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Silent Winter

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Everything posted by Silent Winter

  1. On eternity.obsidian.net you need to go to 'Username' - 'Manage Pledges' and confirm your pledge there. Once it says your pledge is confirmed there, you can redeem the code under the same area but 'My Products' (If either/neither is present, contact Obsidian) I didn't have the time to look into this until today, when I was convinced I would have to email support. As it turned out, I was just being stupid. Thanks so much for the assist. I'm now ready to download when it ships. I sincerely appreciate it, Silent Winter. Yay - glad you got it sorted
  2. that's what I wrote ... am I missing something? (reasonably likely considering the lack of caffeine)
  3. Hold up, do you believe that because the orlan baby has been confirmed to appear in Deadfire, she will appear whether or not you kept her? Because I think it's pretty obvious that only one of those choices is going to affect Deadfire The way I read Karkarov's post, it was more like: "There's confirmed reactivity for a choice that only a few players made". So Obs aren't just providing reactivity for the major decisions (though probably also not every minor decision but 'adopting a baby' is significant enough to need a mention).
  4. ^I don't have the beta, so basing on what I've read it seemed like combat was nearly over before the wizard got a spell off - or maybe two spells for a longer fight. If that's not the case then it's probably fine. Are there faster, lower damage spells vs. slower, higher damage (or substitute damage for CC-effect/buff/malus, etc)? In which case it's a tactical decision to make. E.g. are level 1 spells faster than level 3?
  5. ^ I don't read German very well, but at the bottom next to the bird it says: Freishalt-Code No idea what it all means though LOL I'd guess at ''code for cosmic bird in-game pet" All these cosmic animals are making poor old Cosmo feel less special
  6. Premium digital version lets me keep Cosmo (and the tiny obsidian wurm) so while a space-doggy would be a nice addition, I'm not buying a mag for it.
  7. So is the trade-off against adventurer's hall hirelings that the pre-made companions have less optimal stats? Or is it just out and out better to take them? (I generally prefer the premade characters anyway, but the adventurer's hall was fun too for some playthroughs).
  8. On eternity.obsidian.net you need to go to 'Username' - 'Manage Pledges' and confirm your pledge there. Once it says your pledge is confirmed there, you can redeem the code under the same area but 'My Products' (If either/neither is present, contact Obsidian)
  9. Did you use the same e-mail address for fig and here? It should then link automatically, but if not, contact Obsidian/fig support. Your order confirmation number should be on your fig account too - just log in there to find it. Actually, just logged in there and can't see my order number, but the info is all there - contact Fig support button should net you the necessary numbers (and/or Obsidian support). --- On another note: Just seeing my pledge again on Fig (I'm backer #22,849) gets me excited - I'd forgotten I'd gone 'Premium digital' (+ DLC) rather than base game - hope the wife doesn't see the total LOL
  10. While I'd like it to be engaging, my only worry is that the ship battles will become a tiresome but unavoidable mini-game (I haven't got the beta so can't comment from experience). If it's something that happens every time you set sail, then it might become annoying (like too many random battles) - on the other hand, if it's something that happens infrequently (though enough times over the course of the game) it might be a really great addition to the travel mechanic. So long as wind-mechanics etc is done in a way that's easy enough to grasp (one doesn't need to be a sailor to understand it) and there's advantage to certain kinds of craft and positioning, it would be cool to have.
  11. Just redeemed mine on gog - yay! makes me feel all warm and fuzzy. Looking forward to April
  12. I've got Pillars 1(+WM) on gog and I'll get Deadfire there too. Don't need the key until release day.
  13. Whichever you like - I'm pretty certain MacOS version is available on both gog and steam. Edit: from gog's page: Works on: Windows (7, 8, 10), Mac OS X (10.9+) and Linux (Ubuntu 14.04, Ubuntu 16.04) Sure steam will have the same.
  14. Eder: Does your fox bite? Sagani: Yep. Eder: ... Can I pet 'im anyway? Sagani: They're your fingers. Eder: .... I'm gonna pet 'im. among a lot of other stuff. It wasn't slapstick humour or outrageous humour but it was still pretty funny. I thought the balance was about right, but agree with the above regarding the overall tonal balance.
  15. NB: The psd doc also opens in GIMP (so you get the instructions) - needs a little fiddling, but the layers are all there.
  16. I don't think I've ever changed tactics to unlock soulbound items. I've done the quest ones, sure, but for the 'do x, y-times to unlock' I've just waited until it happened naturally. I never felt it took too long, or that I had to have it fully unlocked asap. Most of them have a 'do difficult x y-times or do easier z more times' condition. Haven't tried it with deadfire DLC yet.
  17. At some point we just have to accept that there's a damage stat. You could head-canon it as greater strength meaning you can control the kick-back better and hit more accurately for greater damage. (There'd still be limits, but it's still a game)
  18. Thanks for a great update - loved the bloopers at the end too Merry Christmas Obsidian - enjoy the holiday, you deserve a break
  19. In Deadfire? Intimidate or Athletics (depending on whether it's physically intimidating someone or using your physical strength to move something heavy). From what we've heard there are going to be very few attribute checks in Deadfire. Most have been replaced by skill checks. Could still end up with the same problem - Intimidate needn't be strongman physical - a wizard could make his hand glow with a "Imma gonna fireball you" , or a druid might spiritshift and show their fangs/tusks/claws - similar to what was just mentioned by Katarack21 regarding Might in scripted interactions. That's why there needs to be class-based writing, (or a description of 'Intimidate' that specifically lets you know it means you're beefy).
  20. Note: The idea that becoming more insane allows you to perform magic better is actually an organized, rational relationship. Also, if human minds can't grasp the system, then a human mind could not have devised the system. We can make up something that we pretend isn't able to be grasped, but we have to grasp it in order to invent it. In other words, in order for something to not make any sense at all, it would have to follow a fixed set of rules that we couldn't comprehend. You cannot invent those rules if you don't comprehend how those rules would even work, so you just have to go "Ehhhh... it follows a fixed set of rules that we can't comprehend." Which, again, you can do. But then, nothing at all can even question your system in any capacity, which doesn't make for very interesting or functional fiction. "Then the protagonist did incomprehensible things and won the day!" "Wait... what did he do? How did he win the day?" "Well, we don't know. He just did. It's magic, and it doesn't make sense." "Did the villain die or something?" "The villain had things occur to him and the protagonist, because of occurrences, was victorious!" In the end, all an "incomprehensible" magic system does is blatantly say "I'm going to ignore how or why any of this is happening, and just force it to happen because I want the results." It becomes almost the same thing as forced character writing in books and movies, when Character X does something completely out of line with their character or the plot/world just so that Y can happen. You know, "Oh, I want this character to dramatically die here, so even though they have the advantage in this fight, I'm going to have them hesitate, or have something preposterous happen, JUST so I can say 'see, that's why they lost the fight and died... because of that occurrence I just threw in there, when I could've just changed the context of the fight from the get go so that this character could reasonably die in this fight.'" This basically comes down to Sanderson's First Law. Mysterious unknown magic can mess things up for your protagonist all it likes, but the protagonist can only use understood magic to solve problems, or it's just a deus-ex.
  21. Did somebody say something? What's that got to do with Eder's beard?? .... *bang* ouch Aargh! It's a Slowpoke *tremble* *quietly puts away his notes on how to achieve world peace* You mean I'm supposed to actually contribute something? That sounds like work to me... Oh all right - wands using strength is a little odd - but we can explain it away as rjshae suggested above (or was it in another thread?), and it does make 'weapons' v. 'magic' a bit easier to build around. Also means Strength isn't a dump for wizards who want to have a backup wand. (Though with spells now per encounter, I might just be having a wand to look the part).
  22. I'm now willing to back an RPG whose primary stats are: Oomph: Reflecting one's ability to dish it out. Ungh: Reflecting one's ability to take a hit. Grrr: Reflecting one's ability to keep going. Hmmm: Reflecting one's ability to think things through. Lalala: Reflecting one's ability to ignore distractions. and Ah-ha!: Reflecting one's ability to notice stuff.
  23. While I liked the PoE stats, I'm open to seeing how this plays out. My PoE druid had high Might and Intellect, and a reasonable spread of other stats. I'm wondering in PoE2 how I'll need to arrange my stats - it might depend on whether I go for the shapeshifter sub-class or focus on casting...
  24. If someone is still walking into the second act of their first play through I'm going to wonder how they spend their time. They'll be spending their time walking...obviously I'm assuming at the moment that it's a simple keyboard press (like the speed change) so I reckon I'll still be walking indoors til the end of the game. Will see how it goes though. I think some people have the impression that we want to walk everywhere - even across a great big open field (though I did sneak a lot across those in PoE1 to avoid missing hidden stashes) - when we some of us really just want to walk when it makes sense to walk.
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