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rope kid posted:Currently, items and spells do not stack with each other. The exception to this are rings, because they are Special and Fancy. Potions do stack with other effects, but consuming a potion terminates ongoing effects from a potion currently in effect. Awesome. Is this to prevent potion spam/superbuffing? One thing that ~ makes me mad ~ in video games is when potions are so good that they are too good - in Skyrim, for example, just opening your menu and chugging 9 potions is enough to make anyone a god. Bonus points if you guys do some sort of Toxicity system (maybe just for the harder difficulties?) like The Witcher etc.
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# ? Jan 28, 2014 21:56 |
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# ? Mar 29, 2024 01:59 |
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Overminty posted:Out of curiosity how do you determine which items' bonuses are used when you have more than one providing the same bonus? rope kid fucked around with this message at 22:10 on Jan 28, 2014 |
# ? Jan 28, 2014 22:07 |
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Gyshall posted:Awesome. Is this to prevent potion spam/superbuffing?
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# ? Jan 28, 2014 22:10 |
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Gyshall posted:Awesome. Is this to prevent potion spam/superbuffing? One thing that ~ makes me mad ~ in video games is when potions are so good that they are too good - in Skyrim, for example, just opening your menu and chugging 9 potions is enough to make anyone a god. But as a counterpoint, in Morrowind you could make potions that made you progressively better at making potions, until you could make a potion that literally allowed you to kill a god without any of the correct, supposedly plot mandated, equipment. That potion system was broken in the best possible way.
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# ? Jan 28, 2014 22:12 |
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rope kid posted:Potion spam should be less of an issue since you will play an animation to consume one (which can be interrupted, like other actions -- but does not provoke an attack as it does in D&D). It does allow you to have one pre-buff (and I do plan to tune potions to be fairly strong), but if you just keep slamming potions one after another, you're canceling the ones that came before with no real benefit. Very cool - that is the type of system I prefer (not that that matters much.) I've always liked the idea of having a few long term type of potion effects specifically for buffing that last 20+ game minutes. Basically, you'd buy a "flask" container item that could be filled with a single use buff that would have to be refilled after use. It is both a gold sink and a buffing method for ~~~ power gamerz ~~~ and the like. Then you have the standard consumable potions for health/whatever, or other short duration potions.
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# ? Jan 28, 2014 22:21 |
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Update! http://forums.obsidian.net/topic/65025-update-71-the-heavy-hitters-rogues-and-rangers/ Rogues look a hell of a lot of fun, especially with that Deathblows ability. Plus, the way crits are decided, a bonus to hit and damage at the expense of defense is going to be nice, especially since they have blinding strike as an ability too. Rangers seem like putting your animal companion in danger is the best way to really dish out the damage, but then you're also risking more too since the heal pools are shared. Very nice support abilities too. I like it. If a ranger and their companion are both caught by a fireball, they both take damage, right? Effectively doubling the fireball's damage? Presumably that's why they have the "defensive bond" ability, but it still means that to get the most out of your ranger/companion, you want them far away from each other, if possible, while still acting as interference.
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# ? Jan 29, 2014 00:05 |
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The rogue sounds very interesting, especially the ability to break off engagements and get out of attack range if there is clear space available. Conceptually I like the ranger but I don't think I'd be able to play as one, too much reliance on the animal companion would make me feel like a jerk (in a computer game!)
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# ? Jan 29, 2014 00:34 |
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I heard some bad things about the original campaign of Neverwinter Nights 2 but so far I like it, well mostly the companions. I don't know if this came up somewhere but is there going to be a similar system of banter and reactivity from the companions? I really like it when they butt in and start having arguments about what should be done in a given situation, or simply give their impressions. I've seen this in several rpgs but I feel like it's done particularly well in NW2. Kurtofan fucked around with this message at 00:45 on Jan 29, 2014 |
# ? Jan 29, 2014 00:42 |
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Ravenfood posted:Update! Two things I irrationally hate: polymorphing (a la druids) and ranged combat w/pet tanking.
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# ? Jan 29, 2014 00:54 |
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I think it'd be cool if Rangers' animal companions shared health but not stamina, or shared a reduced amount of stamina damage. That way, one of the pair could save the other when it goes down. Could even give the one that's still standing a damage bonus against whatever took down their mate.quote:Coordinated Positioning (Active) - You are able to instantly switch positions with one target within 1m. If this is an ally, the switch is automatic. If it is an enemy, the maneuver is an attack against its Reflexes (only succeeds on a Hit or Crit). The switch is immediate and cancels Engagement (if any) on the rogue. 2/encounter. Kurtofan posted:I heard some bad things about the original campaign of Neverwinter Nights 2 but so far I like it, well mostly the companions.
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# ? Jan 29, 2014 01:12 |
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Concerning animal companions, will there be multiple species of animals to choose from? If so, will different species have different abilities, or will it be mainly a cosmetic choice?
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# ? Jan 29, 2014 01:15 |
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Mymla posted:What happens when abilities like this one crit? Same as a hit? Applies some sort of debuff to the target? Dr. Demon posted:Concerning animal companions, will there be multiple species of animals to choose from? If so, will different species have different abilities, or will it be mainly a cosmetic choice?
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# ? Jan 29, 2014 01:19 |
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rope kid posted:Right now, it's just the same effect as a hit. Can I have a baby elephant? Please tell me I can have a baby elephant. Elephants are the Best Animal. e: LogicNinja fucked around with this message at 01:27 on Jan 29, 2014 |
# ? Jan 29, 2014 01:22 |
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rope kid posted:Currently, items and spells do not stack with each other. The exception to this are rings, because they are Special and Fancy. Potions do stack with other effects, but consuming a potion terminates ongoing effects from a potion currently in effect. I think I read somewhere that since gygax only wanted there to be two rings he made up that the magical energies of the rings would be potentially dangerous, explosively dangerous, if worn en masse too close to each other and so any sane magical ring user would know to only use one per hand.
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# ? Jan 29, 2014 01:33 |
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LogicNinja posted:Can I have a baby elephant? Please tell me I can have a baby elephant. Elephants are the Best Animal. Baby elephants are over powered, their ability to wield a one-handed weapon with their trunk makes their DPS so high as to make them the only sane choice. It gets even more ridiculous when you upgrade to adult elephant - a pet should not be able to wield a greatsword like that!
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# ? Jan 29, 2014 02:34 |
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I want a rat companion. Probably won't happen but that would be nice.
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# ? Jan 29, 2014 02:42 |
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rope kid posted:We do not have a lore explanation for why you can only wear two rings, sorry. We do use the two ring limit and the reasons are 1) overall game balance 2) tradition. I was going to make a joke like "uh do you have a lore reason why [ridiculous thing there would never be a lore reason for because who cares]" but then I remembered that once someone made a similar joke about bottlecaps as currency in New Vegas and rope kid responded with a detailed answer about how bottlecaps came to be used as currency in New Vegas. So now I genuinely can't think of a ridiculous thing to make a joke about because anything that occurs to me has probably been thought through. The two-ring limit might be Obsidian's only weak spot.
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# ? Jan 29, 2014 02:49 |
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Here, have some lore I made up just now that probably has all sorts of problems with it but I like it. The fourth digit upon a humanoid's hand, also known as the magic finger, ring finger, or simply "the finger," is one of the manifestation points for the soul. Much like rivers connect lakes to oceans, the ring finger connects the soul to the physical realm and vice versa. When casting, spells manifest initially through this finger. As it is a two way link, soul-enfused jewelry such as rings may augment one's natural abilities when placed upon this finger, although wearing more than one per finger is useless for reasons as yet not fully understood. "Giving someone the finger," meaning to point one's magic finger at another (often accompanied by other digits due to humanoid physiological limitations), is considered an offensive gesture as it may be the first gesture of a spell.
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# ? Jan 29, 2014 03:13 |
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2house2fly posted:I was going to make a joke like "uh do you have a lore reason why [ridiculous thing there would never be a lore reason for because who cares]" but then I remembered that once someone made a similar joke about bottlecaps as currency in New Vegas and rope kid responded with a detailed answer about how bottlecaps came to be used as currency in New Vegas. So now I genuinely can't think of a ridiculous thing to make a joke about because anything that occurs to me has probably been thought through. The two-ring limit might be Obsidian's only weak spot. Is this explanation about caps still floating around on the internet? I'd love to read it
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# ? Jan 29, 2014 05:46 |
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omeg posted:I want a rat companion. Probably won't happen but that would be nice. Me too, so I can toss it and then use this quote:Master's Call (Active) - When the ranger issues Master's Call, his or her animal companion will immediately move back to him or her at increased speed, gaining a +20 bonus to Concentration and defenses against Disengagement Attacks. Any enemy it comes within 1m of is automatically attacked (Fortitude) and knocked Prone if the attack succeeds. 2/rest.
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# ? Jan 29, 2014 06:05 |
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jivjov posted:Is this explanation about caps still floating around on the internet? I'd love to read it It starts near the top of this page and goes on for a few posts. Short version: Bottle caps were used by the water merchants in Fallout 1, then replaced by the NCR dollar in Fallout 2. When the NCR and the Brotherhood of Steel went to war, the Brotherhood attacked the NCR's gold reserves, which were used to back the dollar. This caused a lack of faith in NCR money, which the water merchants took advantage of to reintroduce the cap.
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# ? Jan 29, 2014 06:38 |
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Is the games price going to rise later, aka should I just buy it now and forget about it before it bumped in price?
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# ? Jan 29, 2014 07:27 |
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Bob NewSCART posted:Is the games price going to rise later, aka should I just buy it now and forget about it before it bumped in price? It was at 20-25$ during the Kickstarter, went up to 29$ and it's currently 35$, it's probably safe to say it'll come out at 40$ or above. Early backers get a price break (as they should). If you read the updates and you're confident in the direction the game is going, you might as well pledge/buy now. If not then there's no harm in waiting till it comes out.
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# ? Jan 29, 2014 08:29 |
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jivjov posted:Is this explanation about caps still floating around on the internet? I'd love to read it Something about the Brotherhood of Steel attacking NCR gold reserves and the water merchants from the Hub lobbying for a return to caps, IIRC. EDIT: Found this on The Vault: quote:It happened during the BoS-NCR war. I believe Alice McLafferty mentions it, but I'm not positive. She doesn't detail the events in this much detail, but here they are: Fair Bear Maiden fucked around with this message at 08:36 on Jan 29, 2014 |
# ? Jan 29, 2014 08:34 |
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Scorchy posted:It was at 20-25$ during the Kickstarter, went up to 29$ and it's currently 35$, it's probably safe to say it'll come out at 40$ or above. Early backers get a price break (as they should).
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# ? Jan 29, 2014 08:50 |
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Nostalgia working both in and out of universe is amazing. I am still confused as to why the east coast of Fallout 3 uses bottle caps though. As far as I know, they just looked at Fallout 1 and assumed tradition of maintaining caps was more important than providing an actual reasonable fiat currency for the eastern province.
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# ? Jan 29, 2014 09:20 |
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Mordaedil posted:Nostalgia working both in and out of universe is amazing. You might as well ask why bottle caps were used as a currency in the first game. I'm sure people could bullshit up a reason for it, like Nuka Cola having a "trade caps for prizes" promotional before the war or something, but of the things that Fallout 3 did wrong, caps as currency ranks pretty low as far as I'm concerned.
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# ? Jan 29, 2014 10:00 |
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Alacron posted:You might as well ask why bottle caps were used as a currency in the first game. I'm sure people could bullshit up a reason for it, like Nuka Cola having a "trade caps for prizes" promotional before the war or something, but of the things that Fallout 3 did wrong, caps as currency ranks pretty low as far as I'm concerned. Except that bottle caps being a currency in Fallout 1 actually had a given reason, which is that it was a fiat currency backed by the merchants of the Hub. The east coast was never established as having an equivalent, so they literally had no fiat currency backed by noone and somehow we were still supposed to buy into it. Yeah, sure, it ranks pretty low on a list of "problems with Fallout 3", but one of the big problems with Fallout 3 is tied into the bottle cap scenario. At the end of day, I can understand why they did it, it is a pretty endearing currency and all, but they never established who backed it, but then again, nothing really makes seense in Fallout 3 that way.
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# ? Jan 29, 2014 10:05 |
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Mordaedil posted:Except that bottle caps being a currency in Fallout 1 actually had a given reason, which is that it was a fiat currency backed by the merchants of the Hub. Isn't it not really fiat currency if it's backed by water?
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# ? Jan 29, 2014 12:35 |
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Giodo! posted:Isn't it not really fiat currency if it's backed by water? Backed by water merchants. Being a fiat currency means it has no intrinsic value, but is worth as much as its backer says it is. What with the water merchants being as powerful as they are, controlling a rare resource like clean, unradiated water, that means people might be more willing to buy into their currency than that of the NCR.
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# ? Jan 29, 2014 13:12 |
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Mordaedil posted:Backed by water merchants. Being a fiat currency means it has no intrinsic value, but is worth as much as its backer says it is. Right, but if a certain amount of bottle caps = a certain amount of water, and water is a commodity with actual value, and you can readily convert it, it's not a fiat currency, right? NCR money was fiat because it only had value because the NCR said it did. Bottle caps made a comeback because they weren't fiat. Sorry for the derail.
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# ? Jan 29, 2014 13:42 |
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Bottle caps are a fiat currency because they are not water and don't always lead to you getting water, but are backed by an organisation that holds a lot of power and backing. Bottle caps have no intrinsic value.
Mordaedil fucked around with this message at 14:04 on Jan 29, 2014 |
# ? Jan 29, 2014 13:48 |
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The descriptions for the other two Rogue powers are pretty detailed, but the description for Reckless Assault is a little lacking in details. Will it show exactly how much Deflection is lowered/Accuracy and Damage are raised? Or is it still being tweaked at the moment?
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# ? Jan 29, 2014 14:01 |
I have a question about the UI, or more of a wish really. Will more detailed information about the game mechanics be integrated in the UI through tooltips and such? When playing many of the Infinity Engine games for the first time I often found myself confused on the mechanics. Today one also rarely has a paper copy of a game's manual ready, and it's a bit cumbersome to tab out and search a pdf. I think it would be great to have as much information from the manual as possible in the game itself. Like, say you encounter a new enemy, you would be able to bring up information about that enemy by right-clicking them. That information could include what, if any, special attacks this enemy has. You could then click any of the special attacks to see what effect they have, maybe even how to counter the effects (see: Level and Energy Drain from BG2). Or, clicking your defense bonus would give you a full list of all effects currently affecting that stat, as well as a run down of how defense works mechanically.
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# ? Jan 29, 2014 14:52 |
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Reading through the rogue update is really interesting. Seems like they're really thinking about how to make the class work as a real distinct combat class instead of a gimmick class. It's really refreshing to read something as dry as some rule explanations and be thinking 'can't wait to try that...no wait I want to see how that works first...no hmmm I don't usually like that class but I like the sound of that' hopefully it will keep up with every class reveal.
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# ? Jan 29, 2014 16:07 |
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Can we all just agree that bottlecaps are a water-backed currency? A wetback currency, if you will
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# ? Jan 29, 2014 16:30 |
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This update made me think that an all rogue party could be awesome. Alpha strike everything into dust or die trying.
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# ? Jan 29, 2014 16:35 |
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It seems like Rogues and Rangers would complement each other pretty well. For instance: 1) Have the Ranger's Animal Companion engage the target (say a boss character). The target is now Flanked due to the Stalker's Link ability. e: and if the ranger isn't in position, have the Animal Companion use Takedown to make the target Prone, which also counts for the Rogue's sneak attack bonuses 2) Have the Ranger use Wounding Shot on the target. The target is now Flanked and Hobbled. 3) Have the Rogue attack. They get their Sneak Attack bonus due to the Hobbling or the Flanking. 4) Since the target has two conditions, the Rogue gets an extra Deathblows bonus damage too. Two other things of interest I picked up from the update: - most of the Rogue's and Ranger's nastier abilities are per-rest rather than per-encounter. I assume this is to encourage their use in boss fights rather than "cracking tough nuts" in random encounters. - given this: ropekid posted:Finishing Blow (Active) - Full Attack. This ability gains power the more damaged the target is. When the rogue uses a Finishing Blow, he or she makes a full attack at the enemy with his or her current weapons. The attack is made with an Accuracy bonus and does +50% damage if it hits. For every 1% under 50% Max Stamina the target has, the attack does an additional +3% damage. 3/rest. Blotto Skorzany fucked around with this message at 17:17 on Jan 29, 2014 |
# ? Jan 29, 2014 17:11 |
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Captain Scandinaiva posted:I have a question about the UI, or more of a wish really. Will more detailed information about the game mechanics be integrated in the UI through tooltips and such? When playing many of the Infinity Engine games for the first time I often found myself confused on the mechanics. Today one also rarely has a paper copy of a game's manual ready, and it's a bit cumbersome to tab out and search a pdf. I think it would be great to have as much information from the manual as possible in the game itself. In the combat log and character sheet, we will also be supporting brief/verbose outputs of formulae. Hovering over an entry will always give a verbose breakdown of what's going on.
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# ? Jan 29, 2014 17:13 |
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# ? Mar 29, 2024 01:59 |
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Canuck-Errant posted:Can we all just agree that bottlecaps are a water-backed currency? I think the real thing we need to recognise is that bottlecaps are a currency actually tied to Pure
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# ? Jan 29, 2014 17:17 |