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JFSOCC

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Everything posted by JFSOCC

  1. Vampiric dagger: halves your total health, each hit converts half the damage done (after modifiers) into health for the character, up to 10% above their current max health (which is still halved)
  2. I'd rather you didn't exactly know what you were stealing and that the difficulty (red/yellow/purple, to avoid colour blind problems) is determined not by item, but by item slot. So you know there is a red item slotor a yellow slot or you're stealing from. If you don't first investigate your victim, you'll have to steal blindly. Perhaps an interesting scouting/investigation/research skill working in conjunction with pickpocket would make the skill more dynamic. the position from which you steal should matter too. If I walk up to someone and take something from his or her sightline, that should be easier to spot. (duh) I also think that rather than dealing with absolutes (red is always get caught, etc) it should be a likelihood, one which decreases with player skill. I proposed somewhere else that in cases of a pickpocket getting noticed, it might be nice if there is a grace period in which you can flee the scene before it gets noticed. If you can flee on time, you're off the hook. Some targets may notice some thefts faster than others. I'd like to make it so that while possible, unnoticed theft is only possible if you are extremely highly skilled, or focus on only the easiest pickings(So,you'd pick the green slots only.) you would not know what it contains unless it's visible. so, purse slot shows the purse, but not what's in it, pocket slot is hidden, only if another source tells you what's in there will you know. You can try to steal it, but there may be nothing in there, or it might be irrelevant. wrist slot would show someone's bracelet, unless it's covered with armour. I would also avoid the "just looking" trope by starting a timer the moment you try to pickpocket someone, each theft also takes time of the timer. (based on skill level check vs someone's perception check) a well planned theft can be executed with bonuses. a partner distracting the victim, a public distraction (smokebomb, a fight nearby), an unconscious victim has no defence, inebriation or intoxication (make someone drunk, or slip a roofie in their drink. lure then into a opium den and see the smoke get to them) some items may give bonuses too. (specialized equipment for a specific slot, specialised training for a specific slot) And if my actions become bolder, I'd love to see some reactivity in the world for it. More guards in places that have seen a lot of burglary or theft, some npc banter. Warrants with the wrong name on it, reward posters for information, etc.
  3. Beacon helmet. Allows you to see in the dark as if it were day, notifies all hostile creatures within a 30 yard radius to your presence.
  4. I like this idea, but then there should be some enemies which choose to keep hacking at your team even after some have dropped. (to make sure) so that feigning is a risky proposition which doesn't always pay off.
  5. I have no problem with making an "evil" character truly vile. that includes sexual abuse (rape), childkilling, public humiliation, abuse of power, manipulating, mindgames, torture, coercion of any kind. But I like that many of you find these things going to far, that says something about you.
  6. it's all about this magical stuff called unobtanium, found deep in the earth's crust, or occasionally under oversized trees.
  7. I believe there will be permadeath, so no resurrecting your falling comrades.
  8. Not only is combat not my strong suit, but I find that activated abilities are often only useful in a specific set of circumstances. This is why personally if I can choose I prefer to have passive bonuses. It takes no brain-power, is always active, and does not depend on my opponents. That's not to say I'm against activated abilities, quite the contrary, but if it requires any type of twitchy reaction skills on my part, I'm not likely to use it. Activated abilities which will have a guaranteed effect are more likely to be used by me. For instance if something causes bleeding, and some foes can't bleed, then it better be frikking awesome for me to consider it. If something causes knockdown and it works on all foes, I know which one I'll be choosing. It's a bit of my Timmy (Timmy Johnny and Spike) mindset: I build my decks based on what I can influence. If I don't know my opponents, it's best not to make a build depending on their behaviour.
  9. If you're going to have racial bonuses or drawbacks, they have to work for/against you regardless of what class you pick.
  10. http://forums.obsidian.net/topic/63145-small-suggestions-easily-implemented-ideas-quickfire-thoughts/?p=1356105
  11. Can I drop this off here? http://forums.obsidian.net/topic/63542-idea-link-stats-with-gameplay-for-pickpocketing/
  12. successfully making mods is also good experience for those seeking a job in the industry. For that reason alone I think moddability is important. but as others have mentioned, mods can keep a game's popularity going years past its release date.
  13. I haven't played some of the listed games, but the companions which have stood out for me the most in a positive sense were the KOTOR:TSL companions. Especially the voice acting was spot on.
  14. http://www.dorkly.com/comic/53147/the-internets-dream-game
  15. I think it's something different, I think this is a person who is used to speak his mind, someone who has trouble not too. I don;t think he's media trained, and has trouble communicating effectively. I think the outburst is telling and symptomatic. I know because I used to respond very similarly under pressure. And in my case it wasn't ill will, but a lack of inhibitions. I couldn't not say my mind, and not everyone took that with grace. You see rudeness, I see honesty. Tactless, maybe, but not malicious.
  16. btw, regardless of how you feel about the (clearly controversial) Phil Fish, I do think the core message of my post holds up: We can all contribute to having our discourse be civil, so that we do not create a hostile working environment.
  17. That's not what I got from that video at all. He was asked his opinion and he gave it, frankly and well argued. (well, the argument did come after his statement...)And you may or may not agree with it, but at no point was he directly insulting anyone.
  18. I don't want race to have an impact, because once that happens, you'll quickly find out that some races pair off the best with some classes, and you get the damn pidgeonholing you see in so many MMORPGS. "Oh you're an ORC? well I guess you're going to be a warrior and not a fighter then, haha" that cuts away characterization options.
  19. I'd like to see more light stuff, armour you could hide, weapons you could sneak into a party. You know, for the roguish types like my characters. decent protection which does not detract from either stealth or gives you away socially.
  20. I think it's not as easy as you think to give up a tool which may in the end help your sales. Because for all of the vitriol, social media does have a strong impact. I don't think it's as easy to avoid, especially once you've started using it. From the Article: 'Someone on Twitter told Jonathan Blow that you can just ignore these messages. “This is false,” he replied. “We can't choose to ignore it. As soon as the words are read, they have already hit emotionally.”' That is victim blaming. Phil Fish acting outside of social mores doesn't give people the right to send abuse his way. Nor do we know if it's cause or consequence. I've seen it happen before recently that someone blew up after suffering abuse for hours on end, and then got seen as the ****. It's important to know the context. You don't get to see all the feedback, so it's not possible to get an accurate image for us, but I hope you're right.And yes, of course we should be able to field criticism. I'm reminded of a quote by Patrick Stewart, fairly recently, about victim blaming: I think it can be applied broader. Just because Phil Fish isn't very good at dealing with the pressure, doesn't give people the right to send hate filled messages his way under the pretence of "he had it coming" I repeat:Someone on Twitter told Jonathan Blow that you can just ignore these messages. “This is false,” he replied. “We can't choose to ignore it. As soon as the words are read, they have already hit emotionally.” You simply can't not take it to heart. I don't know the context in which that happened, but two wrongs still don't make a right.
  21. expect it from Hollywood to see a show glorifying a homicidal sociopath
  22. Let me put up a disclaimer to say I think this community is awesome, it's seen some of the most intelligent discussions and polite arguments of any forum I've been on, and I've been on a fair few. A few weeks ago, there was a controversial update, about the durability mechanic introduced with crafting. And under an atmosphere which was at times hostile, the game developers stayed cool under pressure and used to feedback to change the mechanic. Good for the game, good of the developers. I've since also noticed they're not hanging around the forums so much more. Today I read this article, and I think it sums up the problem nicely. http://penny-arcade.com/report/article/swimming-in-a-sea-of-****-the-internets-war-against-creatives And I'm posting this as a sort of public service announcement for civility and friendly debate. Game developers have to deal with a ton of stress from social interaction. And any single post could be taken with grace. But we're a social DDOS. When a group of people gets passionate, you're not going to get that negativity once, you'll get it from a lot of sources at once. Often all for the same thing. I enjoy the interaction with the developers, I think it's one of the coolest things about Project: Eternity. so I hope no-one sent any hate-mail or angry worded letters, off these boards or on it. For the Devs, I'd like to say, everyone here is here because we believe in Project Eternity, and we're passionate. I don;t think anyone would be here otherwise. For the forumites, I'd say, you're awesome, but stay vigilant, and think about the impact your words might have. And to the Devs, if any of us, myself included, take away from your enjoyment of this project, let us know. A happy dev is a good one
  23. 1, yes. I hate being stuck in a dreary place and I want to pop up for some fresh air once in a while2. Yes on epic loot, no on dishing it out... except perhaps on the last few levels. 3. Could we do something else for a change? I can live with it, but Bosses have become a bit overdone imho. 4. yes, but not because it's too difficult, but rather because despite it being difficult, using your brain will get you the answer. 5. Haha, well, you know what. I feel everyonne should be free to screw up their own game. If there is a menu before you start your game where you can turn on "Mega dungeon kill xp" go for it. I don't need it.
  24. bystander effect. Anyway the girl seems to know her stuff.

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