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JFSOCC

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Everything posted by JFSOCC

  1. I made a point in F:NV not to do drugs, because it's so easy to get addicted. Once I learned how easy it was to kick the habit for a few bottlecaps, I used buffout whenever my carrying capacity was lowered. I'd like the idea of beneficial effects decreasing with increased use (for potions and the like) as you develop a dependency you also develop a tolerance.
  2. I still have the same question I've had from the start: If one guard is alerted, does that mean the entire base is alerted?
  3. How long will I have, how quickly can I travel? Am I the stronghold's bitch or can I finish what I was doing?
  4. I think I read somewhere there will be no fast travel. (pity, but ok)
  5. I heard about that only recently. I was actually at a book store and saw enders game with a new cover ( clearly a film cover ) Its not out Down our way yet, but from the trailer i am VERY dubious of it. I am a huge fan of the book, and i very much doubt the film could live up wo what i imagined Enders game to be. For those that have not read Enders game i highly suggest it. Its a great piece of written work. better than expected doesn't mean good, but it wasn't as terrible as I thought it would be.
  6. This influx of new members has livened up this forum and there is again a lot of very interesting (and some less interesting) discussion going on. It's a shame its so late because it's an inspiration for ideas which will never make it in now that development is well under way. Reading this thread got me started thinking about spellcrafting... developing your own spells with a set of possible attributes. You could create, provided you have the right pre-reqs, a spell with x effect y power z shape. The resulting spell would have a stamina cost/casting time affected by the power. Which you could tweak one way or the other. So for example. I want to make a spell which (x) Causes confusion (y) beats will save caster will +5 (z) spreads outwards from the caster like a cone. My cone of confusion spell would cost a lot because confusion is a powerful ability, +5 will is a lot of bonus power, and the cone shape makes it easier to avoid hitting your party. So it would have a cost of 20% stamina (getting that number out of my ass) and a cooldown of once per rest. If I wanted to make it once per encounter, it would have to cost 60% stamina, and further increase would be too powerful. Now sorry for derailing the thread, move along...
  7. If you have a large databse of animations, you can use them for all kinds of story telling purposes. I hope that if it's not in Pillars of Eternity, at least it will be easy to mod-implement them.
  8. I wonder if it is possible to script certain parts of the map, so that when you walk on them, it reveals parts of the map which couldn't otherwise be revealed. (like the roofs of big buildings which you'd always keep partly blacked out)
  9. Your stealth circle allows you to enter his perception circle. http://forums.obsidian.net/topic/64268-stealth-or-guerilla-warfare/ http://forums.obsidian.net/topic/63102-commandos-a-stealth-perspective/?p=1298295
  10. While I don't want to over-ask, I agree with Trashman that I wouldn't complain if vision cones or light elements affected stealth were also added. That said though, the system as is sounds challenging enough, especially if you put guards near choke points like in front of doors, or let them patrol narrow hallways. In that sense, the gamist beats out the simulationist in me and I'll say "good enough" if it truly is challenging enough.
  11. I watched enders game, I liked it better than I expected I would. I thought the main actor was pretty good, especially for his age.
  12. when minsc broke out of his cage the first time, it wasn't because I was trying to find a smart way to release him, let's leave it at that.
  13. Reading this makes me very happy on so many levels. This is very close to what was discussed in this forum, and I can hardly complain seeing something I argued for (or similar) make it in.
  14. Obsidian has a history of production problems they have been carefully trying to avoid on P:E. They've learned from their mistakes, have a strict production schedule, so far have been on, or ahead of schedule. I think unlike the other studious with kick-started projects, Obsidian is planning their time carefully and efficiently.
  15. err, pulling a bowstring further back means you store more power in the shot, it does cause a more powerful shot.
  16. I was very disappointed with season 3 of sherlock, it wasn't nearly as good as the first two seasons.
  17. I hope there will be a large database of character animations, barring that, however, I think cooldowns are ok, especially if there is a reason behind them. "Disabling shot" with my Guild Wars Ranger did less damage but put the ability being cast at that moment on cooldown. Very useful for an interrupter like my ranger was. I'm not saying cooldowns for "normal" resolve-fail interrupts, but rather for specific interrupt abilities.
  18. I hope there will be interrupt abilities which put spells on an additional cooldown.
  19. I agree they're pretty large, maybe there's a workaround? resized? link to image in your sig. Change your avatar? I dunno...
  20. As far as I know, no specific modding tools are being developed, much to my disappointment. That said, it might still be mod-friendly.
  21. I'd like to see resolve influencing more than just concentration (not getting interrupted every time you're hit.) A person with a high resolve would keep going despite setbacks or obstacles. So, maybe something which allows you to last longer? Resolutely keeping walking while you're tired, getting back up after being knocked down. Less fatigue over time? More stamina regain between combats? maybe decreases duration of negative effects? that last one would make it a nice counter to high intelligence opponents.
  22. Right, but how can one make such a judgment call (that this encounter had a special attack that was impossible to predict)? Player Party X walks into a room of Clay Golems. They did not expect to encounter clay golems, and no one in his party has a blunt weapon. Clay Golems win. Reload. Ok, that may have been impossible for Player X to predict, but what about Player Y, player Z, Player A, and Player B? What if they just happen to have Hammers, maces and morning stars in their arsenals? Should we all be deprived of such encounters just because it MIGHT be impossible for someone? But that's not what is being argued. If there is no other way to beat the clay golems than blunt weapons, the party had no reason to expect the golems, no knowledge about how to beat clay golems (no lore, no previous encounters) then it is a single solution combat, and yes, that is terrible design, and failing because you had no blunt weapons is not your fault but the lazy design of the encounter.

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