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JFSOCC

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Everything posted by JFSOCC

  1. I really wanted to have a good discussion, but when two posters start duelling there's usually a new post before you can get yours through. And tbh, that's not very conductive to discussion. Whenever you see 4 posts in a row with broken up quotes from the post before, answering part by part, with veiled insults and mockery, you know a discussion has degenerated.
  2. oh don't get me wrong, it looks pretty much like myth busted to me. Plate can't be pierced with arrows unless you have an arrow storm and worn down plate. clearly.
  3. I love the internet. of course it holds the answer. Nerds worldwide must have been having this discussion on many forums before. that's 10 hits out of 57, almost no hits early on and with significantly more hits as the plate gets damaged. Maybe durability makes sense after all...
  4. for someone who knows nothing about guns, what am I looking at?
  5. You asked your expert friend about the early 16th century? I did. His specialisation is ancient greek military history, for which he's working on his PHD, but he's quite knowledgeable about the early renaissance period too. And he thinks gunfire had low lethality? Steel prod crossbows? How does he explain the drastic growth in casualties of the 16th century, which is usually attributed to close-range shooting? I can get Ancient Greece, as bows of that era had tremendously low power, but it's a little hard to buy that shot at Cersole or Bicoccia didn't kill anyone. not talking about guns, just archery units. And he's arguing that it was actually that the bow units were so powerful that they tended to be the first to be engaged to get them out of combat quickly.
  6. am I the only one who was hoping to see many non-wombat skills? I guess it requires a level of creativity which detracts from having structure and scope. But I loved the many different ways to solve challenges you had in Quest for Glory 5 because there were such diverse skills and classes. And I thought it was cool you couldn't do everything. With a limited skill pool it'll be fairly easy to get most of them high in your party.
  7. Yes! I'm curious about that too! Ambient sounds, music, feedback sounds (like hearing a whoosh as you swing your sword, or a clank as you drop an item, or a click when you successfully open a lock)
  8. Have the choiceless part be in a skippable prologue. (with maybe a confirmation dialogue "are you sure you wish to skip the prologue?") Much like Fallout 3, if I recall correctly, you can immediately move outside the vault and start the game, missing some of the stuff which is really just to get you acquainted with the mechanics.
  9. I've always dreamed of Empire. I think it would be incredibly cool to work for a faction (or start your own) rise in the ranks, take it over, and then have a steady source of income through that faction. In Baldurs Gate II you could get this from the thieves guild, or have your own castle and lands, a theather which ran a show... That's the kind of thing I hope to see here as well. I also hope more factions competing with eachother, for instance, perhaps A trade guild is interested in buying a warehouse at the dock, but so is the thieves guild for their smuggling operation. The Holy Church of Hezeng wants to build their house of worship there. Not every faction can get the spot to expand on. Especially fun if you've joined a few factions and now have to choose which of the factions you support will get that spot.
  10. I disagree. If someone invests in crafting, they should be rewarded for their effort. Why shouldn't you be able to get something cool from crafting? And it's not supplanting loot, it's supplementing it. You could say, I want to eat the cake and have it too ;-). I want to craft and get something cool out of crafting and still have fun finding loot. What I am against is that crafting can do nearly everything you can find in the wild (as it was done in NWN2 for example). Since you could craft bastard sword+4 flaming as well as long sword+4 flaming it wasn't necessary for the designers to make sure that both weapons were found as loot. yeah, I disagree. I think crafting shouldn't be nerfed just because some believe that the coolest loot has to come from enemies. I want to go through the effort of making a weapon which is an extension of myself. One which defines my playstyle and isn't inferior to that piece of junk you pulled from a corpse. Again I disagree. I don't think progression should be gear based any way, it should be character based. But regardless, it could be just as difficult crafting something as it could be finding something.
  11. yeah, when I read that a character might only specialise in about two skills, alarm bells were going off. But since I have little information to go on, we'll see.
  12. Someone has been watching Justice. Excellent series btw, wholly recommend it. Michael Sandel is fantastic.
  13. Thanks Bruce, I try. I noticed I haven't actually given my answer. So, it used to be that I had no faith in my own skills and I'd play on easy, but I've moved beyond that in recent years. I'll play on Normal, I will not play expert mode because while some helper information may influence your decision making, some helper information will actually help you understand what you're doing. I also didn't want to pick trial of Iron, though, I've seen some good arguments for it in this thread. And I may give it a try, as long as it doesn;t mean I have to rebuild the character if I want to try again (from the start) So a character export/import function would be appreciated. I will look at the optional settings before I play, for one I'll see if I can turn friendly fire off. Not because it makes the game easier (though it does) but because otherwise some spells and abilities maybe completely uninteresting to me. As for my "bonus question" I would think it really cool if someone made a video playthrough playing at the hardest possible difficulties, and adding handicaps if they feel it's not hard enough. (arbitrary stuff like, don't use merchants, only pick up what you get from loot) And for the last Bonus question. I do want to be able to adjust difficulty settings mid game. I may find I'm not as good as I think I am, or better. It may be that a setting I've chosen irks me, and I think I should be able to decide what kind of experience I'm getting throughout the game. So I do hope I can alter difficulty settings even after game start. (and tbh, I expect I can)
  14. You asked your expert friend about the early 16th century? I did. His specialisation is ancient greek military history, for which he's working on his PHD, but he's quite knowledgeable about the early renaissance period too.
  15. We simulate internet forums in-game. I guarantee you it is quite challenging to win an argument on an internet forum. But fun if you manage.
  16. Agreed! There could be many reasons for something to be contraband, including economical reasons. (No sugar from South America in the Netherlands, it would crash the internal sugar market; or... All ships carrying pepper will lose it, by order of some merchant king) Something might be fine in one place and illegal elsewhere.
  17. Except for longbowmen. And crossbowmen - especially arbalesters - including mounted crossbowmen. And horse archers of the Steppe people - especially Mongolians. And Seljuk noble cavalry. Come on, this is a pretty broad generalization - especially considering the period P:E is emulating is the early 16th century. This is the era of arquebus and arbalest, which are both pretty good at killing people dead. I asked my expert friend because I wasn't buying it either, but it turns out he's totally right.
  18. I believe I read a while back that there might be multiple currencies in Eternity, I'd like the idea of different prices for the same goods in different currencies, as some goods may be valued differently in different places. It would not immediately be obvious which place offers the best deal. One place may offer you quite a healthy sum for something, but have comparatively high prices. Finding ways to exchange currencies for decent rates could be a challenge. Players who don't want to go through the motions will get decent prices, and players who want to gain every advantage can work out lists and move from place to place. Add some exclusivity to certain items (trade embargoes, contraband status of certain items, lack of a market for some items) and you've got the makings of some challenge gameplay. (Smuggling items) The rewards should be small enough that it doesn't break the game, and large enough that it's fun for those who don't mind the effort. A city under siege may for instance seize any weapons you have "for defence" but if you can bypass them you could sell them for inflated prices in a wartime economy. Of course, the currency itself may suffer from hyperinflation because of the siege. A frontier town may be interested in more practical goods and have no interest in heavy plate. I think this is probably one of the hardest things to make a fun and challenging part of the game, rather than a strictly utilitarian mechanic.
  19. This is one of those topics I usually refuse to get drawn into. When I joined these forums the topic was already worn and I decided not to get involved. But I do have some wub for Visas Marr
  20. I usually play rogue. She tries to maintain a friendly and dependable outward appearance while calculating what will get her the greatest advantage. Her philanthropy garners her allies and friends, favours. But if she really want something, she'll fluff you up. Longtime friendships are more valuable than gold, and she'll invest in them, it's the only thing bypassing the selfish nature of my rogue character.

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