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Osvir

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Everything posted by Osvir

  1. What I wrote on the codex. Because many people are praising Divinity: OS today, yet don't realize the process it went through before getting to the stage it is in today. Just a reminder.
  2. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports. I know there's already a pinned topic in the Bugs & Support forums. Just want to raise awereness and put attention on it. EDIT: And I wrote attencíon (I guess the í and o creates the "?" in title font)
  3. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
  4. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
  5. Zoom in: http://steamcommunity.com/sharedfiles/filedetails/?id=303071806 Zoom out: http://steamcommunity.com/sharedfiles/filedetails/?id=303071875
  6. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
  7. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
  8. Predefined tags: http://forums.obsidian.net/topic/67437-predefined-tags/ - Check it out for future reports.
  9. Too soon to poll on this with some 4-5 quests available and a limited amount of encounters. When the Quest System works (without losing quests) this poll become much more relevant. EDIT: I can't get a feeling for the No Combat XP when I can't turn in Quests and gain experience after all... The current Beta build is more or less "Zero Experience Mode". So... how can anyone have an opinion on a system that technically/functionally does not work yet because of bugs?
  10. I've had some epic fights that have been all "Woooo!" and some fights that have been all "Nooo... ooh..." and "Overpowered but awesome!!!". Woo! = Tactic works, positioning is flawless, I feel like a pro. I often feel I have lots of time to set up an attack, the vision range is really big so I can set up my entire party and then iniate combat. It kind of feels a little MMO-ish to be honest, "Pulling" enemies. Followed up with "Hold the Line". I would want enemies to aggro a bit sooner to create some more tension (to affect exploration as well as pre-combat preparation). Noo! = When characters bug out and they twitch trying to place themselves on someone else's place. Switching weapons can bug out and an animation loop starts taking the character out of combat. This is mostly how my party wipes begin. I've also made some bad calls, bad strategy and bad tactics and been wiped out because of carelessness. OP!! = Chanter Spells, Priest Buffs, Guns. There's probably more, but right now these are the strongest aspects of combat at the moment, in my opinion. It is awesome to have an even larger group than intended, and it feels nice too. It is my Strategy RTS gene talking, but I'm getting visions of a future Pillars of Eternity RTS game Guns feels extremely nice, and the sound effect is also really nice. I find combat easy to understand after some playing and learning, and that it is accessible (Note that I've been a part of the forums and the information flow for approx 2 years, so I have some meta-knowledge). I'm looking through fingers now though, excluding bugs and balancing in my analysis, the general feel of combat (envisioned without bugs) is nice. I can deploy tactics, strategies. There's a large arsenal of options to play a bit like you want, which I like too. With Auto-Pause options it becomes much easier to comprehend the combat at its current state. EDIT: Should this thread be pinned?
  11. Best. Metaphor. Ever.
  12. Link, I made a lengthy thread post. Will try out different classes... But I want try 6 Chanters because so OP. 18 skeletons + 6 Chanters xD EDIT: Most overpowered classes: - Priests Buff Spells are really strong (from a utility perspective) almost all of them are AoE. - Chanters are rather squishy if they get targeted. I haven't quite figured out the best way to build tanky builds but regardless, the Chanters abilities are SO strong. Classes I know have impact but can't always "feel" it: - Fighter & Rogue.
  13. Marceror, that's not how beta testing works... I reckon you want a bug-free full release. You'll get it. I suppose... I'll see you when the GAME has been released Peace. P.S. I vote an admin/mod change the topic title to the TRUTH "This BETA needs polish!", because right now the title is a LIE.
  14. I started a Path of the Damned game, made a Chanter (want to make an all Chanter party). Attachments: - Save file - outlog.txt - Screenshots "Path of the Damned", "Save File from Main Menu", "Starting New Game, No Chargen, Stuck" Note: Summoned Skeletons never end their duration (Only from Save/Load or resting) 1- I fought Merdreth right away, to exploit Merdreth respawn loot (to get enough gold to buy AH companions) 2- Managed to summon 3 skeletons. Went to Winfrith(sp), sold gear, went back to spawn, went to Hendyn(sp), sold gear. 3- When I went to the Dracogen Inn, I noticed 2 skeletons stuck outside smith. 4- "You must gather your party before venturing forth" (Skeletons trigger party mechanics) // Should be unsummoned shortly after fight or before transition to new area. 5- Saved game (did not rest). 6- Quit 7- Loading does not work and an UI glitch has appeared. No earlier saves work. 8- Starting a new game (with save file in folder; any difficulty) starts the game without character creation with characters out of gear. Expected: Skeletons being unsummoned earlier, no Merdreth exploit, summoned creatures not being part of "party transition" variables, possibility to load game. Current fix: Delete Path of the Damned save file.
  15. Probably very into the game atm, researching, adding, editting etc.
  16. I think this mechanic could have much more value on a higher difficulty~ The Stash is more or less book & ingredients pile for me. Economy is hardly balanced in the beta, and getting more gear than what the vendors can afford (through bugs/exploits). I think it's cool that they have limited gold, but I think it's too soon to say anything whether it's a good or bad thing.
  17. Additionally, NERF ideas: - Reloading a Gun should take some more time, maybe something as simple as 2-3 seconds more time universally on all Guns. - Reloading is delayed if hit (Grandia style) - Aiming should take some more time, 1 second. - Getting hit whilst [Aiming]* stacks "Miss %". If hit 4-5 times whilst aiming causes risk of Friendly Fire. Draws aggro. * If [Aiming] could be a variable, it could trigger AI to attack the Gun wielder to interrupt/delay as well.
  18. Not entirely, if Obsidian would put some of the "Weapon Style" into Skills instead, MIG, DEX and INT could affect the values on those "Weapon Skills". In the Infinity Engine games, when you leveled up, you could distribute points to your weapons (profficiency). So, making Weapon Styles into upgradable Weapon Skills instead could benefit character creation, balance and diversity as well. EDIT: further brainstorm: Maybe even taking some of the passives from different classes and toss them into the Skill system as well. Race choice and Class choice affecting Skills too. This way a Priest could get a Cipher passive, and thus be able to psuedo-"Multi-Class". Just use the 100% value of what the Passive is now as the "max level" of Skill, and then chop it up into levels~ making it stronger the more you focus your points into it.
  19. I don't know, but some of the Skills could make sense together with some of the Attributes, and giving a slight bonus to one of the Skills. Example/Concept: 1) Dexterity 10 = +0 Points into Level 1 Athletics 0/3 2) Dexterity 12 = +1 Points into Level 1 Athletics 1/3 3) Dexterity 16 = +3 Points into Level 2 Athletics 0/6 It'd give some of the Attributes more value.
  20. Agreed with Headbomb. Being able to edit indefinitately makes it easier to compile a list of... say... "A List of all Bugs Found". Then again, editting a single post does not bump it regardless and a flow of on-going topics is refreshing. You don't get easily stuck on a singe post. A beta wikia would be a better idea. I don't want to create it unless permission of course. Idea: "Pillars of Eternity Public Beta Fan Wiki" "eternitybeta wiki com"
  21. Ideas/Thoughts on top of them. + = most bonus on these (internally in the stat) - = least bonus on these (internally in the stat) this text = unnecessary or undermines main strengths of other attributes, abilities, talents. Whilst doing this I was wondering... could Attributes affect Skills? (example: 12 points in Dexterity gives +1 Atheltics). 10(+2) [Attribute] = (+1) [skill] EDIT: I think the system might be a bit too complex, and everything doing everything makes every stat a dumpstat. But that's not to say that they could do everything, but just at different values. E.G. Both Resolve and Dexterity have "Crit Damage", why does RES have ++ and DEX only +? Both still have it, but one just gives it a little bit better. That also makes every stat important and diversified. Just a bit complex to implement. I don't recall the word but I semi-recall the definition "when you do something more complex than it has to be".
  22. In my game I encountered the same thing, the item that grants fireball. Same outlog file as I posted in Sensuki's link: https://www.dropbox.com/s/b19daf1d8ojrje3/output_log_Osvir_20140820.txt
  23. I... - ... already had some pretty epic fights. - ... think classes are fun and diverse in their abilities, they all have tactical value. - ... enjoy exploring and interacting with various mysteries. - ... like the new world, great lore, books - ... think it's fun having an even larger group (6 characters + 3 skeletons + animal companion = 10). It feels massive in a way, gets me all riled up with ideas~ Pillars of Eternity: Total War. - ... love the graphics, grandiose. It is astonishing! - ... like the outline of the animations and the spell casting in ~misty~ visuals. - ... find dialogue interesting, but wait to say anything until I have seen more. - ... love the art in the menu UI and the one in-game UI. In contrast with the eora world and background beauties, the in-game UI fits really well. Or at least, it hasn't bothered me much. Some objects can be small, it can be unresponsive, it needs some tinkering with, the general idea when I got the hang of it is accessibility and easy to understand (though I have followed this 2 years now, so I have some already learned knowledge). - ... 've spent little time with the character creation (built 3-4 characters, 3 Fighters and 1 Chanter), but enjoy the entire presentation (cultures before attribute, trial-and-error box scaling suggestions). - ... am introduced to beta testing on a whole different level than I've been before. I find it exciting. - ... want to play more. - ... believe in Pillars of Eternity
  24. Which is work nonetheless. You pay for the possibility to do some work Now go, my minions! Craft me a worthy game

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