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blackwight

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About blackwight

  • Birthday 05/20/1964

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Articulate Vlish

Articulate Vlish (4/17)

  1. Lately, I launch Avernum and close it again. I'd like to see how it ends. I may yet finish it some rainy day, maybe not. Probably not. Here are my issues: (1) I cannot relate to my fellow 'hands'. They are irresponsible brats who should be kept away from sharp objects. The story seems to require that I sympathize with them, but I want to kill three of them already. Maybe four, I can't remember. I would deny them their quests, but can I spare the experience points? (2) It's too verbose. If the names are Czechoslovakia and Kyrgyzstan, I just click through it. Pretty soon I don't know what the heck is going on. The writing is not captivating enough for me to slowly sound out these tongue twisters when I should be getting ready for bed. I should emphasize that I did enjoy the dialog in many places. There were just too many long-winded explanations and too many syllables. You can't play the game without reading it all. (3) It's too linear. I would have joined the 'bad guys' a long time ago, but there doesn't appear to be an option yet. (4) The battles are too much work. They get repetitious. Don't punish the player, please! I've gotten as far as the forest where I'm supposed to fight an army I'm allied with, between two countries that I'm supposed to prevent from feuding, because one of my colleagues is hell-bent on avenging something that happened in the distant past (family was killed?). How did such a person become a hand? Doesn't Redbeard do a background check? So... I said "screw this" and went to kill the despot in the upper left country (starts with a K). He, at least, deserves it. But no... his miserable subjects would rather die than lose him, it seems, because their neighbors will attack them without him (?), even though they have nothing of value and there appears to be plenty of land. So I have to kill the whole village. Come on. There you have it. This is intended to be feedback to the game's makers. I'm not here to debate with anyone. Thank you!
  2. It's not about difficulty. Don't confuse the issue. I've not finished the game, but I agree that there is too much work and not enough 'furk'. It gets pretty tedious. The game is very big and very well made. In fact, it's tremendous. It deserves more recognition than it's going to get. I would ask for shorter place names (3 syllables max, please, and average 1.5 syllables). Make them easy to pronounce too, or I can't keep them straight late at night. In the sequel, use short nicknames names like 'Kell' in place of Kella-what-ever-it-is. Also, please tell me who someone is when you start talking about them, like this: 'the arch-alchemist Insane-o-bat' instead of just 'Insane-o-bat'. The names are too long, too many, and hard to pronounce. I have some difficulty relating to the characters. It's a bit too dramatic. Nathelie was traumatized for life when I didn't let her kill the dragon for laughs. I like bludgeoning Chuckles the Silly Pixie better. Aside from that, it's very good and the bugs are few and benign.
  3. I just wanted to say *thanks* to the maker of these games for keeping his nose to the grindstone and getting so much out... unlike some <Basi-cough-lisk!> indie game makers who drag their feet for years. I have brought Avernum to the attention of a friend of mine, and he will likely register the lot as they come out.
  4. The maps were much bigger too. Twice they've been simplified now. You had to type everything, like 'job' or 'name' when you were talking to people. It was a good game.
  5. On many occasions I thought it was too random. Aside from the movements of wandering monsters, I think there is no need for randoms at all.
  6. Originally Posted By: Spidweb I should be so lucky. You would miss it if you sold it.
  7. I know, why doesn't he just use SDL or something? He must have his portable code written already from other stuff... I don't get it. There's not even an endian issue anymore. The last time I did such a port it took 1 month, and that was PPC -> intel, openGL -> directx, mac -> windows.
  8. Originally Posted By: Demseinwetter [...] it starts out fairly difficult and then gradually gets easier [...] Maybe the progression, both in terms of the player's strength and the difficulty, should be shallower. He could also give the player more clues about the order from the npcs, or add more 'safety valves' which block areas off until you're up to them. He did that sort of thing more and more as the series progressed. The only other solution I can see is to derate (adjust difficulty to match the player), which is a no-no imho. The late game still has those final battles, which are difficult enough for me. On the other hand, it's pretty good the way it is. If it gets over-refined it will lose it's free feeling.
  9. He says I have to do a great thing for his people before he can teach me his secrets. So I go get them their mystical mumbling thingamajig back from the depths of hell and what does he say? Not good enough. Is there a way to please this person or is it a loose end?
  10. Here's an idea (I hope Jeff Vogel sees): Just put the first version to Steam, sell the rest directly via a link (if permitted) in the app.
  11. It bothers me to see good work go to Steam. Their cut of the profits is truly unreasonable.
  12. Sparing the eggs will weaken your enemy's resolve. They won't be soldiers until the war is over; and how will they justify hating humans after they were shown mercy?
  13. I seem to remember figuring out who did it by breaking into people's rooms.
  14. I should add that you're right, the game is hard. You have to make trips to town to clear a dungeon. It used to be that you could wait in a dungeon to get some strength back, or even find a room to rest in. Those trips are too much like work, and not enough like a dungeon. The forum posters seem to focus on points and levels instead of the dungeon experience. I also find that I keep completing quests without getting the reward. Those drakes past Fort Remote: didn't kill until after Sss-ths. Sss-ths was much easier! Drath: killed and cleaned out before I heard anything from the four or so people who wanted that book. I think there were other cases. I like that the game is 'open', at the same time I wish the quests wouldn't clobber each other. The game is still very enjoyable. There are lots of connections between places, and bits of stories. There is not enough deduction work, it's a bit too procedural. I was unable to solve the murders in Cotra (?) this time, I did before. Is the crime unsolvable now? I'd like to see more open spaces -- the castle is on Alamaria's doorstep! Double the map sizes and add some desolate space. I also would like the ghost in fort Remote to be hidden again. It was cool finding her the first time, hiding way in the back. Putting her out in the open is... blah. The game industry is always going the way of TV, underestimating people's intelligence to a ridiculous degree. Hide that chick! 90% of the players will find her.
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