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Everything posted by IndiraLightfoot
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I love this post! Can't we at least agree upon this as the baseline for our arguments? I want spell casting to be just as fun as melee combat, and the tools are there - it's just too scrimpy, and spell casting seems to take place in syrup.
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Yeah, at least I did exaggerate a bit, tongue in cheek! However, the retargetting is still broken, at least for me, so I can't get it to work, and given the combat speed of enemies (pausing almost doesn't help), I'm not sure retargetting ever will be a *thing*. And grazes *well, thank the lord for your small grazes ( ) * but as long as the casting times are so slow, and melee classes benefitting from grazes as well, I'm not optimistic about the impact of spells in combat. I reckon, something big needs to be done. Tweaking time is over.
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This is definitely a very major issue. They've gone through humongous workloads to create all the magic systems, the effects, the classes, and add to that cool bombs etc. But if all that jazz has no real impact, it's all for nought. So, how can this be resolved? Something drastic needs to happen, for starters. A basic and radical starting point could be no casting time whatsoever, but keep recovery times (although shortened in select cases). All the fun spells and bombs are there. It's high time to see them have an impact and get used a lot. So, double the amount any spell can be cast per encounter or something along that line. With grazes being back in, casters need a huge pick-up.
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Dungeon Siege I or 2 or even 3?
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Agreed. I'll go even further. Too many spells and too much of the spellcasting become meaningless tardy bursts of confetti in a flurry of hectic melee. Melee classes are like sharks, and spellcasters are like sharksuckers:
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Arcanum 2: Return to Steamworks and Magic
IndiraLightfoot replied to SonicMage117's topic in Computer and Console
If vampires are somehow an integral part of this new IP CRPG, count me in! -
Weapon descriptions at character creation is lacking
IndiraLightfoot replied to IndiraLightfoot's question in Backer Beta Bugs and Support
@Tamerlane: A very good point. The damage stats of the weapon should be glaringly obvious. -
Topographical scale issue on the overland map
IndiraLightfoot replied to IndiraLightfoot's question in Backer Beta Bugs and Support
Thank you! Mesas are actually common in the climate I reckon fits the Deadfire archipelago, so that would be an option too. See this cool tepui from Guyana, for instance: -
Help! That doggy clip makes me Cdiazzy!
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Weird reload bug after save on the overland map
IndiraLightfoot posted a question in Backer Beta Bugs and Support
Heh, I just pressed continue after having saved from this map state for my party: And now, when the game's reloaded, my portrait has changed, and the camera is now set on following, and all characters apparently have run off to the south on the island, and left me alone. Well, I decided to play on, and the portrait change is a permanent one, hehe. It has changed my character portrait when I press C, and it changed my appearance watercolour-wise as well. Even cooler, my party really hated me, since they don't even want to be part of my scripted interaction ordeal, since they're having a barbie by the beach or something: And those eloping characters are apparently busy now, and lots of UI windows overlap: From here, I couldn't continue, full-party-check wasn't clickable, and I couldn't press continue travelling. But, I could back up somehow, chose one character to sneak with, which failed, and then the scripted interaction ended. -
Topographical scale issue on the overland map
IndiraLightfoot posted a question in Backer Beta Bugs and Support
Hi! This isn't a bug, but rather something that's slightly wonky on the overland map. I know quite a bit about geology and the size of this kind of mountain, often referred to as pyramidal peaks, are usually 1,000 meters or higher. They have several peaks depicted, which are called Matterhorn peaks, and these usually are even higher. These mountains are formed by glacial processes (see wiki entry: https://en.wikipedia.org/wiki/Pyramidal_peak). Well, to put it bluntly, would it be possible to change these mountains to look bigger and higher, at least? You can see individual trees and tree trunks, and even if they're all of Californian red wood height, these pyramidal peaks would be 200 m, 250 m, tops. Personally, I find that the rest works pretty well, the water, and the forests, and the rivers, with coastlines and inlets. Another alternative would be to make mountains, or hills rather, which are more undulating and with less protruding summits. And before anyone points out the obvious; It's a fantasy game with a map, playing at being just that, a historical map (which rarely were drawn to correct proportions; I wanna say, I know. But this irks me a bit, while still being no biggie at all. -
Triple Classes Now Available! Feature or Bug? :P
IndiraLightfoot replied to Heijoushin's question in Backer Beta Bugs and Support
Best bug ever! NWN1, here we go! -
During character creation, you'll get that window, where you get to pick your weapon(s). You make your choice by clicking on a weapon symbol, and then descriptive text appears on the right half of the UI. Oddly, though, for many weapon types, the obvious is missing: the name of the weapon. Sometimes, it's anonymously mentioned in passing in one of the descriptive sentences. But in other cases, the right half doesn't mention the name of the weapon at all. However, you can get the name of the weapon by hovering above its icon, then a tooltip briefly blinks, like "Proficiency: Club", but that won't do IMHO. What I reckon is to be expected is this: Click on a weapon you're considering, and then the right half of the character creation UI gets a headline above the description saying the name of that weapon, for instance, Rapier in bold or something, at the very top. This must simply be an oversight.
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Backer Beta Update 1: Patch Notes
IndiraLightfoot replied to Sking's topic in Backer Beta Announcements
X-Mas is saved! Yay!! -
Will Christmas be saved? Will Santa drop the right kind of loot in our mantlepiece stocking? A new juicy beta patch.
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A note about microtransactions in our upcoming RPG
IndiraLightfoot commented on emoney's blog entry in Obsidian Marketing and Market Research Blog
Aww, and here I was, gnawing my knuckles off in anticipation of getting a Legendary X-Mas Vorpal Obsidian Trident of Arbitrary Redundance*! *Only available for three Days after Boxing Day, this year and never again.- 23 comments
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I love that a number of people has listed LotR Online. I did play it, and it was pretty great (parts of it written by George Ziets (who made NWN2 MotB such a joyable experience, and he gave story depth to DS3)), I just played too Little and too late, I reckon. Otherwise, I can tell there are a few lists which are akin to mine, or even better, even one list (ShadySands's) where I've played all of the games and I really liked them (except for Mech Warrior and Alpha Protocol, which I haven't played. A praised Obsidian game, not played by me - so weird, somehow!)
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Chalk me up for skipping the dual wield bonus altogether if things will remain the way Sking described 'em.
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[Youtube] I'm afraid this says more about my music taste than I'm willing to admit. I love it.
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[Suggestion] Save adventurer builds
IndiraLightfoot replied to Boeroer's topic in Backer Beta Discussion
In NWN1, you always knew you had your roster of all the characters you ever made as .bic-files. Very easy to move around and use each character at your leisure. This would make Deadfire an even better CRPG, that's for sure. -
Barbaric Blow can be used on ranged weapon
IndiraLightfoot replied to dunehunter's question in Backer Beta Bugs and Support
Nice catch! And yeah, this makes no sense at all. If it was up to me, I'd keep Barbaric Blow as is (Pretty cool image in my head: a frenzied barbarian mustering all her rage to burn away an eye-socket-penetrating arrow), and obviously, the ranger shots should work as previously.