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Posts posted by MagmaDragoon
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Quote:Originally written by *i:This would mean that Drakon have in theirs genes the ability of shape. No, I wouldn't like it. I suggest, instead, a more powerful attack that scare the player (and more endurance). They are Drakons, big, tall, strong: why don't fear them?Drakons pretty much suck right now. My suggestion would be to allow them to shape random low level creations that disappear after a while. These creations would act more as summons and not be under the player's control, but it would be useful to have more free Fryoas and such.
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Where is the third person?Quote:Originally written by Dmknoiygba:
...I'd rather be able to create stinging clawbugs than plated clawbugs...
Dikiyoba.
Anyway, I think the the main problem of the Battle Alphas is, as Delicious Vlish said, that the mass of these creations don't affect something. Being immune to Stun is a good example. -
This is what I mean for ADV Shaping.Quote:Originally written by MagmaDrakoon:
What an idea! What about change the shaping-creation system? Instead of simply click-and-shape what about a mini-game? Something like a logic-game: put all genes in correct order to obtain normal creation, or try to change genes positions for amazing effects! Maybe, you can still shape normally during travelling, but if you go in a shaper lab, with adeguate skills (here another function for shaping skills!)/equipment (resarch notes, shaping equipment or other) you can try to create something new! And if you make something good you can choice to "record" (maybe the "records" can be limited, or maybe you need some rare items) it and being able to shape it during traveling! Maybe you can discover secret creations! And maybe make them strong or special by using items on them during shaping! Man, maybe you can be able to shape a new pack-creation or a creation-humanoid that can use equipment... And new quests like: "Shape a secret weapon"...
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Like in Jade Empire! Good point. Or maybe the Shaper could be able to trasform pack of items in essence, for carring more easily.Quote:Originally written by Student of Trinity:
A nice added feature would be the ability to sell items directly from their arrival point, without the need to go and pick them up and carry them to the merchants.
Is a bit stupid, but can be funcional.
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Well, yes, there are a lot of HC improvements in GF3. I was talking too much in general.
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Sorry for revive this, but I want more opinions on the ADV Shaping, expecially with the two GF Masters, Delicious Vlish and Slarty.

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I understand your point. In the end of GF3, I was powerful enought to beat Akari-Blaze alone, without loyalist/BM/creations help. I had maxed money and all magic to a high level. This playing on Tricky.
And the Combat Skills, IMHO, are more attractive and powerful than the Magic Skills. The Magic Skills are only types of Magic and a omni-powerup (the SpellCraft). Mainly, only attack.
The Combat Skills, instead, give you 2 attack abilities, allow you to chosing your type of combat (Melee or Missile), then 2 defensive abilities, that, IMHO, all classes need: Quick Action and Parry.
This is because I always thinked that the Guardian is more powerful than the Agent. For an Agent, all magic types are useful (the HC too), and this cause a lot of skill points go away (a lot in HC, because is weak in shaping).
The Guardian, instead, give you only a choice: or Melee, or Missile. So you can focus more on what you need. The Parry and QA are for all classes, so have them with "strong mode", IMHO, is a big advantage.
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I agree, but this is why I like SW games much.Quote:Originally written by Spidweb:
Second, I only want there to be so much dialogue in any one location, because I don't want the ratio of reading to adventuring to be too high. I, personally, get irritated when a game makes me wade through too much text. This preference makes itself felt when I design.
- Jeff Vogel
If I want only combat (with better graphic plus
) I would play something else. I think the plot is more important than the graphic/combat.I agree. I remember a statement of General Gregnier: "A mad Glaak, in an unprepared town, can be a big trouble." (Something like this)Quote:Originally written by Mike Montgomery:
If some people set up hidden generators that spawn monstors of this sort near your town, would you consider it anything short of terrorism? Even if the police and army tried to protect, there would still be a lot of civilian casualties.
The spawners, IMHO, are too hard to control. At least, they need to be shaped more like a Servant Mind, not a mad-but-intelligent creation. -
What? In GF2 AWK ending they don't die...Quote:Originally written by Come On Pilgrim: Track 4:
Yes, as you mention, the Awakened tried that. They died. -
Like the Awanaked do, diplomancy. I don't like rebel methods because the starting idea is to kill every Shaper. This would be the last solution. So, before make spawners everywhere, I would try to talk.Quote:Originally written by Student of Trinity:
On the other hand, what is so wrong with the Rebel means? They make spawners to attack Shaper settlements, but Shaper settlements do seem to support the Shaper regime fairly directly. What should they be doing instead? -
I totally agree with you. Expecially with Lankan. My first game was deleted because I bringed him the canister (before talking with him), then when I saw what will happen if you gave him I decided to not give it, but soon I discovered that I have to kill him or give the canister.
I didn't like both opinion, so I restarted. And the next time, the magic-canister was destroyed.
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I have some questions...
2- Why another AP? And only for rogues or for the player's creations too?Quote:Originally written by Anti-Fairy:2- Gave Roamers +1 AP
3- Increased Vlish's Luck by 4
4- Removed Symbiotic Cloak's bonuses to Missile Weapons, Quick Action, and Parry (bug fix)
5- Increased Singing Rapier's Parry bonus by 2
6-Replaced Koerner's Blade with a secret weapon that Phobia will very much appreciate
3- Why?
4- The Symbiotic Cloack has a bug? If no, why you reduced its bonuses?
5- I agree, but won't you add also some damage?
6- I don't remember Koerner's Blade...
PS: Can't you make a script that allow to use another weapon insted of shield?
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Right! Is like read a book twice.Quote:Originally written by VCH:
I never play a game more than once through. It's just boring after the firt run. Same story same character bahh!
This is because is always play Tricky. Everybody here play Torment, except me!
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Yeah, there are character types, not classes!Quote:Originally written by Anti-Fairy:
Magma, you really need to stop answering questions that you don't know the answers to!
Jeff wrote here that:
"There are five basic rebel character types. Four of them are human."
He wrote in a newsletter that there will be an option to play a servile.
It was just a misunderstanding (I know, it isn't written correctly, but you have understood, right?), anyway. -
Quote:Originally written by Major:No, thanks, it was just a question.
Side note: If you want me to I'll show you how to make ornks into Battle Gammas. (So you can create them.) -
1. You have probably already opened it, I think. Or what BookWorm said.
2. Hmm? You mean the Cultists?
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No. He said: "I like the system of three classes, Agent/Guardian/Shaper works weel.". Something like this.Quote:Originally written by Mr.Bookworm:
Hasn't Jeff said there will be five classes in GF4? -
Shaper and Rebels, I think, are only in GF3. I cannot compare GF3 to the other GF, so I vote loyal. I don't like being very crudel, though, as I said before, I follow a middle path. But this only in GF3! In GF2 there are Awanaked, that are my "middle path".
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I liked the Realmz demo, but, in fact, I think you are right. The races/classes were too much to handle.Quote:Originally written by Vlishnu:
Did anyone here ever play Realmz?
Does anyone else remember the giant pile of poop that resulted when Realmz doubled the number of races and classes available?
That's an extreme case, but less is more. Jeff understands that. It's one of his best qualities as a designer, I think.Them mechanical progress is here too... I wonder if Jeff do this for a purpose or it's just a coincidence...Quote:Originally written by Delicious Vlish:
The Geneforge world is rapidly becoming mechanical, in case you haven't noticed. More and more Shaper types constructing golems, clockwork creations, etc. Machines are making more and more appearances in game. The Rebels in particular seem to have a lot of bio-mechanical technology, along with their microscopes, machines, factories, and vats. I honestly feel that the game would be missing out at some point if you did not invent a class to take advantage of these things. Soon, Shaping is bound to become a liability... With enemy Shapers being able to absorb creations, like you do with the Artilla in G3, and genetically created diseases, and various means of shaper control, strong factors on both sides, organic creations are going to be a hinderance, if not obsolete. The leveler of the playing field will involve mechanical creations, clockwork creations, things that can not be so readily controled or absorbed.
Mechafyoras reporting for duty. -
[Just curious - they can be shaped by the player?
And all the other, strange creations (like "energized Artila", "Oozing Thand", etc...)... You would like to be able to shape them?]
[...!]
What an idea! What about change the shaping-creation system? Instead of simply click-and-shape what about a mini-game? Something like a logic-game: put all genes in correct order to obtain normal creation, or try to change genes positions for amazing effects! Maybe, you can still shape normally during travelling, but if you go in a shaper lab, with adeguate skills (here another function for shaping skills!)/equipment (resarch notes, shaping equipment or other) you can try to create something new! And if you make something good you can choice to "record" (maybe the "records" can be limited, or maybe you need some rare items) it and being able to shape it during traveling! Maybe you can discover secret creations! And maybe make them strong or special by using items on them during shaping! Man, maybe you can be able to shape a new pack-creation or a creation-humanoid that can use equipment... And new quests like: "Shape a secret weapon"...
Comments?
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I like this discussion between two Vlishes.
And, strangely, I never noticed the Vlish's overpower.

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That's true. So stop make theoryes!Quote:Originally written by Learned Darikiyoban:
The problem is, the two strongest personalities in this forum are Delicious Vlish and Slartucker (although Student of Trinity is right behind them) and they both play G3 on torment and have everything calculated out, so the rest of us are a little left out.
Seriously, how many time you two spent on Geneforging?
I thinked that I was a good player, but you two crushed me off. Expecially when you two showed me the Agents Power. For the first time, I'm not so sure to play GF1 as a Guardian...
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[OT]Can you explain me, with a PM, the fluffy kittens story? Thanks.[/OT]Quote:Originally written by Dikiyoba:
Dikiyoba fixed your typos. Otherwise, you would have been sniped and suffered another death equally as terrible, possibly involving fluffy kittens. -
Also, the Basics Skills training are very expensive. I would need a lot of money.Quote:Originally written by Learned Darikiyoban:
I don't think you can buy mechanics, leadership, or base skills until the very end of the game. I don't think there's any training for shaping skills. Magical skills can't be trained until the Taker lands. However, melee skills can be trained in Awakened lands.
Just curious: why you want so much Fire Shaping?

gf2 trainer
in Geneforge Series
Posted
I have it too. Maybe I can send you via email?