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Osvir

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Everything posted by Osvir

  1. Either anyone who wants to put a lot of negativity on Islam/Muslims/Arabs, or a radical fundamental Islamist group that's just f-ed in the head. "Ambition" is greater than individuals "Preference" in an organization with goals, purpose, ideology and propaganda. It's funny, because Neo-Nazis and radical Islamists are, in essence, both extremely Right-Wing Nationalistic. What I want to say is, how many white men did the Nazi's kill? Did they care? EDIT: These attacks doesn't help Islam, Muslims, or immigration, but, they do help the Islamophobic "cause". I think this aspect is important to consider. However, everything points towards these two brothers being totally whack in the head, and that they had planned it for quite some time, and that they may/might/maybe (which needs confirmation) be part of a larger organisation (ISIL or other terror group). But it makes freaking no sense still! I can't wrap my head around it... Pretty much this: "We will make everything we believe in much harder to achieve by attacking these Frenchmen!!" The explanation might be as simple as that too... they are dark ages to middle ages village idiots.
  2. How easy is it to put on a mask and pretend to be someone else and fight for someone else's cause and ideals? If I was a radical Right-Wing Neo-Nazi, how could I use someones faith I don't like for the benefit of myself and my own ideologies? (This happened a lot during the worst of GamerGate, Anti-GG dressing up as Pro-GG, harassing. Pro-GG dressing up as Anti-GG, harassing. This can happen just as much in the real world as it does in the virtual world. I remember that a lot of people thought the attacks in Norway, by Breivik, was fundamental/radical Islamist before the story unfolded). It might be controversial of me to even ask these aloof questions and speculate/analyze like this but... who benefits from these attacks, in the long run? And what political ideology has been on the rise all of 2014 in Western Europe? EDIT: The point I want to convey here is: Don't jump to conclusions until the story unfolds, and more research has been conducted.
  3. Yep, the dead levels, excellently put. Same with Druid, lost potential in my opinion. Deities: IF Obsidian would do try "Spell Point per level" gain thing on level up (Like Wizard, Chanter, Cipher), they could even lock some (1 or 2?) spells to a specific deity, to make them ever so slightly more varied. Heck, they could even try this even if they don't try the "spell point per level". It'd make the Priests more interesting too, I think.
  4. This picture depicts 2 men. One holds a rifle, the other holds a pen. It is implied that the masked man is a Radical Islamist/Muslim/Arab, but he is masked, so how do we know? The ironic thing is, a man with a pen drew this picture.
  5. Animation isn't a breeze, and takes tons of tons of time to make good. I've advocated for better animations since near the start (2012, early 2013?), across the board (movement, attacking, jumping, dodging, leaping and so on and so forth). And the animations are better than what they were in the IE games, or, they are more varied and more visually/graphically impressive. Of course, they aren't where I'd wish them to be, but my wishes were (regarding the subject) always naive and gullible. In essence: It's too late, heck, it was too late when the Kickstarter project got funded too, or even before it even began. There just never was enough resources for this sort of thing. Sequel, maybe. 3rd installment, if the 1st & 2nd do well. EDIT: Bold has been editted in after-hand.
  6. You would be correct. This one is good too. For any "Last of Us" fans out there appearantly, her videos inspired "Last of Us", which in turn is a great game! Which only comes to the one conclusion: Anita was paid (Kickstarter) to give more feminine (or because backers, were genuinely interested in feminine feedback), in an area/field where there's mostly masculine feedback, that made devs make something better. Hence, the Ambassador's Award.
  7. This could be a talent too. "Spirit Cast - Allows for Casting Spells in Spiritshift form"
  8. The best defense is a good offense.... so.... offensive self-defense?
  9. Sorry for messing a bit with the quote but, in the Beta, I could only think of these three, in the Village too. This is hm, well, a lot of meta. The very first time you played the Beta (if you can recall), did you position your party around every person in the Village as if preparing for combat? The whole "I can position myself around Medreth as I please" is a thing that started happening on the forum as people had played the Beta several times. Though, I think Medreth should react to you coming back, a trigger or a region-area that you can step on if approaching him/returning to him (post-talking to Nyfre) and then pause the party's positions wherever they are (like meeting the adventuring party at the Crossing). Something like "So... how did it go?" or "Did you find anything?" or "Ah! Our friend returns! What have you uncovered?" or whatever. Because at the moment, whoever you send in to talk to Medreth will instantly be surrounded by the rest of the Cowled followers. As a Player, after having saved Nyfre, it's a rather poor decision regarding positioning to even talk to Medreth, it's better to engage with a Fireball right away (because, if saving Nyfre, you kind of get the idea that a fight will begin). It is a poor encounter, and it has mostly to do with how Medreth & cowled followers are positioned. The adventuring party is more exciting, and does exactly what I mention above (Pause party as you step over a region/trigger, into dialogue, into fight). Though, I think maybe that, if the Player chooses to save Nyfre, why do you have to fight Medreth? Wouldn't it be more interesting if Medreth raised his eyebrows, looked at his followers, turned back to you, smirked "So be it" and simply left...? Why does there have to be a fight? House Deomel, who are they? And could random encounters start popping up on the worldmap travel sequence? Could it affect reputation as well as interactions later, when you encounter the House again?
  10. Old thread, but pretty much sums up everything I feel about the Druid (and Priest). In summary: 1-Spiritshift as a Spell instead of instant gain *throws a gaze at the Ranger's Animal Companion* 2-Spell Gain like Wizard, Chanter, Cipher (1-2 points per level), instead of instant gain (same with Priest). Build a debuffing Druid, or a Glass Cannon Druid, or a Spiritshift Druid, or a mixed Druid. I believe this would make the Druid more fun to build. It's a fun class to play, but not so fun to build. The Priest suffers from, imo, the same thing.
  11. Players could even share their characters online, "Adventurer's Hall Packs" or similar. Would require a "AH Companion Folder" perhaps (Like "Portraits"). It could be a global variable even... "Check Companion Folder" before "Hiring". Every character/AH Companion you've ever made could be automatically saved into this "Folder" and whenever you want to hire a companion at a later stage, or a second or third playthrough, you'd get the option for those you made previously (or make a new one). In Baldur's Gate and Icewind Dale, all characters you make get saved at the Starting screen, and whenever you want to make a new character, you can either pick from the list of already made characters, or make an entirely new one.
  12. While I generally agree, I see no reason for the game to make that decision for me. In fact, I would find it even more infuriating as to why I can't get a Toggle when the game would already Toggle for me based on landscaping. True. Most of the time running around towns I wish I could go faster. In dungeons it's not much of a problem, because you have to be careful of traps and enemies. Same with wilderness. But towns? Speak to this NPC, do a fetch quest for that merchant, run all the way back and then try to remember where you have to give in the other quest. It's pretty annoying and if I had to walk, it would be absolutely infuriating. Well... there is a Speed Up Feature, meant for that exact purpose. I don't see why it would be infuriating to use the Speed Up feature (and thus abstracting "Running") with "Walking". I still forget everytime I play that "Speed Up" is even in the game and has a hotkey because "Running", to be honest, the Beta content hardly requires it though.
  13. Haven't tried this but... I think you can get tons of Skaen gear, enough to outfit well over the 6 characters you have... I'm curious... what would happen if you would outfit your entire party in the Skaen gear? I haven't tried it but, that seems to me to be one way as well, to infiltrate the temple. The high priest could even react "Ah, yes yes, I take it you have the items I asked for..?" or "We shall not be disturbed! Be off with you!" and you get to participate in some dialogue (distract them or something). Though, that's more of an "infiltration" approach. Hm, I thought about making a Priest of Skaen for this specific purpose but... I guess not needed anymore. It'd be cool if you could actually participate in the ritual as well.
  14. LOL, when I only quickly skimmed the lines I read psychiatrist and thought of a dude giving your companions therapy between quests. :D HAHA! Though, thinking about it... when we do get to the point of having our own Stronghold, getting tax money, slaying people and monsters left and right, involving ourselves in all kinds of intrigue... how does the character manage to live with themselves? How does it make them feel? How much stress would a person go through in a world like Eora? Or any fantasy game for that matter, it's not anything I've seen before... imagine if playing Skyrim, and after a while your character starts freaking out and you can't do anything, or hallucinations or whatnot... characters going through some sort of "post-traumatic fantasy stress disorder". A psychiatrist wouldn't be an all too far-fetched concept to have in one's staff if you eventually become a conquering landlord or person in a political or powerful position.
  15. I was going to make a new thread, but I think what I wanted to address can go into this thread as well. Pre-Generate Character Is this something that will be in? Or "Importing/Exporting" Characters. This is a feature in IWD:EE, BG:EE and BG2:EE (and I think in some of the vanilla versions too). Why am I wondering? Because I could create my own arsenal of Adventurer's Hall Companions, pre-generated before starting. Creating "unique" Mercenary Camp characters, and when I get to the AH in-game to hire a companion, I could quick-hire one of the pre-generated ones instead of creating a new one everytime I click "Hire". Otherwise, I'll just make character templates (as seen in OP) and copy-paste stats like that. Thoughts?
  16. Don't give me that worn-out limited asset apology. It's a red herring. Existing volume of spells by class: Cipher: 30 Druid: 45 Priest: 45 Wizard: 67 Total: 187 Baldur's Gate 1 (pre-ToSC) total across all spellcasters: 96 I'm not following, I was discussing IWD2 (which you directed me to) and trying to make sense of why it took 10 months to edit all the 3E rules into it (also, thinking about it some more, by the time of IWD2 Bioware probably had a much larger dev team as well). For the rest of your post, it's a lot of (sorry) pointless "IF they had only".
  17. "Some key-sentences:"
  18. Here's some keywords: - Kickstarter Budget - Expansion/Sequel - Mods - Future Here's a good link. Some key-sentences: - Assets/Resources in place ("Edit Spell Description, Trigger" is much easier than "Create Spell Description, Trigger, VFX, SFX") - Infinity Engine had 3-4 games on its neck before IWD2, an established world in both PnP D&D and AD&D. Forgotten Realms is a well-developed universe that has decades on its neck. - 3E was created and developed and released before IWD2, so all the data, text, description, rules, also already existed. PoE uses different rules, and Eora is a 2+ years development that hasn't seen the light of a release, yet. - Obsidian has been building PoE from the ground up, they found some untouched, empty land and started building. The Infinity Engine (by the time of IWD2) was a large city. @Lord Wafflebum: I agree mostly, I think the Wizard has a small spell list and honestly, I'd like it to have much much more to it as well. But there's the thing, you say "Time" should have been spent on the Wizard further, and how much "Time" exactly? Some, really, pointless IF's - IF more time would've been spent on the Wizard, would other classes have been compromised? - IF more time would've been spent on the Wizard, would game/story content have been compromised? And then I'm thinking... why should they have spent more time on the Wizard making the first game... when they can improve the Wizard across several installments whilst making the series? Make a stable core/base that is easy to add content to. Which is exactly the feeling I get from it. One of the most outspoken argument for why the Wizard is "bad" is that it doesn't have the large spell list that it had from the Infinity Engine games... does it mean that people would have enjoyed the Wizard and applauded it if it had had all the spells? Does it mean that the core Wizard class that Obsidian has developed is "bad" because it hasn't "learned" enough spells yet? If that's the case, then I don't agree. Because I think the core of the Wizard is stable, and more stuff can be added on top of it. All of the classes have great "pillars" in my opinion, and more content will most likely be developed for them by developers and hobbyists over the course of the years to come, post-release. EDIT: From the Wizard entry on Wiki:
  19. Here's some keywords: - Kickstarter Budget - Expansion/Sequel - Mods - Future
  20. Point taken Sensuki, but no one is asking for a change in how the mouse control works. Merely an open discussion, rethorical in nature, about movement animation (Walking or Running) as well as mouse control schemes seen in other games. What Few presented for instance, is a good solution, without impairing the mouse control whatsoever (1 click = Walk, 2 click = Run). My idea/solution, would impair the mouse control though, and I am not denying it. How the Player moves & controls the character (mouse, hotkey, keyboard) is very much relatable to how the Characters moves & controls on the screen (running, walking, animation).
  21. From another thread: Oooh! This reverbates some stuff I brought up (and I even made an expansive Class idea for it xD) So, IndiraLightfoot, out of curiosity, is the strength of the "Wizard" Class in numbers? Is it more fun to play when you have 2-3 Wizards in your party? What was your experience like? Satisfying or did you ever feel that your 3 Wizards took too much space in your party, and were you bothered by it in any way?
  22. There's also the typical "Hold mouse-button down"~ Divinity: Original Sin uses that, and depending on where your mouse-pointer is in relevance to the characters they will walk or run (close to the character = walk, further away = run). Though, that might be a bit difficult, because scroll panning and camera control. Your solution/idea much better
  23. You will only learn to appreciate the Ranger when you Sneak/Scout with the animal companion in Dyrford Crossing, that's when you will realize it's full potential (hint: There is no sneak animation for the Animal Companions... vroooom vrooom! bah, you'll get it). EDIT: Jokes aside, I still don't like it either to be honest, but I did learn to appreciate the Druid much more, so maybe I will learn to appreciate the Ranger as well. It's just a bit of an "itch" about the obligatory Spiritshift and Animal Companion. At least you can avoid using the Spiritshift Ability, which you can't with the permanent Animal Companion. Huh... a shared Action Speed/Recovery? Taking turns attacking? (Ranger attacks once, then Animal Companion attacks, then Ranger etc) Example: 1-Fighter Attacks 2-Ranger Attacks at the same time 3-Fighter Attacks a 2nd time 4-Animal Companion attacks 5-Fighter Attacks a 3rd time 6-Ranger Attacks Hm?

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