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Featured Replies

As requested by some of the other backers, I am submitting an issue about characters moving completely in sync being immersion breaking.

 

I made a Suggestion Thread about this issue quite a while ago, and demonstrated how the Infinity Engine games handled this problem:

 

http://forums.obsidian.net/topic/68671-sensukis-suggestions-019-desynchronized-character-movement/

 

Should be a simple fix that will make characters not run in sync and look more realistic.

 

Just a heads up also

 

A while ago I made a suggestion about moving the combat idle to recovery time only. This would help give better visual feedback in combat as to if characters actually have an action assigned or not, and would allow people to disable the Combat HUD and get clear feedback when their action is issued. The game currently doesn't offer that

 

http://forums.obsidian.net/topic/69191-sensukis-suggestions-027-combat-idle-animation-into-recovery-animation/

Hello Sensuki,

 

Thank you for your post. I have added this issue to our database and will update the known list as well.

 

Thanks for your support!  :thumbsup:

Cool! Hope this one will get a high priority #WishfulThinking

As requested by some of the other backers, I am submitting an issue about characters moving completely in sync being immersion breaking.

 

I made a Suggestion Thread about this issue quite a while ago, and demonstrated how the Infinity Engine games handled this problem:

 

http://forums.obsidian.net/topic/68671-sensukis-suggestions-019-desynchronized-character-movement/

 

Should be a simple fix that will make characters not run in sync and look more realistic.

 

Just a heads up also

 

A while ago I made a suggestion about moving the combat idle to recovery time only. This would help give better visual feedback in combat as to if characters actually have an action assigned or not, and would allow people to disable the Combat HUD and get clear feedback when their action is issued. The game currently doesn't offer that

 

http://forums.obsidian.net/topic/69191-sensukis-suggestions-027-combat-idle-animation-into-recovery-animation/

Its their military discipline/doctrine to walk in sync (even when underground or half an acre away - they need to be THAT good)

Obsidian wrote:
 

​"those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" 

 

 

 Now we know what's going on...

 

As requested by some of the other backers, I am submitting an issue about characters moving completely in sync being immersion breaking.

 

I made a Suggestion Thread about this issue quite a while ago, and demonstrated how the Infinity Engine games handled this problem:

 

http://forums.obsidian.net/topic/68671-sensukis-suggestions-019-desynchronized-character-movement/

 

Should be a simple fix that will make characters not run in sync and look more realistic.

 

Just a heads up also

 

A while ago I made a suggestion about moving the combat idle to recovery time only. This would help give better visual feedback in combat as to if characters actually have an action assigned or not, and would allow people to disable the Combat HUD and get clear feedback when their action is issued. The game currently doesn't offer that

 

http://forums.obsidian.net/topic/69191-sensukis-suggestions-027-combat-idle-animation-into-recovery-animation/

Its their military discipline/doctrine to walk in sync (even when underground or half an acre away - they need to be THAT good)

 

Reading this, now I kinda want the Desynch Movement to be optional, because I can totally see a situation where I'd want all my toons to move at the same time, if I, say, make a whole party of soldiers. :p

Edited by Luckmann

t50aJUd.jpg

Hello Sensuki,

 

Thank you for your post. I have added this issue to our database and will update the known list as well.

 

Thanks for your support!  :thumbsup:

YES.

 

Thanks, NCarver! :)

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

 

 

As requested by some of the other backers, I am submitting an issue about characters moving completely in sync being immersion breaking.

 

I made a Suggestion Thread about this issue quite a while ago, and demonstrated how the Infinity Engine games handled this problem:

 

http://forums.obsidian.net/topic/68671-sensukis-suggestions-019-desynchronized-character-movement/

 

Should be a simple fix that will make characters not run in sync and look more realistic.

 

Just a heads up also

 

A while ago I made a suggestion about moving the combat idle to recovery time only. This would help give better visual feedback in combat as to if characters actually have an action assigned or not, and would allow people to disable the Combat HUD and get clear feedback when their action is issued. The game currently doesn't offer that

 

http://forums.obsidian.net/topic/69191-sensukis-suggestions-027-combat-idle-animation-into-recovery-animation/

Its their military discipline/doctrine to walk in sync (even when underground or half an acre away - they need to be THAT good)

 

Reading this, now I kinda want the Desynch Movement to be optional, because I can totally see a situation where I'd want all my toons to move at the same time, if I, say, make a whole party of soldiers. :p

 

Try a party of rangers. swords for close range, bows for long. They wipe the floor up with the enemies.quickly too, if you use the daily's

Obsidian wrote:
 

​"those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" 

 

 

 Now we know what's going on...

 

 

 

As requested by some of the other backers, I am submitting an issue about characters moving completely in sync being immersion breaking.

 

I made a Suggestion Thread about this issue quite a while ago, and demonstrated how the Infinity Engine games handled this problem:

 

http://forums.obsidian.net/topic/68671-sensukis-suggestions-019-desynchronized-character-movement/

 

Should be a simple fix that will make characters not run in sync and look more realistic.

 

Just a heads up also

 

A while ago I made a suggestion about moving the combat idle to recovery time only. This would help give better visual feedback in combat as to if characters actually have an action assigned or not, and would allow people to disable the Combat HUD and get clear feedback when their action is issued. The game currently doesn't offer that

 

http://forums.obsidian.net/topic/69191-sensukis-suggestions-027-combat-idle-animation-into-recovery-animation/

Its their military discipline/doctrine to walk in sync (even when underground or half an acre away - they need to be THAT good)

 

Reading this, now I kinda want the Desynch Movement to be optional, because I can totally see a situation where I'd want all my toons to move at the same time, if I, say, make a whole party of soldiers. tongue.png

 

Try a party of rangers. swords for close range, bows for long. They wipe the floor up with the enemies.quickly too, if you use the daily's

 

Valians with turbans, sabres, cats for pets, blunderbuss for ranged.. yes.. yes, this could work.

t50aJUd.jpg

I hope it can be fixed!

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