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Osvir

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Everything posted by Osvir

  1. ... an Old Mechanic? I started a game with a Nature Godlike Druid, wanted to build him into a Spiritshifter Druid. But I got all spells as I leveled up, which is convenient and a bit overwhelming at once. The character became a Generalist Druid that knows how to Spiritshift. I am curious if possible to make both Priest and Druid learn spells like Wizards, Chanters, Ciphers etc. it's more fun to build any of the 3 latter too. Pick a few at a time, buy or train the rest. What I wanted to build was a Spiritshifter Druid, not a Generalist Druid that knows Spiritshifting. The same thing goes for Priest, where they learn all deity spells in the same way. I think it'd be more fun to pick a couple spells adhering to the same "theme" over time rather than get it all at once. Or gain few spells at a time instead of everything all at once. Does the Druid Level Up/Spell Gain Mechanic fit with Pillars of Eternity? There are no "Kits" (afaik) in Pillars of Eternity. Generalist Druid or Suggestion: - Give Druids a couple of points per level, like Wizards. Do you build a melee Spiritshift Druid or do you build an Elementalist Druid? Animal Druid? Etc. etc. Is the Generalist IE Druid Good or Old?
  2. Soooo... Just to list them better EDIT: With some additions /EDIT Strength/Might = +Melee Damage +Negative Status Effect Duration Constitution = +Health/Stamina +Magic Healing Recieved Dexterity = +Melee Accuracy +Ranged Reload Speed (Would this affect casting too?) Perception = +Melee Crit +Ranged/Magic Accuracy +Interrupt Intelligence = +AoE +Positive Status Effect Duration Resolve = +Magic Damage +Concentration So I added an idea myself. Why could Constitution govern healing? Well... I think it'd be more interesting with a mechanic that heals more based on how good shape the characters soul/body is. He'll recieve better healing the better shape he is in. Doesn't Constitution govern how well you defend against poisons and stuff in D&D? That should mean a "Healthier character", and the more Healthy you are, the easier and better it should be to treat you? Right? My suggestion is to replace "Healing Delivered" with "Healing Recieved". As it is now: - Priest Heals more depending on the Priests MIG. My idea: - Priest Heals more depending on the Targets CON. EDIT: I kind of like "Might" as a title though, so I don't see why it should be replaced with "Strength" (as a title). Strength/Might just becomes... very lacking and very bland with only "+Melee Damage". So I added in "Duration of Status Effects" as a suggestion, because that's where I see it make more sense. A character overpowering poison by sheer physical strength, or breaking free from a "Hold Person" spell etc. or running through an area that is "Entangled". How long your character is knocked down before raising themselves physically, or how long a character is stunned~ EDIT EDIT: Though, I'm just throwing stuff out here to participate in this conversation I'm kind of fine with the Attribute system thus far. I'm waiting for more stability before saying anything about the system (this post is me saying stuff about Fearrabbits ideas/system added with some brainstorming) and get a better feel for the system, and to be able to level up a couple of times without bugs.
  3. I only did Level 1-5 because getting to Level 5-8 is difficult due to bugs. It'd take 11 times 3 hours, 33~ hours to get all data. Maybe use this thread for Level 5+? If someone gets past Level 5-6 they could add in more, right?
  4. Oh I agree, which is why I said it's the first beta, things are supposed to be wonky. (I do wish though they had ensured that saving/loading was stable, as of now I don't save my games because they cause all sorts of glitches when I do. In my first game I played a Paladin, and after saving loading not only did equipment start disappearing, my Paladin got a Deflection bonus of 2972, meaning she could basically solo the entire beta, which she did) But anyway, both can be worked on at the same time, and even if the 1st is a problem, it does not prevent us from seeing the problems of the second. One thing I forgot to mention in my OP are the character movement speed, which @Sensuki mentioned in his combat thread. In the IE games characters did not run, in this that's all they do in combat resulting huge amounts of confusion and problems. Saving and Loading might work excellently in the Full Build. The BB is a cut out piece given to us to try and enjoy, but cutting it out like they have caused more bugs. The full build might be more stable than what we see in the BB. I also suspect that Obsidian cut out something very important (by accident) because the code seems to reading itself backwards. That's why they want help with Missing Strings (I presume). 1 Missing String in the chunk of code can make everything messed up. We see this in looped code as well: I had a created Rogue+BB Rogue in my party, Finishing Blow was activating/deactivating over and over and over. The code itself for Finishing Blow might be fine, or that paragraph of code, but if there's a code further down the line, or the "parent code" that's missing something, it can get all wonky.
  5. 1st: Let's deal with the technical issues. 2nd: Discuss balance/design. Repeat. If you can't play "2nd" because "1st" is a problem, aren't you kind of skipping over/ignoring a pretty important step?
  6. I don't want to sound as if it's forced Micheal but if one has a beta key and has some free time, why not, right? I was just providing my own mentality when going in, because it helps my enjoyment. If I were to be critical about everything I'd get burnt out, angry and negative about everything and it seems that a lot of people got stuck in that mentality. Some people find more enjoyment and laughter in negativity and trolling than positivity~ people have different views on what is "fun" and what is not "fun". The problem with the former (the negativity) is that it's not assessing how fun or enjoyable the game is, it's assessing how fun a person is having making fun of something, whilst the latter (positivity) does. I was a bit harsh on the Codex (and feel a lil bit bad for it too) to one of the fellows over there, but that was mostly to put him down on the ground after an outburst of "Waaah! Waaah!". Bad excuse maybe but oh well... Here's some more stuff that would fulfill my dreams, combined with the Screenshots in my above post http://fc05.deviantart.net/fs22/f/2009/251/1/c/Top_Hat_Skull_by_ElloKatieRose.jpg http://www.lfgcomic.com/page/9/
  7. First: - Technical Issues Second: - Design implementation Third: - Did that cause Technical Issues? Repeat.
  8. Enjoy: http://steamcommunity.com/sharedfiles/filedetails/?id=305028818 EDIT: But unfortunately... http://steamcommunity.com/sharedfiles/filedetails/?id=305034007
  9. Rumbald* is the only character/object that has made me wonder if I'm partially blind. Went up to him to get the quest once, and I was all like "Did he leave? Does he have a partol scheme? ... nvm there he is" xD Otherwise I agree that the characters merge with the background sometimes and are difficult to see. We've got to consider that all shadows and lighting effects aren't in by a long-shot... I suspect. Worst is it when you stand behind something like a tree or behind the pillars in Stormwall Gorge (by the Pwgra). * I spread out the characters in an attempt to hide them as best as I could to give a bit of a contrast to which textures affect blends with which colors.
  10. Okok, I took it as Modal/Passive because it is in the Fighter's quickbar~
  11. The skull key on the cliff through the Cave? One would believe it leads to the nearby Ruins (that leads into the Village)... but what if the key is meant for something in the Stormwall Gorge ruins? EDIT: Also, if this is the Dyrford Ruins where I think it is... have you clicked the door? If so, leave the area and then enter again and then the door should be open (at least that's what happened for me).
  12. Nah, it's weekend. Might bump this on a weekday, it would attract people to the chat if QA or Dev went there and communicated directly, methodically or a dev just jumping in for feedback~ like Larian did with Global Chat. Also, if Obsidian would say "we're gonna be in chat around this-this time" everyone would know where the chat-room is.
  13. Either use this link to get to Pillars of Eternity Community (there's an underlined button "Group Chat"): http://steamcommunity.com/app/317120/#scrollTop=0 Or... 1- "Right-Click" Pillars of Eternity Public Beta in your Steam Library, 2- Pick "View Community Hub" 3- Click "Group Chat". I remember Larian mentioning how nice it was to go into the Global Chat they built for D:OS and ask players what they felt etc. It can also be a place for us to communicate more directly with each other when playing. Alt+Tab opens up "Steam Community" in game and you can discuss in Group Chat easily whilst you are playing/testing. Could report bugs directly to each other~ Just an idea.
  14. Another thing that I can't say myself if working (would need more feedback), but I think the Beta has become more and more stable since I booted it the very first time. Partially because I'm avoiding bugs I know, surely, but I dunno... I'm curious if this does anything in terms of stability too.
  15. I read something about this, item stacks cause bugs and vanishing inventory. I'm currently testing without picking anything up, just running around an fighting where needed/unavoidable. Heading into Stormwall Gorge directly after character creation (because going East unlocks West too, and avoiding dialogue and interaction in Dyrford Village or any code running in Dyrford for too long). "How can I progress forward and avoid known bugs whilst looking for new ones?" Code seems to be written backwards, most likely a missing string somewhere missing an [end line] or something, causing the code to loop or read backwards. - Just look at the save file sorting. - Doing Quests backwards increase chances of success. - Loading seems to reset stuff. - Going East to Dyrford Crossing opens up Stormwall as well. - Going West unlocks only Stormwall. Indicating less buggy. - Loading game in Stormwall hasn't reset any gear for me. - Stormwall Gorge feels like the most stable area in this build, imo.
  16. You can force attack yourself in Pillars of Eternity. Should still be in as a design decision in my opinion, they could make a spell effect/trigger to make the player character attack him/herself (Confusion/Fear/Horror/CriticalMiss).
  17. Yep. Hopefully it'll be expanded on, or give us some pointers and we could make stuff up to inspire~
  18. I think it could help if QA Developers had signatures with important links or threads that they find interesting for the project or want more discussion/feedback on at the moment (And they can edit it out when they feel it is resolved/gathered enough info from~). They tend to be the most central figures on the board that everyone takes notice of, and obviously/unfortunately people don't pay too much attention to pinned threads. Instead of General Suggestion Threads we could have QA Signature Links (for better workflow with bug reports = "My Accounts: Signature" in one browser tab). And if you come across a good thread/issue/feedback you could easily copy browser link, add caption, save, continue working in like 10-15 seconds. Dev/Mod gets most attention after all, they are more central than pinned threads or this forum. The point: Everyone would see signatures in a Dev signature more than they would in a pinned thread. I know my signature can probably be daunting/overwhelming, but it's there because I want to help and if others want to help I provide a pretty good service. The more we help, the better/stable the product will be, I believe. The sooner it gets stable, the sooner it can be released on Early Access the better for the game and for Obsidian (economically) and could even give them the ability to get more money for post-release expansions (instead of extending Early Access, develop Expansions).
  19. http://pillarsofeternity.gamepedia.com/Language it's in the first post. It explains phonetics, glossary etc. etc.
  20. I like the language One could debate that Tolkiens elfish is just random letters too. It grows on ya I s'pose if you know/understand the phonetics. Hm, now that I think about it: There should be an entire separate Wiki page on Eora Language phonetics. That'd help.
  21. One wish I have with this thread is to give some inspiration for Obsidian as well, if they haven't nailed all naming conventions. What kind of feeling do you get when you see an Aumaua? A Human? What do you name them? If you were to base your own naming inspiration from the Official Language, how would you name your characters? Etc. etc. Maybe we can even come up with some names that fits this universe
  22. "I think the title is a bit misleading and is a poor choice of a "Headline" by Mr Sawyer. He talks about balance, sure, but to me he's more or less telling us how they are working/QA Insights. It gives valuable insight into which stage the beta/game project is in, and what we can expect at a later stage." Copy+paste from another post/other thread.
  23. Off-topic: Yes I know Marceror. If they notice this they can take notes and save it for later when we get to that stage. Did you read this on Kotaku? I think the title is a bit misleading and is a poor choice of a "Headline" by Mr Sawyer. He talks about balance, sure, but to me he's more or less telling us how they are working/QA Insights. It gives valuable insight into which stage the beta/game project is in, and what we can expect at a later stage. EDIT: Let's take this discussion in PM or in another (relevant) thread though, Marceror, if you want to continue
  24. EDIT: Cool, I didn't know I would still think that a simple LoTR:O text description is simpler. Text description is a Forum Post (everyone knows how to do it), Random Generator Code is making a Forum Post with lots of formats, BBCode and a nice professional presentation (not everyone knows or spends energy to do it). <- metaphor /EDIT Naming in Pillars of Eternity, sorted out a bit, I might not be putting it completely right by the way so do a double-check if you wanna use this for your own character creation: Aedyran Culture In-game: Who? Aedyr, Dyrwood, Readceras. Meadow Folk. Ocean Folk. Pale Elf, Wood Elf. - Male names: Aldwyn, Beacwof, Ethelmoer, Furly, Hafmacg, Unfric. - Female names: Battixa, Bricanta, Esmy, Grimda, Iselmyr, Yngfrith Vailian Culture In-game: Who? Old Valia, Valian. Ocean Folk. Meadow Folk. Mountain Dwarf. Boreal Dwarf. - Male names: Cendo, Giandele, Liano, Randatu, Verzano. - Female names: Ancelle, Laudira, Malita, Pallegina, Salgiatte Engwithan and Glanfathan Culture In-game: Who? Pale Elf, Wood Elf. Hearth Orlan, Wild Orlan. - Male names: Arthwn, Brân, Enfws, Simoc, Thristwn. - Female names: Bledha, Iswld, Onŵen, Sîdha, Tamra And Godlike finally depending on which Race they are (I suppose). They fit everywhere. Cultures/Sub-Race I don't know where to put in the above list: - Deadfire Archipelago - Ixamitl Plains+Savannah Folk - Rauatai - The Living Lands - The White that Wends
  25. A random name generator based on Race/Sub-Race/Culture would be pretty cool. I just think it would be easier to simply add in a text description a la the "Language" link, rather than a Random Generator Code.

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