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PK htiw klaw eriF

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Everything posted by PK htiw klaw eriF

  1. I don't think weapons need "perks", I think that attributes can just be applied in the statistics. For example, if a weapon is light, it has a higher base attack speed.
  2. $10 says it is a kickstarter.
  3. I wouldn't mind having different tools that are more/less effective depending on the type of lock, and that the AI for companions(or PC) will just use whichever one is equipped. While the player is in control of the PC, they can choose which set of tools will be used on the lock, which can lead to better results.
  4. Make sure to dress very light while you are here. The humidity will really screw you up if you aren't careful.
  5. I still don't like the name, but I am going to pledge to this.
  6. Just finished Act 1 of NWN2 OC, remembered how much the trash mobs at Old Owl Well pissed me off, but the game itself is solidly OK. Still can't wait to finish so I can run the PC through MotB.
  7. Plate of the Beast High Quality set of Plate Crafted by savages long dead, this predatory animal themed armor is of great value to collectors of artifacts. The enchantment on it grants the wearer the strength of a savage beast, but also clouds their judgement. Good bonus to AC(or whatever the PE analogue is) Bonus to strength and constitution. Small penalty to Will saving throws(or whatever the PE analogue is) PC cannot select the "diplomatic" dialogue options when worn.* *By this I mean anything that is a way to avoid violence.
  8. You know, I never will understand how telling someone that your ignoring them is such a big threat. Anyways, I think that to make lock-picking more interesting, they could require the use of thieve's tools(which should not be a single use item like in NWN(2), but rather a relatively expensive item that can be used multiple times), and have a chance to destroy the tools and/or destroy the mechanism that allows the chest to be opened. It could function exactly as the hit system does, a "miss" would be something breaking, a "graze" would be failing to open the lock, and a "hit" would be opening the lock. That way, the result is still determined by a RNG, but the PC has to gamble against losing a valuable(and expensive!) tool if they repeatedly try to open a chest that is almost impossible with their skill level.
  9. I just reinstalled NWN2. I'm doing an OC playthrough then going to enjoy MOTB.
  10. Something of that nature. Didn't you have a several page "conversation" with him? Where instead of answering questions about the mechanics he wanted he would attack you or side-track you in to different territory?
  11. Oh noes! A guy who struggles with basic English and can't prove this amazing system he came up with works or even exists is ignoring me!
  12. I'm sure those papers are happily resting next to the unicorns that live in your attic. Hey you managed to do an entire post without one spelling mistake! This is like a first for you isn't it?
  13. Agreed. As far as party AI goes, it is one of the best implemented(aside from the level determinant limitations and lack of certain options). However, I am also talking about behavior outside of combat. Being able to completely script the PC from the start of the game would be incredibly cool, because you could see how their personality influences combat tactics and what decisions they would make. You could use this to script more dynamic foes and NPCs in modules as well. However, until that option exists, the player should have absolute control of the PC.
  14. Is there a "meh" option for this thread? I think that having a large chunk of games require steamworks is awful, but do appreciate some aspects of Steam(like not having to wade through the nexus).
  15. I don't see why not. They shouldn't be as good at combat as the warrior classes or even the rogue classes, but they still should be able to use melee weapons.
  16. I'm surprised you managed to spit out the sauerkraut long enough to post that. So you think that more reactive NPCs are good, but want to deprive people the ability to test how comprehensively they can script NPCs for modules? That sounds like a great idea.
  17. Funny, I almost caught nonenglishspeakeritis from you. If I hadn't used protection I might be dropping periods, forgetting how to use spaces, and misspelling words. ITDS really suck balls don't they? Then you agree that comprehensive scripting is a good thing, and that allowing the player to test it out by using it on a PC is fine?
  18. It is spelled "acuity". If you want to insult someones intellectual abilities, it generally helps to spell correctly. If it gets you off of here for a few weeks, please do. Go write "hunders" of pages on your system. Then come back, start a new thread, and present your "hunders" of pages there. Obviously you do, because watching you flail around in this thread for the past two weeks has been funny as hell. Have fun with your magical system that no one has seen a concrete example of and you refuse to show!
  19. Well I did know what I was doing, but that is most likely due to the fact that I took half an hour to read the manual. You'd be surprised how much reading the manual makes things easier. Well, you could apply that comprehensive scripting to the toolset and create dynamic modules. Also how NPCs think could now apply to combat as well as dialogue. Hell, most areas of the game would improve by having comprehensive behavior scripting.
  20. I'd like to get in to this, but I'm from Houston so........yeah. Astros are going to suck pretty damn bad.
  21. When I apply for the position of "destroy", do you mind if I use you or noone as a reference?
  22. I don't have a problem with them making a game and claiming it is the spiritual successor to PST. I think it has the potential to be an amazing game that will be remembered as fondly as PST is. I do think that the name choice sucks though. It doesn't roll of the tongue and feels quite awkward. Also, from what I have read, Numenera is a pretty cool setting, and I think that it can easily stand on it's own without trying to emulate another game.
  23. No one accused you of being in to domination stuff bro. But hey whatever floats you and noone's boat.
  24. Well there is some skill needed. Being able to read, knowing how to operate a PC, and being able to interpret basic directions are required to play them. But no special skills that take 200+ hours to master are required to perform well in IE combat. Hell I breezed through on my first playthrough and I had zero hours worth of 2E experience at that point. Yep. It also extends well beyond combat, to how likely the character will be to commit crimes and how they react to NPCs. Better yet, we can use the ability to comprehensively script character behavior to have more complex and dynamic AI, which could easily translate to better encounters and more NPC reactivity. I don't see how any one could be against that, especially since lack of reactivity and trash mobs seem to be the most reviled things in the world to some people.

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