can be difficult to say which weapon of two about equals is actually better in math wise if you just glance their stats, as they both have their oddities that can make such math quite complex in some situations.
  5. The problem doesn't lie in being a sword with enchantments, since that's obviously what all enchanted swods are, it lies in being a sword with genericized enchantments. When I find a sword that dispels magic on hit in an IE game, it's not "Enchantment: Spelldrainer (4pts)", it's a sword that dispels magic when it hits, probably the only one with that specific effect in the whole game. Unique, idiosyncratic magical items give a much greater sense of discovery and wonder than those with a selection of standardized effects balanced on a visible 12-point scale. PoE has too little number of weapon special enchantment compared to number of unique weapons that it has, which is root cause for that feeling that there isn't really unique weapons. But there aren't two unique weapons that are same type and have same enchantments, but as there are more weapon types than there are special enchantments and addition to that there are more than one unique weapon of every weapon type, which means that weapons that have enchantments that any other weapon don't have are rare or non-existent. PoE uses 4-point scale for its items currently (normal, fine [which is comparable to +1 in IE games], exquisite [which is comparable to +2 in IE games], superb [which is comparable to +3 in IE games])
  6. I would just say that using God hammer as example is poor choice as for example in quick comparison one could think that Carsomyr could be better weapon than god hammer, because it seems to do more damage and has those nice dispel effects and so on, it really can compete with god hammer which is most overpowered weapon in the game in right hands, because setting character's strength to 25 is just too good effect. But anyway in my opinion PoE mostly gives critical stats of weapon in format that is better and easier to read than BG2.
  7. sure, is just a magical two-handed sword... that is +5/+6 and has all those additional enhancements you mentioned... as well as the often overlooked dispel-on-hit, which seems frequent forgotten. HA! Good Fun! My point was that if you give generic two-handed sword +5/+6 quality bonus, then only things that make Carsomyr special are those additional enhancements. To point out that those additional enchantments make it unique and more powerful even if its base scale is same as "generic +5/+6 magical two-handed sword".
  8. Carsomyr in BG2 is just +5/+6 Two handed sword that has additional enhancements that give 50% magic resistance, do +5/6 extra damage against enemies with chaotic evil alignment and let its wielder cast dispel magic 3 times in day. (I took it as example as its uniqueness, memorably and good design has been praised in this topic, also in BG2's lore it's one of the most powerful blades in Faerûn) Just to point out that PoE's design with unique weapons compared to high quality generic stuff mostly follows same ideology that IE games had.
  9. There isn't anymore critical parts of the setting as GW destroyed WHFB universe and created new setting Warhammer Age of Sigmar. So CA and SEGA can about do really anything for the setting and still they will not land as low as GW did with their idea of modernizing one of the most iconic fantasy settings in the world. But to be fair that seems to be the trend with many of the companies that own rights to some of those iconic fantasy and scifi worlds. On positive side of things its now much more care free to leave those old settings behind and find new setting with better games, as you need anyway learn new setting so its better to learn one that actually has games with rules that I like.
  10. inXile also has two other multi million dollar Kickstarter campaigns (Torment: Tides of Numenera and Bard's Tale IV) which gives them quite lot leeway how they use money they got and will get from Wasteland 2.
  11. In my understanding that 500k sales figures includes every copy that they have sold including copies they gave as rewards for Kickstarter and paypal backers. Which would mean that it includes Steam, GOG and Origin copies of the game. Whole White March expansion was part their Kickstarter promises, so they probably would continue their work with part II even if PoE had sold much less copies. Obsidian has also other sources of income than PoE, like for example their contract to develop Armored Warfare (which is tripe A tittle with triple A money behind it), meaning that this forums aren't necessary run with funds from PoE.
  12. Most of their other games are sequels to critically acclaimed titles. PoE is a new IP and a PC exclusive inspired by RPGs that the mass market audience generally considers outdated. 500k is fine. This number will only grow with every future Steam sale. Alpha Protocol (new ip and not that stellar reviews, although it come out to consoles also) sold 700k copies in its first month and SEGA called it failure and decided that there will not be any sequels for it. But success is not only in sale numbers, but also how profitable product is and how good it is for company's image and in both of this meters PoE has been one of the most successful tittles in Obsidian's history.
  13. Wasteland 2 DC, seems to have some quite unpleasant bugs, like hirelings disappearing when you dismiss them instead going to ranger citadel (which can cause quite havoc if you dismiss them when they are carrying quest items) and shadows seem to cause some problems (like making game allocate lots of memory and causing need to use task manager to close the game [although I read that this are problems caused by Unity 5 and not anything that inXile did]). But anyway I have come to conclusion that it is probably better to wait inXile to fix this issues before I continue to play game more.
  14. and who says that in that galaxy a parsec is a unit of distance? besides the Kessel run may be a sort of test that measures acceleration or something. Everything is explained in Star Wars lore In the A New Hope novelization, Han says "standard time units" rather than "parsecs." Which show that Lucas forget to tell his explanation for the novel writer or they wanted novel to be independent product that don't need outside explanations. But who knows Lucas changed Star Wars lore every time he though something else sound more cool to him.
  15. They still try to port, if you read that update you see that it is about them delaying episode 4 in future because they need to put all their resource in porting previous episodes and core game to unity 5. So we can only hope that benefits from the porting will be enough to justify work they put in the porting or they just made very poor decision that cost them quite lot money.
  16. When I read problems that Red Thread Games have had with porting Dreamfall Chapters: The Longest Journey to Unity 5 (because its bugs and because it does somethings differently), this topic come back to my mind and fact that Obsidian decided not to upgrade PoE, at least yet to Unity 5. https://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey/posts/1390566
  17. I use fast mode in combats most of the time and pause when I need to give orders to my team.
  18. My guess is that it is Luke, who in this time continuum didn't from new jedi council (like in quashed extended universe), but instead just fall to dark side because he regrets his actions that lead death of his father. I'm kind of assuming both Darth Revan in the trailer there and the main girl are somehow related to or spawned by either Luke or Leia. They could be siblings. That's pure speculation from the vague "vibe" I get from the trailer, though. It is of course possible that they go Solo twins route where one is light (-ish) and other is dark (they did that in the EU books).
  19. My guess is that it is Luke, who in this time continuum didn't from new jedi council (like in quashed extended universe), but instead just fall to dark side because he regrets his actions that lead death of his father.
  20. It could be interesting to see character creation heavy rpg system used in crpg, where you define your character to finest details in character creation and during gameplay there is little to none character progression. But I would guess that it would be even more difficult or at least more arduous to design and do system that is able to react reasonably towards multiple well defined characters than system that reacts towards character that is slowly defined during gameplay.
  21. http://forums.obsidian.net/topic/61129-reddit-qa-part-2-with-tim-cain/ "Diablo169 asks... Could you please provide a bit more detail on how skill/spell cooldowns are going to factor into the games combat system? Sure, let me give some specifics on how we are planning to incorporate cooldowns into the wizard class. First off, cooldowns are NOT on individual spells. For any particular spell, you cast it, and when you are done, you can cast it again right away. But one limitation is on spells of a particular level. When you cast a certain number of those spells, in any combination, then the whole spell level group goes into a cooldown, and you can't use any of them until that cooldown has passed. That cooldown is long enough that for short battles, you are limited to casting a certain number of spells for each spell level. For long battles, that cooldown might expire and you can start casting those spells again. The other cooldown has to do with your grimoire. A wizard may know a lot of spells, but he can only cast a few basic spells plus the ones that are in the grimoire that he is holding. Grimoires vary in size, holding various numbers of spells of different spell levels, and the player is free to load up his different grimoires with spell combinations of his choice. But once combat begins, switching grimoires causes a cooldown for all of those spells, leaving the caster only able to cast his basic spells until the grimoire cooldown passes. This means the player will have to think carefully about which spells he adds to a grimoire and under what situations he would want to switch one for another."
  22. In my understanding Conservatives have controlled Canadian parliament and senate from electoral term that started after 2006 elections and liberals have lost their support election after election so much that in 2011 they were only third largest party in Canada.
  23. It's definitely not a memory problem for me, I have 32 GB of RAM and 12 GB of vRAM. Even if I am getting the memory leak that the game reportedly has, it would have to leak for a really long time on my system. I agree at least amount of memory should not be the problem. I would guess that it is probably some effect/shader/etc. that is loaded wrongly that causes it to crash in your machine.
  24. Director's cut has not crashed even once for me, but every time I close the game I need to use task manager to force it to shutdown as it always gets stuck in closing itself. Edit: How much you have RAM, because for me DC uses about 3 GB of memory just after loading it, so it probably will have problems in systems that have only 4 GB or less free memory.
  25. Are you sure that is me who needs to have last word, when you keep replying to my post long after you say that you don't want to talk to me and that I am clearly wrong in my claims (which would mean that there should not be even need to argue against my claims)? But for some reason it seems to be quite important to you to dish me and get other people here believe that you are absolute right and I am bad person. Have nice kitty cat to ease your pains .

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