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Diogo Ribeiro

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Everything posted by Diogo Ribeiro

  1. They should grow the bigger the PC's Charisma is.
  2. Girdle of Anti-PMS Field FTW.
  3. Amen brother! I still dream about hearing Vae Victus again...
  4. Finally, a woman with the courage to admit this.
  5. ...Dude. How much of my soul do you want? A tiny morsel or the whole bioluminiscent orb? Seriously, if you're interested in selling them I'd be happy to pry them from your cold... Erh, I meant buy them! Yes, that's it )
  6. Awesomeness driven. I have three books - Talisman of Death, Sword of the Samurai, and The Forest of Doom - and to this day still find myself on the lookout for more, though they seem to be pretty rare.
  7. That seems to be one of the constants of life. Women and spiders never really die, they just come back nastier.
  8. Are we talking the same fans that wanted people to give Fallout: Enforcer a chance? Or the ones who giggled like schoolgirls at every Fallout 2 easter egg they came upon? Maybe the variety that said it was a good idea for Interplay to branch Fallout into consoles as it would save Van Buren? EDIT: funny how a certain variation of the word Interplay has been banned. I can only imagine the reason
  9. Everything Black Isle fans have been waiting since TORN!
  10. Gamewise it wasa bit repetitive but I enjoyed how they solved Turel's absence in the first Soul Reaver, though there's still that weird cameo by Moebius in the end of the game (he wasn't supposed to be there) and Janos Audron's pseudo transformation at the end. Those seem to open up some potential story material for future instalments, though with Amy Hening out of the team I'm not sure if there will be future games in the series or that loose ends will be tied up.
  11. just roleplay insanity and insight <{POST_SNAPBACK}> You mean, just mimick the DM (or Storyteller in this case). At least my DM was pretty much that way.
  12. That's pretty bad. I haven't played Runaway 2 so I'm not sure it's on the same level, but I got pretty miffed back when I played Soul Reaver 1 and 2 and was getting the same stuff. "History abhores a paradox", right. Only a different way of saying 'To Be Continued' which annoyed a lot of fans back in the day. Currently... In between games. Close to finishing The Bard's Tale (craptacular), playing Hordes of the Underdark (so so at this point, but already better than SoU), and the Icewind Dale series and Fable:TLC coming up.
  13. So Llyranor, when can I sign up for that Doomsday tutorial newsletter of yours?
  14. Is that the Kanadian version of ROFLWTFBBQ?
  15. Gods: Lands of Infinity or somesuch, right? Tried the demo, urghed, moved on. Anyway: Urghing as I go.
  16. Though I'd much prefer to see a Chtulhu CRPG.
  17. This is true. There are only five clans now: Daeva (akin to Toreadors), Gangrel, Mekhet, Nosferatu, and Ventrue. Not having played the original roleplaying game I don't know if the Malkavian departure is necessarily bad, but I enjoyed them in the Masquerade adaptation so it's a shame to see them go. I don't know much about Requiem in itself but wouldn't mind seeing a CRPG adaptation of it, or other White Wolf settings.
  18. Both were unfinished and released in that state regardless. That was as far as the comparison was meant to go. Temple of Elemental Evil was in a far worse state than The Sith Lords, yes. Although looking back at the majority of bugs, they were mostly data entry types, something that could probably have been fixed in perhaps a week (perhaps the very week it was released earlier? who knows).
  19. There's no distress in my posts. I gave my opinion, and someone saw fit to keep going at it despite me having said "to each his own". I didn't press anyone for an answer until I was pressed for one. I also explained why: Another example: And I explained this, in other words, several times (that which you dismissed as repetition in the links I provided, for instance). Now, if you would like to tell me I poorly explained the issue then do so, and I'll try to be clearer. But don't bother telling me I haven't explained my point of view because it's simply not true. Irrelevant since a strategy guide remains outside the context of a game and is metagaming. That's not what I do at all when playing Deus Ex. Really? So, when I stated that "While we would probably disagree on just how much player skills are required in order to infuse personality in a CRPG character, I'm simply pointing out that there are issues when both things are allowed to clash together and that they usually tend to bring down the importance of a character's role.", how much does that stray from the notion that twitch and statistic based gameplay can be awkward? Reading is the new cool.
  20. Precisely It's not that far from what I would conceptually want from a game that presents a notion of a character role. I don't want automation, but I see little use in having the game require my direct input when it shows me a character spreadsheet detailing how well the PC succeeds in this or that skill. Of course, crafting a personality is achieved in multiple ways and some times my input is all but required (particularly in the examples you gave such as choosing dialogue lines, or making combat decisions), but most of the time numbers just get in the way of reflexes; there are probably better ways of handling this, and that's why I supported Deus Ex's take on movement exclusively depending on the player's direct input rather than an abstracted notion of Dexterity that would get in the way of my reflexes, or vice versa. Same applies to your previous example of Morrowind which I alluded to. I don't have much against the game's skill system. The issue of Rifles was a loose example of how sometimes numbers and reflexes just don't work that well together that some saw fit to blow out of proportion. The same happens in Bloodlines and I've criticized it as well since both systems are similar (amusingly enough, I'm not the only one to mention the clunkiness inherent in combining both twitch and stat-based gameplay), but I've never criticized it when it works. The high level skills generally work best because there is a much better flow of combat and players with slower reflexes gain some help in the form of character expertise. I merely brought up the system because I find the differences at lower levels are greater and more damaging to the gameplay, as well as the notion of a division between character and player. But otherwise there's not much else to it I would complain about the system (asides Hacking, which I think would benefit from randomly generating usernames and passwords for non-critical computer systems to avoid metagaming in the form of replaying with foreknowledge of the data fields, but that's got nothing to do with player reflexes or character skill).
  21. Once. Twice. Doesn't get any shorter or clearer than that. Where are these other people? How many people in this thread have expressed they can't move a mouse down when a recoiling assault rifle is going up onscreen? One until now, and if my credibility is at stake then so must be his considering neither of us provided any kind of evidence other than our words. At least I described in detail what I did exactly. I'm still waiting to be told how "I tried it, didn't work, so whatever" constitutes as a valid refutal. Also, how does moving a mouse in the opposite direction of a 3D model onscreen constitute an amazing feat? It's no different nor harder than pressing the down arrow key - or the S key if you use WASD - to have JC Denton run backwards. Are you also going to insist in the idiotic notion that this requires great feats of dexterity or Counterstrike skills?
  22. Paraphrasing doesn't promote misconception of a simple concept. Expectation is different from preference. Deus Ex is one of my favorite games ever. This doesn't mean I enjoy all facets of its gameplay. No need to bring this up since it wasn't a point of dissent. Working as intended or designed doesn't mean its flawless or beyond reproach. You should blame it on Ion Storm for not coming up with a better way to enforce penalties, not me for having found out the obvious.

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