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Drakemoore

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Curious Artila

Curious Artila (3/17)

  1. I found the graphic style that was used in the exile series was fine for AoEs myself. Where if you cast Fireball it simply displayed a animated fireball image over each mob that was hit, instead of one massive explosion. Obviously there is work involved in creating those graphically though considering the amount of re-use of materials in SW's games I doubt it would be fruitless. Coding wise as stated before shouldn't be a issue.
  2. The monster groups in Avernum aren't really as large as the ones in Exile. I think in Exile you had a few encounters which had 30-40ish. I meant, the vast variety of spells which you could choose from. It was quite fun and immerse as you had all sorts of spells from the useless, quirky and comical to the grand spells. In the avernum series lots of things were cut away and merged into a much more simple practical spell list which, really you'd use most of the spells throughout the game but it had no real variety and the selection was pretty limited compared to Exile.
  3. Originally Posted By: Lilith Originally Posted By: Drakemoore 1. The necessity to consume food along your journey and a common food pool to use like Gold is. Just like the system Exile 1~3 used. Any food bought or picked up would immediately go into your party's food pool. why Why not? It adds a sense of immersion and danger to the adventure since you could run out of food supplies, though you can always buy more from a merchant. Though, at least in Exile 3 you ended up with so much money along the trip that you never really could run out of food.
  4. I liked in the older versions where initially you had a mixture of 'head banging' and switches. Later on about half way through you used to be able to learn a spell, but I can't remember the name. True Sight? I don't know. But in any case it would clear 'fog of war' around the casters location. I loved going back later on and finding all the secrets I missed with that spell.
  5. 1. The necessity to consume food along your journey and a common food pool to use like Gold is. Just like the system Exile 1~3 used. Any food bought or picked up would immediately go into your party's food pool. 2. I'd love to see the occasional monster horde again. Back in Exile you had some encounters which just gave you the feeling like you were fighting against a army. Encounters I can recall off hand were the Troglodytes and I recall one was a Dragon Defense both in Exile 3. It's been so long though that I can't remember the ones in Exile 1/2 though I remember there were some. 3. I know this isn't Jeff's favorite but I'd really love to see the Spell Library from Exile 1 ~3 brought back in. Yes, it had the occasional spell which was was seldom used but it give you a lot of immersion as a Mage. You were a adventurer but if you had a mage in your party you were just like the other exiled mages banished for their experiments, along with your own quirky spells and sometimes very dangerous spells. AKA Fireball and other goodies.
  6. I would say my feelings on Avadon are really quite mixed. Avadon on it's own as a Spiderweb product: Story I won't touch too much on the topic due to spoilers but good story as always, a new lore base to follow on and something 'fresh' to put on the table. Progression I really do dislike the very linear game play and overall lack of choice in a lot of events which seems like quite a step backwards in game design, perhaps you were wanting to appeal to a different consumer base but I think you went the wrong direction. I felt as if I was simply being pushed from spot to spot while being hand held. Character development and advancement The class system and overall restricted skill templates I am also a bit annoyed with, mainly because to me it feels as if you are trying to move yourself from the niche product that you have and into mainstream role playing games which are suffice to to say all the same in regards to this game play element. I understand there is a character development issue involved here since you couldn't have a story element based around someone who is a Mage if you can simply make them a fighter, but it feels like you're trying to bump into the mainstream RPGclone with a different story status quo that's out there now. I can't really say either way here as I can understand to a extent that the desire was there for characters to have their own story but at the same time I feel you should have stayed in your niche instead of trying to go mainstream where we already have enough clones. Spells Like another poster mentioned, I miss the free form collecting of spells, in fact I'll go so far as to say I prefer the older exile massive spell library collection but that's another topic altogether. Overall Avadon is something new and fresh in Spiderweb's IP but I really do feel you could have been more innovative if you wanted to move to another niche with this product or expand do something that the mainstream industry doesn't want to do. Instead Avadon feels fresh in terms of story but feels like a clone product of the mainstream video game industry in terms of game play and linear progression. I do not wish to make you feel offended as a game designer or writer but I hope you welcome criticism to make your games better. Personally though I hope you also leave the Avernum and Geneforge series as they are in these terms if you ever decide to make a sequel to them or once again remake them using a future engine I do not believe it would give justice to the franchises to move away from their roots.
  7. Hmm. Well the one I found is indeed the one I was looking for, except it's the wrong volume. Though there's no mention of a volume number it doesn't have the same selection the one I had did though a few similar titles, no Exile. But it is the same overall release. The title is "Over 1000 Games The Complete Encyclopedia of Games" With a title logo of 2 gold spaceships orbiting each other. No mention of any company publishing the disc anywhere in the files or the main menu of the thing though.
  8. Thanks for the info so far. I think I might have found it, though the installer is a 16-bit application. Time to see if I can get it to run properly in a vm workstation. And yeah, I understand. I remember a lot of the titles on the discs were junk but there were a few gems among it and I wouldn't mind checking into them again, seeing if anything was continued, or if the companies just shut down. Thankfully Spiderweb, Exile and it's successor have continued to survive.
  9. Strange but suddenly I remembered an old demo disc that Spiderweb used to market their games on, I don't recall the exact year but it was in the mid 90s because it had Exile 1, 2 and 3 sharewhare demos on it. The title of the demo series was called "Games One Thousand" or something like that. It was packaged with a lot of PC games at retail centers at the time but I do not recall the publisher which packed this, or any concrete information on the disc and the contents any longer as I lost it a long time ago. The reason I ask this is mostly because the 2 disc demo series had many classic titles, lots of shareware and very little known RPGs which I'm interested in learning about again.
  10. Aye, I miss the way the exile series worked.
  11. I myself quite dislike the way it is now because I automatically just go out and start exploring. Jeff needs to make it so that: A) If you kill a quest specific creature before accepting the quest, you can still complete the quest. or Lock off quest specific areas. I'm just tired of picking up a new spiderweb game and going off exploring, then coming up to a new town later on and it turns out that I just wiped out the new quests and can't finish them because there are no respawns.
  12. One thing I would prefer is an option when creating a New Game that allows you to have some dungeon maps respawn like they did in Exile. At times I'd sit around and wait for them to respawn so I could level up more, some would / wouldn't like this so it would be nice IMO if it were added as an option.
  13. I've read these forums many times as well as play all the games. But I've never posted here until now. To be quite honest I find A4 a major disappointment, the geneforge version of spiderwebs engine should have stayed with geneforge. It should not have been crossed over to Avernum, almost all of the artwork was also crossed over, I don't mind some artwork being crossed over, but when almost all of the art as well as char models, monsters etc is crossed over and a plot slapped on it kind of losses its uniqueness. I understand that a small company often needs to use their art in most of their games and not make new art because it consumes a lot of time. But please, at least make more unique art and not just copy it all. Also the games seem to have been losing detail ever since exile and the first nethergate version. The move to avernum and geneforge seemed to show a lot less detail in the artwork as well as less non text content in my opinion. Anyways, my two cents, I'm most likely going to be flamed but eh.
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