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rjshae

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Everything posted by rjshae

  1. I hope that means that it also doesn't have gaps in the corners (as in Sensuki's worse case result). So.... if you have somebody with a high res. display, you'd be okay with padding out the ends to fill them up? I sure wouldn't.
  2. Yeah. I'd say this is pretty accurate portrayal of a full fledged codexian: It is rather a churlish site. Prefer RPGWatch myself.
  3. A larger side plot to link the new wilds together might help to sell it. A mysterious darkness is stirring in the wilds... something with a heart of purest cold and utter evil... rumours are spreading in the border villages; a hamlet is suddenly deserted; strangely mutilated beasts have been found...
  4. Alternative history has been trendy in the sci-fi-verse of late, so that's a possibility.
  5. I hope it's as challenging as the "plague of rats" quest in Drakensang...
  6. Yes, customization of the Stronghold's look and feel is a great way to make it feel like you actually own it. Just sayin'...
  7. No, this would never fly as it was one of the original promises made during the Kickstarter program.
  8. If they do this, it would be nice if they specifically set out to produce several wilderness areas that are dramatically different from the existing types. I'm not sure how much they can do that and still remain in the same map area, but it could make things more interesting and appealing.
  9. The height is what 1/5 or less of the screen, and you'll *never* be paying attention to the screen next to the UI on the map. You won't be scrolling sideways and looking there, you'll be looking in the middle or middle of the side of the screen you're scrolling. When you're scrolling down you'll be looking ... down ... and the UI will be there. That bit of dead space is worth taking up with the UI to provide extra functionality. If the bottom of the screen is full, you won't get the feeling you experience because it will be like the edge of the screen anyway. Ah no, that's decidedly not the feeling I get. A straight, solid, dark bar across the bottom is a weight that pulls down the eyes. This effect can be ameliorated by the use of tricks like semi-transparency, adjusting the coloration to match visible parts of the area, or leaving gaps. Having an uneven bar also seems to help a little.
  10. No, they are icky, overused, and usually done all wrong. And, despite that, still awesome. That article is BS by the way, in a sense that you can't do things like that in an RPG like PE, because it would make them too OP compared to other creatures. And some tings just cannot be done because of engine limitations. It's also BS in the sense that the author is attempting to scale the behavior of tiny spiders into spiders that are the size of a dog. Biophysics and animal behavior doesn't work that way. Spiders that size shouldn't even exist, but if they did, their jumping ability would certainly be much scaled down. Their hunting tactics would also most likely have evolved quite differently from their smaller brethren.
  11. For me it's not so much where the "stupid gap" is in the screen as that it allows you to see some of the area real estate along the edges. This provides an illusion of access to the full screen for viewing, as well as making the area fit the golden rectangle ratio of the typical screen display. When you are moving a party in some direction, the edge of the screen is normally where you will be looking to see upcoming risk factors. Having that blocked off by a solid bar feels hindering.
  12. I don't have an issue with decorative borders around the edges of controls and information displays because they lend solidity to the appearance. Minimal borders just looks too modernist. As long as they don't take up huge chunks of screen real estate, I'm really not seeing a problem. Clearly no one UI is going to please everybody.
  13. Since a Linux version is on the list, possibly PoE could be adapted to run on a Steam Box. it might take some experimentation with their controller though to figure out a decent way to play it.
  14. Timing wise, they would need to plan the budgeting for the next Kickstarted project before the current one is complete. If they wait until PoE is wrapped and shipping, they'd have a budget gap. So asking them to wait probably isn't realistic.
  15. The end of year is a really bad time to be asking for more money. Hopefully they'll wait a few months.
  16. I received mine right away. The K badge... well, it's not the greatest looking button in the world.
  17. Yes, that stood out for me as well and I tried to mention my concern. Hopefully it'll be easy to address.
  18. A question I have: is this different than the planned (TotSC-style) expansion they mentioned during the early stages?
  19. A problem with this is proposal is how the extra funding is going to be collected. If they request more funding from the existing backers, then they are limiting the potential amount. The contributors will consist of (i) existing backers who (ii) are interested in this expansion and (iii) are willing to ante up more money. Conservatively I'd expect the result would be up to 10% of the original amount, or no more than $400,000, if they sell it well. I think they'll need to contemplate how to draw in new backers, possibly think up some enticing but inexpensive rewards, and plan a good sales pitch that doesn't backfire.
  20. It all looks pretty terrific. Thanks for the update. I do have one request to make: would it be possible to desynchronize the running motions so it doesn't look like everybody is performing the exact same animation simultaneously? It looks a little too machine-like.
  21. At first I thought no, but I probably would be interested in more wilderness if it meant an expansion in creature diversity, more environmental effects, and a dynamically explorable map.
  22. Thanks for the tip; I'll have to give that plug-in a try.
  23. You're comparing two images with characters as the focus to an image meant to represent the background, then calling the latter 'not' art. I don't think that's fair. Strip out the characters and their effects/accoutrements from the first two images, then compare them. Personally I've always lived in a pleasingly green landscape, so the P:E image does carry some emotions for me.
  24. A number of the elements of P:E combat may still feel D&D-ish. For example, there are spell levels; the class archetypes are mostly similar to D&D; there are a multitude of weapon types; armor is not piecemeal; you must use a safe rest spot to recover your health, change Wizard spells, and restore certain key abilities; there are a set of feat-like enhancements that improve your combat capabilities as you advance in level; there are distinct character races with their own unique abilities, &c. Health acts somewhat like hit points. The main combat impact of Stamina is to make individual battles more risky: unlike in D&D, you can't entirely rely on a large pool of HP to survive the non-Boss battles.

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