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CptKangaroo

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Everything posted by CptKangaroo

  1. You have to opt out of the beta in order to run the game + addon. Steam will download another patch, once you "quit" the beta: /edit: Oh, and @Obsidian to your 100th update!
  2. I just watched the new video on spellbound weapons in "The White March - Part 1" and I have to say that this new mechanic reminds me very much of the way in which magic items are being handled in Earthdawn. Here are the key similarities: - PoE: Items advance in power level with the character that wields them. / In Earthdawn this is generally done by expending "Legends Points" (similar to XP in most RPGs), the same ressource that is being used to advance your player Character. - PoE: Spellbound Items require certain deeds to be fulfilled by the character / in Earthdawn, certain heroic tasks have to be fulfilled in order to tap into the higher tiers of power for each specific item - PoE: The lore behind each Spellbound Item is being gradually revealed as you progress to untap its power. / In Earthdawn certain pieces of "Keyknowledge" are needed before you may attempt to advance its power any further (such as "who built said item", "which legendary hero used to wield it", etc.). I found these similarities so striking that I have to ask: Were any of you guys at Obsidian influenced or inspired by Earthdawn? Have you ever played it or may even be playing it regularly? For my part, I think Earthdawn has some of the most compelling and coherent lore and its core rules (every RPG should make use of "exploding" dice somewhere) make for some of the most awesomely unbalanced player characters I have ever had the joy of playing. And anything even remotely Earthdawn-related is much appreciated. I may be going off on a bit of a tangent here but I have to say that I would really love to see an Earthdawn PC RPG some time in the future - and if anyone has what it takes to make it work, it has to be Obsidian. Just saying.
  3. Hi Aarik, thanks for your help. As far as I can tell, IE Mod is automatically uninstalled whenever the game is updated (at least it says so on the mod's homepage), which means that I didn't use it since patch 1.06. I tried the steam-intgrity-thingy but the item description remains the same. It's not really a big deal to me, since everything seems to be working as intended. And since I seem to be the only person who has this weird bug and it doesn't effect gameplay in any kind of way, I don't see any point in further looking into the issue. But thanks again for your immediate reaction. I have to say, I'm really impressed with QA at Obsidian in general. Keep up the good work! Looking forward to playing The White March and many more games to come in the future.
  4. Hi Aarik, I used the IEMod in order to reset my companions pre 1.06. All items were regular drops or bought from vendors. I hope the mod didn't mess up anything. I could try to reinstall the game. But that strange display-bug occurred before I installed IEMod, if i remember correctly.
  5. Hi Aarik, here's the requested link: https://www.dropbox.com/sh/dxnqkaupw0m01oo/AAAJxSfg3XpwoKWgj-yHDnzQa?dl=0 Btw: the same problem described in http://forums.obsidian.net/topic/81142-20-bug-draining-weapons-no-longer-drain/?do=findComment&comment=1720457 applies to the "draining"-Items in the save-file. Cheers.
  6. Those values were already reduced in an earlier patch, if I remember correctly. The really weird thing though is that on some items lower values are displayed in addition to those that you actually receive. Here's an example: So, it says +9 Fortitude and +4 Fortitude (or Reflex, respectively) when only the higher of those numbers is applied. I always thought that this was kinda odd.
  7. The same applies to "The Rose of Salthollow" ( The affix isn't even listed in the item description anymore and its cost reduced from the echantment value. Really weird. I really hope, those items will be reverted to their original state once the bug is fixed.
  8. I just wanted to give a short (although veeery delayed) update: I ran the game on my Tablet and it was... "playable". The input worked pretty well, touchpad "one-mouse-button"-functionality wasn't bad at all and the shared savegames via Steam worked smoothly, as well. But during battles the framerate dropped so low, that I ended up playing in on PC, anyway. I think this was mostly due to hardware restrictions, since my tablet only has 2 GB of ram, which was kinda expected, since I didn't even meet the hardware requirements. In the end I'm not really disappointed that I wasn't able to make it work the way I originally intended. PoE is kind of a "PC-y" game anyway and is in my opinion enjoyed mostly in longer sessions comfortably seated in front of a larger screen. Btw: PoE is probably going to end up being my personal GotY 2015 and I'm really looking forward to seeing what you guys at Obsidian are going to do with your IP in the future.
  9. While it's true that we're not designing the game with touch screens in mind, we have had the game running on a Fujitsu Windows 8 tablet and it worked fine. We are trying to make the game one-button friendly, so while there is functionality on right-click, it's usually ease-of-use functionality rather than core. E: Also our min res is 1280x720. This is a terrible decision. I want to voice my opposition to this sort of mentality. One-button functionality as a design choice limits you and is a slippery slope. As soon as you begin to consider limiting yourself from the availability that is provided with a compter, there is no real reason why you wouldn't continue to limit yourself to "fit" your game to tablets or other consoles. If you allow one-button functionality then soon you will limit your game to the resources found on a tablet to allow for the one-button functionality to continue to make sense. Please do not do this. If you are limiting yourself you one-mouse button, you are putting in a bunch of handicap UI elements and engine modifications that are unnecessary for computers. This is a waste of time/resources in order to appease a market-crowd larger than what you originally intended and sort of goes against what Chris Avellone discussed when he spoke about the benefits of the PC vs the console. One of his gripes was the limitation that lay in joypads. Do not do this. Do not limit yourself to one-button. Make a game for PC/MAC/LINUX and only them. We are not limiting ourselves to one-button functionality. The BG and IWD games made very little use of the right-click and most of it was redundant with other elements of the GUI. You could open inventories on characters with right-click (as you can in ours), but you could also do that by clicking on the inventory icon itself. You could cancel actions with right-click (as you can in PE), but you could also do that with the Escape key. As long as there's a GUI element or other shortcut that allows redundancy, I have no problems with putting functionality on right-click; I just don't want to make it the only means of accessing that functionality. And I've said this before, but I'll say it again: most Macs still come with a Mighty Mouse, which technically supports right-click functionality but may as well not because a) you need to enable it and b) it is terrible. It is, in fact, because we are making a game for the Mac that I think it is important that we do not rely heavily on right-click functionality without offering a GUI or keyboard shortcut. I am currently playing BG on a tablet and the controls feel much more natural than I had expected. I am really happy about this design choice and imho all IE games were kinda "one-button friendly", to begin with. I'm really looking forward to being able to play the game while I commute to work, aswell. )
  10. Awesome, thanks for that link! It pretty much sums up all question I had and answers them, aswell.
  11. Just for curiosity's sake: will there be any support for tablets? And on a side-note: are there any plans for a cloud-service, i.e. sharing your savegames for different PCs? Thanks in advance!
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