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Fluffle

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Posts posted by Fluffle

  1. Should romance be a matter of stretch goals?

     

    As far as I can see there are two strongly opposed groups, one for and one against romances, with few people taking neither side, or taking a different position altogether instead.

     

    So you might win "promancers" with such a stretch goal but at the same time you lose the ones who are against it.

     

    Stretch goals should appeal to as many people as possible in my opinion.

    I can't see how the campaign would benefit from a stretch goal of such a disputed matter.

     

    The dispute would overshadow the entire crowdfunding campaign.

    • Like 1
  2. Hmm, the same argument as for PoE. Well well.

     

    I agree with the point that there should not be romances if the developers really aren't into it.

    How good could such romances be if the devs aren't into it themselves?

     

    On the other hand I do not necessarily understand this very strong opposition to romances in general.

    I think many people think of the EA games right? And what they dislike about the romances in

    Mass Effect and Dragon Age? Maybe other games, too?

     

    Well, what makes you think - if Obsidian agreed to romances - that they would handle them

    the very same way as EA?

     

    Why don't you take previous Obsidian games as an example how this developer has handled

    romances so far.

     

    Neverwinter Nights 2 main campaign would be a rather disappointing example.

    While Mask of the Betrayer would be a good one, in my opinion.

    • Like 2
  3. Okay, how about "the Blue Moon Marauders of Deadfire"

     

    The "dead fire" as I explained above is an allusion to "obsidian", while being a reference to the Deadfire Archipelago at the same time.

     

    The blue moon comes from the saying "once in a blue moon". The blue moon is a very long period of time. So if you do something once in a blue moon, you do it very rarely. So the blue moon is an allusion to "eternity"

     

    Not to mention the nice alliteration of "Moon" and "Marauders"

  4. I like Obsidian Marauders, too. Maybe as in "Obsidian Marauders of Deadfire".

     

    This could even be seen as a play on words. Because you could see obsidian as being "dead fire", when you think about what obsidian actually is. Lava is not the same as fire I know, but I think it's not that far-stretched, actually.

    • Like 2
  5. Hi Fluffle :D

     

    We could change the Obsidian Order into the Obsidian Pirates, lol.

     

    I wouldn't say change the Obsidian Order.

     

    I would say there can be a second, new order. And I favor the idea of it being pirate themed.

     

    As far as I understand there are pirates in the Deadfire Archipelago. And it would be cool if we could become such a band of pirates from there.

     

    "The Obsidian Pirates of Deadfire" something like that. Just a proposal, there may be a lot better names, I'm always open to suggestions ;)

    • Like 1
  6. Then bb fighter took a beating, he went down and combat was over, as soon as combat was over he gets back up and combat starts again only to have him knocked down shortly after and get up again repeating this dance till his hp hit zero and he died.

     

    This is some strange mechanism that does need attention in my opinion.

     

    Are there already threads about this?

     

    I also happened to be in such a situation where my one character or two characters

    are beaten down, fight ends, they get up, get beaten down again and so on, until they die.

     

    What is the current mechanism? That characters get up when the combat is over?

    Maybe that should be changed to when enemies are out of sight ? Or something else?

     

    In situations where getting up means only to be beaten down immediately with no chance at all,

    only to repeat this over and over until the character dies - I think they should rather not get up the first time when

    they're knocked down and wait for their companions to kill the nearby enemies.

     

    In short: characters should feign death and not get up if getting up means immediately knocked down anyway - and

    that repeats until they die.

    • Like 2
  7. Wouldn't Godlike always be outcasts of society (considering in-group, out-group thinking which is likely to be also found in a fictive world as well)? Wouldn't this have a massive impact on how every single dialog in the game unfolds?

     

     

     

     

    I share your concern for the Godlike. Especially when it comes down to Death Godlike who are commonly killed at birth

    for what they look like.

     

    I thought so as well, that every single dialog in the game would have to be effected by this - which obviously would be far too

    much work.

     

    So I was told to roleplay the appropriate reaction in my head.

    I'm fine with this actually. I'll just imagine that people are far too frightened by an andult Death Godlike

    as to call him out on their ugliness or openly showing hostility towards them.

  8. I... I simply cannot understand this. What to say? I'm shocked.

     

    I have been looking for this game for so long. It was advertised as being the spiritual successor of the IE Games.

    It was to be an immersive, rich, new adventure, an epic experience and story-telling.

     

    And then there are wolves at the ruins.

    I feel completely devastated. Just out of the blue.

    Wolves. At the ruins. Without any aim or reason.

     

    You know if they had been placed more in a wilderness area, with forest or so. That would have been okay.

    But not ruins! Even if the ruins are in a wilderness area, wolves would never just go to abandoned ruins in the wilderness

    because why would they?

     

    Unless those wolves tell me the exact reason why they dare approach ruins in the wilderness, I cannot

    take this game for serious anymore.

     

    It's breaking my immersion and in the end this is a gamebreaker for me.

    Please Obsidian fix this ASAP.

    • Like 5
  9. we get impression we is interrupting, but there is no feedback in combat log and there is no graphic indicator that accompanies a successful interrupt, so we have no freaking idea if we is wasting effort or kicking proverbial butt. is a bit frustrating.

     

    HA! Good Fun!

     

    ps the bear companion does an inordinate amount o' damage

     

    Yeah, that's my problem, too. No feedback :/

     

    PS I'm using Mr Wolf :)

  10.  

    The interrupt thing seems cool to me because you can make a dude that isn't all about damage. It also gives speedy weapons added value even against dudes with high DT. I can see a ranger with a speedy short bow being very valuable - so much so, that I might opt for that instead of a might heavy ranger with a gun. This opens up more viable builds and thats a good thing.

    our ranger appears to achieve most o' his damage via his animal companion. as such, we has decided that our ranger will be interrupt focused. animal does damage, while our ranger sits back with a fast ranged weapon and concentrates on interrupt. that being said, we would like to have some kinda reliable feedback that shows whether or not interrupts is efficacious.

     

    http://forums.obsidian.net/topic/67748-ranger-hippies-with-pets-luvhate/?p=1490371

     

    and seriously, we would like a way to see which foes is suffering debuffs. this is particular important for rangers using marked prey. 

     

    HA! Good Fun!

     

     

    Gromnir, did you see any effect?

     

    Does your ranger efficiently work as an interrupter?

     

    I actually plan to play my ranger the same way as you, but I somehow fail to see any difference when I try to interrupt.

  11. I'm still reserving judgment on this one. It does make a difference even in melee, mostly if you're at the receiving end (slow weapons, heavy armor), but also if you're doing the interrupting (fast weapons, light armor). It is not a very efficient way of hampering melee opponents though, AFAICT, and will only really make a difference when dealing with casters (slow action, big impact). As it is IMO RES is much more useful than PER, because even low-PER characters can interrupt strategically with special abilities (Thrust of the Tattered Veils... that sounds pretty Freudian by the way. Haven't used it though, so don't know if the casting time is fast enough). 

     

    Put another way, a frontline caster needs high RES or he won't be able to cast, ergo, Interrupt matters.

     

    IMO the main problem with the mechanic right now is the virtually nonexistent feedback. If there was an associated bark and e.g. the portrait/selection circle flashed yellow when you got interrupted or interrupted someone, it'd be much easier to get a sense of what it really means.

     

    It might  be better to remove Interrupt from regular combat and make it affect spellcasting only, and then add special abilities/spells you can use tactically (low-damage, high-Interrupt per-encounter attacks). It'd be even more important to put something genuinely valuable on PER then though. However I'd prefer they added good feedback first, to get a better idea of what it really means.

     

    Not sure if increasing the interrupt time would be a good idea; doubling it to a second would make melee more like wrestling where everybody's stunlocked a lot of the time. I think.

     

    I only vote for a small amount of increase then ^^

    You're right, doubling would be too much, I agree.

     

    Uhm could you elaborate on how weapons and armor effect the interrupt/concentration mechanism?

  12. If only I succeeded in making attack-interrupts work -.-

     

    I know PrimeJunta has and he says it does make a difference.

     

    Before I can evaluate the interrupt mechanism I need more explanation and especially

    feedback in the combat log when exactly interrupts and concentration rolls take place and when they work or fail.

     

    Other than that in theory I would like the idea of a ranger specialised in interrupt -

    a so called "interrupter"

    • Like 2
  13.  

     The Stunning property would also do that, though either can be combined with Vicious to gain additional bonus damage.

     

     

    See Stun, they even included a property named after you. What's more to wish for?

     

    I wish there was a property or effect named after me ;(

    • Like 7
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