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About Jitawa

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    (3) Conjurer


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  1. I don't it's quite as dichotomous as all that (things rarely are). I realize Infinitron is posting spicy chunks of things from the codex, but Chris appears to give credit to a lot of co-workers for being competent/skilled/etc. He even gives various compliments and credit to the management he's been criticizing, though occasionally in a left-handed fashion. And to other employees (and ex-employees) at various points. As far as Obsidian being more or less dysfunctional than other studios (internally or in terms of finished products), I think that's probably debatable too. The ind
  2. Huh. Well, I read through the thread on the codex, after seeing the whole thing referenced on /r/games on reddit, then logged into my forum account here to see if it had made its way home. As players, we tend to only know most of these people by their products and interviews. Hard to know what to make of it, really.
  3. The S.O. is a big Critical Role fan. I'll be curious to see how this all tumbles out in practice.
  4. There was something similar to this in Wizardry 7 or so, since it added muskets/blunderbuss weapons. The former could be equipped in the offhand, but only held a single shot; the latter was primary only, but held two shots. The pistols didn't auto-reload, so once you shot your... load, you were out of ammo, and any additional attacks you might've had in that slot didn't happen until you took a turn to reload. So, it worked ok for short encounters or with characters that were attacking from the back-lines that wouldn't be able to take advantage of multiple attacks with an offhand (etc.) t
  5. Being "different" at this point would be more on the level of adding completely different new kinds of slots, your scrunchie, monocle, underarm hair braid, prosthetic nose, pinky ring, or decorative leg-band kinds of slots. It would be interesting to add more accessory slots in general, as combining/crunching long lists of effects if amusing to some degree. You could have slots unlocked as a level-up perk (like the weaponry sets), or perhaps class-specific things like a cipher's soul hat or a chanter's bongo-set.
  6. I think VO can add a lot, but partial works pretty well. When I think back on games like Baldur's Gate 2, the elements that were actually voiced by Viconia were sufficient for me to get a good sense of the tone of her dialog and I could hear her in my "head-voice" for most of the non-voiced material. Same with pretty much all the characters. I think we generally care more about voice with characters we might be forming relationships with in some way (Mazzy, Minsc, etc.) than having the innkeepers' lines on local gossip fully-voiced. BG2 had David f'ing Warner as Jon Irenicus, which was
  7. I liked both the RPG and action game elements in AP. I was surprised by a lot of the reviews, as in many many playthroughs, the only bugs I encountered tended to be some issues with certain perks popping or some stealth detection anomalies. I even bought two copies back in the day, though to be fair, that was because the pre-order bonuses had been split across retailers (which has never been a great consumer-friendly practice). If there was a second one, I'd be fine with the exact same engine even. I don't think I'd want a kickstarted version of an isometric non-voiced game. While that
  8. I backed it at the signed-box tier (250?) and added playing cards (10 I think?). I backed it really early too, and I don't recall the Wasteland 2 or expansion stuff being mentioned when I originally backed. Come to find down the road that I apparently had a Wasteland 2 key sitting around on my pledge page. I'm not sure if I have the expansion included by default too, but it would seem likely that the expansion would be added before an entirely separate game. I also didn't know I was getting into some sort of Backer Beta (I've religiously avoided info on the game in the spirit of be
  9. I like most of what I've seen so far (on the wiki) about gods. I always get a kick out of visiting the home "domain" or area of a deity, even if only briefly. If worship of the gods is more lax in this day and age, it would be interesting to see what becomes of their plane.
  10. I see no reason to leave it out. I wouldn't make any special efforts for blood geysers though.
  11. As much as I loved Planescape: Torment (I'd love a sequel) and Alpha Protocol (the combat lacked some polish, but the RPG elements were superb), I don't think you should be beholden to any sort of particular IP. I imagine the licenses and strictures of certain IPs present their own expense issues (You don't own Planescape or Alpha Protocol I imagine). Aside from thinking an actual Shadowrun RPG would be cool (surely that license went cheap after FASA killed it?), I think a new IP is a cool idea. What I LOVE about Obsidian is the quality of the storytelling, the depth of the characters
  12. If you make the case that such accuracy at range would detract from the pistol, they could always scale the assault rifle's skill cost up (if it was going to be the "best"). As is, pistol and AR already outclass the shotgun by a fair margin, which is just too situational to be as useful. Maxed pistol has pretty crazy range on it's critical hits, and you can make them from cover without risking your hide. Chain shot would allow you to line up.. what... up to 7 critical shots at leisure with time stopped? The AR doesn't even come close to that sort of power. AR is the only true "lon
  13. Semi-auto is a feature found on almost every assault rifle made (excepting some full-auto models I think). Why then, with the only long range weapon in the game, are you stuck with burst fire? It makes it considerably more difficult to be parsimonious with special ammunition like subsonic.
  14. There was a patch/mod I DLed awhile back that made the Visas-feels-your-presence movie rendered in-engine. For some reason, that's what I was expecting to happen to all the movies. Nice gesture either way.
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