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alhoon

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Posts posted by alhoon

  1. So... Drayks are barred again and fighting for their life. 

    Screenshot-2024-04-06-032935.png

     

    Was that dude there in the Original? I don't remember a vast cavern full to the brim with treasure you could not touch. 

    Is there a way to deal with the Cryodrayk at level 6 and take his toys? I quite valiantly avoided the toughest spectres outside. 

    If I go in combat mode and steal all of his things, would I manage to lam it? Does he go out of his way to chase you? 

     

     

    EDIT: I changed my mind after reading his story and forcing him to turn over his crystal using My awesome Shaperness to completely break his will, taking the one thing that gives him the most comfort like a cruel monster, which reminded me why I am going Tak- I mean Awakened. And reminded me lying Zackary the Deceiver's words that it is impossible to take control over a rogue Creation. And I did it to a cryodrayk. I was sure I was a goner when I clicked that, I just wanted to see his reaction. And I found out that I could humble a proud creature that the Shapers turned their backs on.

    If I ever take his crystals, I will end his existence which is a greater mercy than leaving a half-mad (well, totally mad) creation of that power without its comfort blanket. 

     

    Do I need that 1000-worth crystal for an artifact? That's the only way I am going to take that from this poor creation. 

    If you go Taker can you send Wyx to the Takers? He seems their type. They will bond, I am sure. 

     

    EDIT 2: I find it harder to resist going all out Taker in this version. Perhaps it is because I played Mutagen first where the Takers had very convincing arguments (although they were horrible to the other Serviles). 

    On the other hand, I can manage to find it within myself to sabotage the worse of the Takers but not to destroy the Magus complex and set back the Awakened, shatter them. But man, I do want to go out and start killing Shapers... 

  2. For something Zackary told me is impossible (regaining control of Rogues), there are pretty many rogues you can take control of. Rogues that are not actively attacking you, you can control so far (Pre-Tunnel areas). By control I don't mean "take with you" like the abandoned Thahd, but exert your will and bend the Creation to your will. 

  3. 36 minutes ago, Mechalibur said:

     

    Surprisingly, they do have less hp.

    Wait, what? the DRAKONS of the Barzites and the Takers have less hp? 

    thinking of it... the two battle-?? next to the Shaper that is quick to tell you he is innocent before you ever find out that there were crimes conducted there, have less hp than the rank-and-file soldier of Drypeak.

     

    But as ... Randomizer I think? Slarti? have said in the past, the mechanics of Geneforge do not work well with the world info. I.e. that we see level 10 guards with 400 hp that could stand toe-to-toe with a battle alpha doesn't reflect the nuissances of the world. Probably those 400 hp soldiers represent "groups" of soldiers.  

  4. 1 hour ago, Mechalibur said:

     

    That's already an issue! Have you seen how high a level and hp all of Drypeak's guards are (except Zora)?

     

    It's not an issue though, unless the areas I have not reached have weak guards. I mean, Drypeak's guards are level 10 with 400 hp. Unless the drakon guards of the Takers or the warbred servile guards of the Barzites are actually weaker than this, which I do not expect, then it is not at all an issue. 

     

     

    25 minutes ago, Slarzahl said:

    Even in open world games, what's the benefit?  Would Avernum really be more interesting if you miss a goblin or nephil cave, go back to it late game, and discover they all have the stats of a Haakai?

     

    (Also, G2 and G5 are still pretty open world, with open-ended progression -- just as much as G1's, I'd argue.  Certainly they are more like G1 then they are like the strictly sequenced areas of G3/4, A4/5, or Avadon.

     

    G5 is a conglomerate of 5 pretty open worlds one after the other, with clear quest-borders in the midst. You cannot go to Taygen's desert without finishing Rawal's, Astoria's, Alwan's and the rebel section paths. 

     

    And you see the guards progressing in level from one area to the next, which in some cases doesn't make sense. You won't return to kill Rawal before Ghaldring tells you to at "part 4", so there's no reason to have level 5 guards with 60 hp there. 

  5. Ohh... do you mean that steam users may find mods here from google or other sources? I am still not sure I understand but what I do understand is the instructions you, as a moderator, asked from us users of these forums. I don't need to understand your reasons for asking these quite reasonable things. I will simply follow the new rules.

     

    Could you make this sticky? 

  6. Well, that scaling in GF games is also causing immersion breaking issues. Alwan's soldiers are the best of the best ... and just check the soldiers of the desert than have 1000+ hp each and one of them would wipe the floor with 3 of Alwan's soldiers. 

    The balance issue is to keep the soldiers semi-challenging against a level 30-40 player that would be with 2 war tralls, 2 Drakons and 2 Gazers at that point and easily level 40+ towards the end. But should simple soldiers be anything but a trivial challenge for a Mad Geneforged freak that will soon bring the Shaper Empire to its knees or the Rebellion to its knees? And this is one of many examples where enemies that scale with you ... should not be scaling. 

    Specifically, GF2 is better than other versions of the series in that regard; there are reasons the various soldiers are weaker / stronger between factions. Namely, they are different types. Stronger factions have stronger soldiers. 

  7. The potential benefit, as we saw in Oblivion was that you could pick up the questline 813 or 141 or 722 at any level, and it would be balanced for you. Theoretically. 

    For me, the major downside is the break in believability that comes with it. 

    You may be level 1 or level 30 and the guards would be as hard. Questline 813 could as easily be "stop that doomsday cult from activating the byebye world device" which feels adequately epic for high level BUT you could do it at ridiculously low levels or it could be "save Tony's best sheep from the three goblins that stole it!". And facing those three goblins that stole the sheep at level 30 would be as hard as facing those same goblins 20 levels before. 

     

    Mind you, it is not just scale with level that leads to such paradoxes. Warcraft is famous for having "bring me 5 bananas from the forest with the nasty blue squirrels!" quests at level 60 after you have defeated a couple of godly beings.  

    But Scale with level, unless done correctly it WILL lead to such paradoxes. 

     

    I think what they did in Skyrim was that the enemies had lower-and-higher level and that "Scaling" could mean adding more enemies. I.e. instead of 3 level 3 goblins you face 5 level 5 goblins. etc. 

  8. 41 minutes ago, Slarzahl said:

    There's not a hardcoded limit at 25 or any other even remotely achievable level, no.

     

    When you edit variables to have values far outside the range of what they are expected to have, of course things are gonna get weird.  This should not be a surprise.  This is like saying "I drove my car on the ocean, and boy did that make things get weird."

     

    I was not surprised that if you push XP waaaaay to far strange things happen. I was surprised that there's not a hardcoded limit. 

     

    To get back to much more practical things: I haven't seen in the site or even in the guidebook any "guide" to general expected level for areas. I went to fight the spawner and I found the monsters there (at least the ones I saw) are level 2, while the ones close to the tunnel were level 5. I.e. I should have cleared that area first, I think. 

    Did I miss any guide that says "average monster level 3 in this area" or "some turrets level 2, some clawbugs and roamers level 5" or something? 

  9. 1 hour ago, Slarzahl said:

    XP is scaled.  For monsters:

     

    Same level: 20 xp

    Higher level: +2 per level, up to 30 xp

    Lower level: 14, 10, 4, 2, down to 1 xp at 5 levels below

    0 xp if more than 5 levels below you

     

    I think quest XP might use the same multipliers -- it's something similar, anyway.

     

    Man, it drops fast! 

    Anyway, I was asking whether there is a hard cap for levels. As you said, theoretically, someone can reach level 27. But is that even possible or there's a hard cap at 25 so that XP beyond that would keep one at level 25? 
    Also, this is a purely academic question.

     

     

    EDIT: 

    I checked with this script: 



        if ( get_level(pc_num()) <= 60) {         

             award_party_xp( 1400, get_level(pc_num()) );         
              }

     

     

     

    There seems to be a cap at 65025 XP, and if you go over it, things get weird. As in, I suddenly dropped to level 141. No, that's not a typo. 

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