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JFSOCC

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Everything posted by JFSOCC

  1. As long as it doesn't take up too much screen real estate. Maybe make them transparent?
  2. Maybe not a "fight" monster, but I still hope you might like it. Madova Parasite This parasite can easily be killed, but that is not necessarily wise to do. The Parasite is found on the corpses of recently deceased magicians. It's got a tubular body and when it sees a strong magic user it will attempt to launch itself at his or her neck, latching on. Should it manage to successfully latch on, removing it will inject the host's brain with a deadly toxin which kills its host immediately. As long as the Madova Parasite is latched on, the Magic user will suffer from hallucinations and delusions and will have trouble sleeping. Casting times decrease, but so does the power and range of the spells. Since the Madova Parasite survives on the energies released in magic, it is constantly inducing a magician to produce more. This means that spells can be cast more often as well as quicker, even as they degrade in power. Eventually the Parasite will glut and kill the host in a location likely to attract other magic users. It dies and produces 3-8 offspring, based on the magical power of the last host. They will cling to the body until they die or another caster approaches. Removing a Parasite is possible, but very dangerous and needs to be done under controlled circumstances. It involves starving the parasite, which will be hard for the magic user since he or she will be constantly compelled to cast. (if not by the parasite then by the situation an adventurer might find him or herself in.)
  3. No dogs! filthily boring slobber-machines who want to be friends most with those who hate them most. They're dumber than pigs and no doubt more tasty. They also **** everywhere. But as much as I can't stand dogs, dog owners are the real problem. Maybe if everyone got Cesar Milan to help them out, I'd be OK with it. Not to say there are no dogs that I like, but gah, are they overrated! And us cat lovers are ridiculed and marginalized wherever we go! "Cat people" is considered a Pejorative. Screw dogs and their obedient slave nature. I'm sure that if you examine their skull you'll find three distinct dimples associated with the area of obedience. Oh and their incessant barking, yapping at anything that even slightly confuses them. excited mongrels. And the dominant jumping up and down your legs, if they're not trying to literally **** it. The reasons why some people like dogs are the same reasons why I don't like them. (as a pet). I'm cool with wild dogs. However those lapdogs, those overexcited rats pretending to be dogs, those are abominations suffering from the ill effects of being bred to fit an unnatural shape. I feel sorry for those shrill shaking creatures like chihuahuas, seen more as fashion accessory than as dog; Or the bulging eyes of a bulldog, which is in constant pain because his head is too small for its brain. Give me a German Shepherd then, those I'm cool with. Or Huskies. But I'd rather have cats. Cats are fantastic, they're independent. They don't serve us, we are their feeding and grooming stations. They're fastidious, curious, comfort loving and playful without tearing up the place.
  4. Encounter scaling can be barely visible. At first you're accosted by robbers at lower levels in the cities back alley, as you get more powerful the robbers wise up and leave you alone, however, you've surely attracted the attention of a powerful antagonist by now, and he's sending assassins on his way to deal with you, or keep you busy as he progresses his evil plans. Or in the wilderness, you still come across those pesky enemies you did at first, but now their brood queen and soldiers are nearby as well. If you mix this up with "normal" unscaled encounters, you won't get the feeling that you're not making progress, because there's still those little creatures which you can now slaughter as an afterthought, it's just the world has adapted to your presence.
  5. Indeed! Furthermore, one area where an oily shadowy darkness psuedo-Fog of War enemy (an enemy that is imitating "Fog of War") is ever-closing in on you, so you have to use a torch/light source or else the darkness will engulf you, and at the same time there's monsters/enemies that are attracted to light, so what do you do? EDIT: There could be some creative solutions to it as well (except the most obvious one "Bring out light source and fight everything that comes close enough"), Flash bombs and other light sources that attracts the enemies elsewhere, blind spells. Perhaps the enemies can only physically see light?
  6. I had that impression as well. But using a particle-based mist generator might be too processor intensive. Perhaps they just need to blend it a little better? It's a WiP, after all. I think what would improve the waterfall spume/mist, is if they'd remove the gray taint and make it clean and white, so it looks like water not smoke: having the water itself not be still around the fall itself would also help. But as much as I could nitpick, I'm digging this demo.
  7. I still like my idea of enemies in the dark attracted to light. Makes for interesting gameplay.
  8. watched towerheist. Fairly formulaic heist movie. But I enjoyed it. good way to pass some time.
  9. There's a cave, narrow and dark. It is filled with enemies which are attracted to light. Too many to fight. Yet, you'll need light to navigate. So, every few paces, as you bump into something soft and squishy again, you'll have to consider pulling out your torch and fighting the hordes of enemies which may be closer than you think. Hell it might be that thing you just bumped into. Or it might be moss. Or slime moulds. And there's traps triggered by light too, collapsing the ceilings above alcoves to deny you treasure and crush the unaware. Which seal the rooms you are in forcing you to find another exit, or be stuck. There's small visual cues to show you where it is safe to light your torch, glimmerworms which aren't dead on some floors, bioluminescent moss, which isn't dead. And other sources of light, like a magically burning candle on a table which confirms that this place has seen intelligent life, where it actually ISN'T safe. You should know the artificial light holds a trap. (Because of the research you did before entering this cave, unless you didn't do your due dilligence) And then finally, near the end of the cave, where the long lost treasure of Vertillian Metalsheen is, you pull out your torch because you NEED to see, except there is no light, because there is a Silent Night in the room, and it needs to be beaten first. Yeah, I can see how light and darkness can make for exciting gameplay.
  10. I'm perfectly cool with being near the start of a renaissance. And the future, well, who knows what it looks like, we won't play it.
  11. yes, I was referring to "set pieces" though I didn't realise it was one word. Parts which you cannot avoid no matter how different your choices are. You'll always come across these. Sometimes it feels pointless to try something different as, while the story might be different, you'll still come across the same situations. Alpha Protocol is a fantastic example of this. Sure you could go for suave, professional or aggressive, For a game which advertised with "Choice is your weapon" I was quite disappointed that my second play-through found my way to the same scenes as before. And that's fine, to a degree. But you want at least SOME content which is exclusive, based on how you play. that's my point. And yes, that's why I said "Off topic"
  12. or choosing one skill may exclude learning another one. Either way I think this discussion is moot.
  13. Suppose there was a metric that kept track of lying and reputation as a liar. Also suppose you had a quest that was to retrieve an ancient artifact. Suppose you have multiple ways of retrieving this artifact and you do retrieve it. And suppose that during your course of finding the artifact you lie (via dialogue options; something you have done a lot in the past) to a very powerful person in order to get it, . Again, suppose you bring this artifact to the person who desires it. Now suppose they say "yeah, whatever, don't waste my time" because they are convinced that what you have brought them is counterfeit. In fact, because you are *such a dirty liar* they won't even consider having it appraised. You are forced to bring it to the black market where liars are run of the mill. There are nuances that would have to be worked out in this example, but I think it is pointed. it's a very good argument it's just not in response to anything I said.
  14. quest for glory had cat and dog people. Still, so far Chris's involvement has given me the biggest confidence this game is coming together.
  15. I wouldn't make the "legit" option invasive at all. That's just a sure way to create animosity. Just a "Support the artists! Buy a legit key" in the start menu, which is greyed out if you have a legit key. You're never going to force any pirate to do what he or she doesn't want to do, so instead try to make them want to do it. It might not get you every pirate, but you'll get some, which is more than you had.
  16. Slightly of topic, but if I get different quests which still involve the same set pieces all the time, it won't feel very different to me. Reactivity means having some wildly different experiences based on your choices, not seeing the same level from a different perspective. That's cool part of the time, but not constantly.
  17. Offering a legit option for pirates is an effective way to convert some of the pirates to your "honest" userbase. I think it's an excellent idea which has been known to work. Now about turning your windows Genuine? If it's going to cost as much as that does, I doubt it would work. So it's essential that the pricing of the game stays decent. (which, I think it is)
  18. what the decision will be could ultimately be something you decide. obviously Edit: 1000th post! I feel I should go out and buy you all drinks
  19. I like it, it also makes it easier for packrats to not hold on to stuff they're never going to use anyway.
  20. The Dutch have Boswachter (Forest watch) which is essentially a park ranger. They carry hunting equipment are are the ones who determine if a population is running out of control or needs support. And we have "Jagers" which mean hunters. These are people who like to hunt, and can do so when a Boswachter gives the OK.
  21. Haha, sorry about that. I got caught up in Lephys' post and added to it rather than yours because I don't see them as mutually exclusive. It just depends on where this 'council decision' is in the storyline. I think that when quests MUST be finished, like you pointed out (I think) then there should be genuine options with lasting repercussions. The idea of fleshed out factions is a fantastic idea. But in the case where the council decision could be bypassed, well, see above. Does that make it seem a little less like your idea was hijacked and adulterated? That was not my intention. PS JFSOCC: I'm interested in your factions thread. Is there some recommended reading about what has already been determined for PE before contributing a faction idea? Recommended reading? well, if you want to think outside of the box, perhaps it's best if you don't. But, if you don't already, try to read the developer updates. Not only do they tell you about the world but they might serve as inspiration. It did for me when writing the customs cartel for instance, as I heard they were going to run multiple currencies. Many of the factions (and some of the gods) I've written are affected by this new-world/old world split, which was also mentioned. Apparently the game takes place in the equivalent of the "new world". For as far as I know the thread is not even read by the devs. Nevertheless I enjoy the exercise, and I hope maybe sometime it inspires a dev should he come across it. I Also greatly enjoy seeing others post there, their ideas are so different from mine, and that's very refreshing. Nah man don't change. It's cool you can build on the idea. Just don't ignore the point I was trying to make: There are several roads to Rome, pick the ones you like best.

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