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Matt516

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Everything posted by Matt516

  1. Does the 160 Hz really matter for a 30 fps game though?
  2. Let's hope this poll gets tons of votes - it's probably the best one yet.
  3. Also this. Please no for lock XP. Please no. :/
  4. It's not cosmetic because they haven't adjusted the base values. That's all there is to it. The balance of the attribute system has objectively changed.
  5. Yeah, all these requests are for toggleable options - not presets. Oh heavens no.
  6. That a fact? Anything PoE might benefit from?Yes! The biggest thing that the EE improved on over the original BG (other than supporting new resolutions, which is basically just an updating for modern times thing, not really a design thing) was in feedback about how player stats were calculated. In the inventory/character sheet screens, AC and THAC0 were broken down exactly into the various boni and penalties that calculated the final value. Much clearer than both the original BG and the current build of PoE, where only the final value is shown with no indication of what affects it or how it was calculated.
  7. Yup, a "compare to equipped" feature would be nice (though probably not a priority as I'd imagine it could take some time to get working correctly). Also, Hormalakh's design - freaking awesome. Do want.
  8. Completely concur. I even stopped playing the beta except to check very specific things in the latest patch. That's pretty much how I've always used it haha. I test combat and inventory a bit, usually find enough significant bugs to report, then argue and theorycraft on the forums until the next patch. xD
  9. Like I said - I don't think it's a navmesh issue. Static pathfinding with objects that don't move is quite easy, computationally speaking. It's characters, both moving and not, that seem to be mucking up the works.
  10. (to Cantouset) Eh. I think I see what you're trying to say, and I don't take offense. I agree that Obs should create a game with their own creative vision intact, and that a patchwork game made from random disparate feedback would be pretty much the worst. That said, I hope that we can agree that all backers (you, me, Hiro, and Sensuki included) should continue to give feedback on anything we think should be improved - both bug reports (objective) and design (subjective). I wouldn't want them to take everything any backer says and implement it willy nilly, but I don't think they're doing that. If they like an idea, they think about it. If they don't, they don't. Which is as it should be. But backers of all opinions should continue to fight for those opinions IMO. Obs is tough enough to ignore even very popular opinions if they don't think it meshes with their overall design goals. That said, if opinions are indeed very popular in the backer base (as many tend to be - mostly the UI improvement ideas and such), that does probably say something about whether or not they would work well in the game. A lot of other opinions (such as Sensuki and I's attribute redesign) tend to be more controversial, which I'm sure is taken into account by Obs when they're weighing popularity of certain feedback.
  11. Just greenlit Serpents - looks like a jolly good time!
  12. That's a good question. I see 3 possibilities: 1) The baked-in pathfinding is not very good. 2) Obs isn't using the baked-in pathfinding toolboxes correctly. 3) Some other AI stuff of modifications they've made to the pathfinding in an attempt to improve it have borked it up temporarily. Personally, my money's on 3. Unfortunately, I don't know how much we can do to help them fix it if that's the case - other than continuing to provide feedback and details about when it messes up. Most of the issues I've seen deal with multiple actors moving at once and getting tangled up - which is orders of magnitude more difficult to get right than simple static pathfinding.
  13. I'd personally prefer no Early Access, tbh. When I get the full game, I want it to be the full game - the game OE intended. If they think they need a few extra months to finish the game, why would I want to play it before that few extra months is done? No thanks.
  14. That could work, but any change to the default thresholds would require a rebalance of Might/Accuracy, as the default thresholds have a huge effect on where the crossover point between Might/Accuracy efficacy is.
  15. Gotta agree with all of your point OP, except the last one which I'm completely ambivalent about (don't care either way).
  16. Curry, your mock-up is gold. That said, there is no reason we shouldn't be able to move UI elements around as we wish. I know it probably won't happen, but it'd be nice. The side UI you mocked up is far superior to the current bottom UI though.
  17. I mean... In the IE games you had to have a multiclass to have a half decent warrior priest because of the silly "only fighters get decent thac0 or bab score" rule. In PoE, just roll a priest, pump might, con, and whichever stat gives accuracy, kit them out in armor with a big whopping weapon, and go to town. This is coming from someone who almost always plays BG as a Dwarven fighter/cleric. The PoE system is better for us. This statement is rendered somewhat lukewarm by the nerfing of Priest health to 1:3 in the latest patch. Oh well. I guess I can still have a warrior Priest, he just can't tank persay.
  18. Super excited about this. Non-scaling loot in highly dangerous areas off of the critical path... Feel that juicy old-school cRPG goodness. :D
  19. As to who gets attacked on disengage, the only sensible way to do it would be for whoever is moving to get hit, right? That's how I assumed it was. That said, what Cubiq reported seems like a fairly serious bug. Cubiq, any chance you could get this on video (or at least a screenshot of before/after) and post it in the bug forum? That'd be something that needs to get fixed stat.
  20. I've gotta stop following this thread so I'll be able to unsee it.
  21. The damage dealing stats are balanced.

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