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jamesmcm

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Everything posted by jamesmcm

  1. Will Blades Of Avernum ever be released under the GPL like Blades of Exile was? Perhaps when we move to the new engine?
  2. I've got Mid-range computer on XP and a low-range computer on 2K, unfortunately I use hotmail so i can't fill the form in. Maybe, I'll try and find my gmail account.
  3. It just gets tedious when you have to walk down a really long corridor, with hundreds of rats in the way. It also makes the game repetitive in that, your just killing monsters so you can level up to kill bigger monsters and so on.
  4. But the other thread was about crafting. Besides this gives the subject it's own devoted thread.
  5. Exactly, but the game should provide multiple possibilities. At least that's what i expect from an RPG, for a hack'n'slash game of course, it's ok just to have one, linear possibility.
  6. Yeah, well I'm just suggesting they incorporate it all into Avernum 5.
  7. Yeah, but with the combat-based system, playing a stealthy character isn't viable. As you won't get far past level 1. Using a skill-based system fixes this.
  8. I think this is a great idea as it means i could start pillaging villages straight away if i so choose. Much better than in most RPG's where i would have to endure hundreds of hours of tedium before the game deemed me worthy and allowed me to do so. That's why i like TES series so much btw, is because you can do anything right from the start. Discuss.
  9. Sort of, but it makes the entire game based around combat and turns it into a mindless hack'n'slash of sorts.
  10. IMO, the traditional way of getting experience points, killing hundreds of enemies, is boring, tedious and even more so when you're doing it to train your potion-making skill or something unrelated to combat. IMO, it would be best to make it so as you use a skill you get experience points in that skill and so only level up skills by using them. This prevents the tedium of grinding.
  11. OK, i agree that crafting might not suit a game like Avernum. But I still think 'living' AI and a day/night engine, so the AI go back to their homes and sleep, etc. would be good.
  12. Sorry, I'll try and play that sometime.
  13. I've played Lufia 1 and 2 they're decent games. I would say they have more in common with Final Fantasy than Rogue though. Still, I think a party-based rogue-like would be fun, and at least make a change to the hundreds of variants of hack'n'slash ones out there.
  14. I suppose, it's just the whole party/combat/inventory/etc. system would work pretty well.
  15. Well, it depends how you define rogue-like. Some people take it as being a tedious dungeon-crawl. But I think Diablo and even Runescape in some ways come under rogue-likes.
  16. More types of creations, not just fire, battle, etc. Ability to design your own creations a la Spore. (unlikely i know) Ability to set creations on AI but make them stick to formations, etc.
  17. Well then Spidweb should make a rogue-like using the avernum engine. So you could have a party of adventurers, forge weapons, get food, etc. Also, adding LAN wouldn't be bad either.
  18. Please add free-roam features in Avernum 5. Like the ability to craft weapons, harvest food, etc. And the ability to explore without following linear quests, etc.
  19. Actually after playing A1 today movement isn't too bad.. I can't remember A4 load/save system. But basically A1 > A3 > A2 > A4 I didn't like the Vahnhati anyways... But please keep A1 Map with roaming monsters and A1 revival system... those are most important. How about new graphics too, i know A4 was an improvement but it's been almost 5 games with little difference...
  20. Bring back secret passages. Bring back A1 revival system. Bring back world/party map. Make Vahnati a playable race. Keep A4 movement system, instead of tile-by-tile when in towns. Quicksave/Quickload. Remove cave slimes. Will add more as i think of them...
  21. Oh, and another thing is the world map... I want the part/world map like in A1-3 as it meant you could always get money/equip and made it sustainable rather than running out of enemies. The removal of this was a shame in A4. Oh and also don't make it real-time like Geneforge, because it makes it less strategic.
  22. Okay, maybe we should have revivals but make the consequences greater, i just really hated it in A4 when i hit the cave slimes, died, went back to priest, killed another, died, went back to priest, and so on until they're all dead... it just makes for boring, unrealistic gameplay... In my opinion, it should be harder to die but with greater consequences... However don't reduce experience as i hate games that affect Exp when you die... Also, thinking about it, the idea of having recruitable heroes was pretty stupid.. i like just having my 4 tough guys
  23. How about no revivals... I mean absolutely no way of reviving dead party members.. but provide ways of getting additional party members elsewhere like in G3. I think it was too easy to die in A4 and that it wasn't treated seriously enough... So basically, there should be no revivals but it should be harder to die and there should be mercenaries or something you can hire to get additional party members.
  24. I'm running Windows 2000 and would be happy to help only problem is i'm going to be using XP for the next week but after that i'll be happy to help.
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