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metadigital

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Everything posted by metadigital

  1. *Obsidian assumes no responsibility for any advice published on this forum, either implicitly or explicitly, and all opinions expressed here are not necessarily those of Obsidian Entertainment.
  2. I'm sure the Old Republic would be glad to knight them all, collectively.
  3. Not necessarily. Try running the game in XP emulation.
  4. Might have more luck in Skeeter's Junkyard ... FWIIW I can't diagnose a cause from your description. What is your hardware setup? Specifically GPU ... then it would be handy to know your OS and driver levels.
  5. I see this as so wrong. In cRPGs, the PC is the leader. In PnP, the 'leader' can be anyone the group chooses to follow. Again, I think you're focusing too much on stats. There's no such thing as a 'gimp character that only comes out during fights.' The character is always there. Maybe half her face was mauled bear, she bathes once a month, and she only speaks in monosylables and snarls (which would give you far less than 8 charisma), but she most assuredly has a presence and can influence the entire party. Leadership is based on personalities within the group and the situation. The idea that can guess before hand who will be leader based on one stat is, I think, ridiculous. That's the definition of charisma. You may argue that there a broader measure is required / optimal, but technically a character with low charisma cannot lead a group ... perhaps she might be able to threaten, bribe or extort a group to do as she wishes, but they will only voluntarily follow based on their reaction to her charisma. Yes, players' innate characteristics (and their supernatural knowledge of their PnP characters' world) do affect the interactions ...
  6. Now we need a picture of that!
  7. Are you still talking about chocolate?
  8. metadigital replied to a post in a topic in Way Off-Topic
    Oh sure, you'll willingly credit his building your sig, but you never mention that cast-iron mega suit you jet about in. That suit is for crime-fighting, not general education. And a thankyou.
  9. Yeah, that's derived from Slavic myths. Not that I know anything about it. Interestingly, the Pelasgians (Pelargi, 'Storks', probably their sacred bird, originally from Palestine, or Canaan, c.3500BC), or pre-Hellenic Greeks (Gr
  10. I wasn't implying that you didn't ... I was trying to expand for the other readers.
  11. I haven't playing any NwN2 multiplayer, but from mkreku's topic recently it seemed that the interface was not optimized ... in that if a dialog was triggered by one PC, for example, all the PCs were prevented from all actions (even inventory management) until the dialog had passed. Is this the case? Is it intentional? Is it possible to improve?
  12. Maybe it's an ironic post-modern deconstruction of the RPG genre?
  13. Hee hee, pick the artist from their posting style ... in this case a penchant for atypical font colours, like #2E8B57. On a more serious note, zombies are an essential but dangerous element of game life. Remember, children, if you see one don't pick it up but instead run and tell a chainsaw wielding adult.
  14. TBH it was a poor plan, liable to fail.
  15. I think Jesus would be Belgian chocolate, not the inferior British vegelate. There would be a second coming if someone tried to use US chocolate.
  16. Because you are exaggerating an aspect capitalism in order to make it appear absurd. This statement: is actually true, despite that you framed it so as to discredit it. Because there aren't any sweatshops in Western democracies: we have minimum wage and Unions (and their political parties, like the Labour Party in Westminster governments), so China would enjoy the same benefits.
  17. I see you have not seen Alien Versus Predator. Oh, I did. I just meant...don't combine them to form a single entity. That's just...let's not go there. Then you didn't see the last scene from that film.
  18. pooper, party
  19. I think I went a bit further than the article (since it made no allusion to the "future of capitalism"), but pertaining to the part you quoted, yeah. The you are guilty of reductio ad absurdum.
  20. Buddhism is optimal for chocolate ... the imaginary reality of the perceived is perfectly congruent to the sublime delights of chocolate. :D
  21. Adoption allows the adoptee to join a family that actually WANTS them. Unlike most children, who are born to people who could take or leave them.
  22. If i had the choice, I'd have NPC & PC interaction taking place via spoken word, speech recognition, and an NLP driven text to speech with full cause and effect. The world would be more procedurally generated and probably not have much designer input in dialogue, but more in scripting personality profiles for characters. But i am also not stupid enough to expect this any time soon. The problem is that to achieve this requires more than the intellectual capital to imagine it, and the finance to underwrite it ... just like any capitalist vehicle, the reward must be greater than the investment. This would require a whole new game engine, where the actors (NPCs) would literally be given virtual personalities and agendas, rather than pre-scripting ... that means EVERYTHING in the game world would need to be created on-the-fly, and balanced (like Oblivion was) to prevent the protagonist from becoming just the closest member of the audience. The downside? Untried technology (would it work, how well, when would the developers know that it was "finished"), which equals unreliable estimates of return on (an inestimable) investment; not only that, but this potentially creates a virtual world that can be replayed ad infinitum without repetition ... so there goes the franchise as IP! (I'm exaggerating a bit on this point, as it is perfectly feasible to implement an episodic approach, like EA does for sports games.) This would require a developer to create an INNOVATIVE engine, beyond that which has even been dreamt of so far. Think VALVe and Half-Life 2, although they were creating a FPS on the rail, or Duke Nukem Forever. Then they have to sell this idea to a publisher. There are too many unknowns in the financial balance sheet. The only way such a novel approach will ever eventuate is via VALVe: i.e. a large company (with stacks of reserve cash for emergencies) that self-publishes. It's a crapshoot of the order of Half-Life 2. On the positive side, it sounds like STALKER has a lot of elements that might eventually lead to this sort of game engine, so perhaps a small, dedicated bunch of programmers will be prepared to go without life for a few years in order to bring about glory.
  23. He could put himself up for adoption.
  24. I wouldn't worry about it. My list of failed missions is huge. I'm even failed some main story missions. The game keeps right on going. With respect, that's not the point, though. It isn't difficult to have a boolean variable that stores the status of a mission ... having a real-time check on the bandit population (in this case) to see if all the bandits have been cleared (as per the mission) is patently ludicrous, given the respawn rate. Either tone down the respawn, or use a flag.
  25. JE made a comment to the effect that it was a limitation of the design decisions made early on in the design life cycle (I'd search for it, but I'm lazy).

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