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Fael

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Posts posted by Fael

  1. I think Avadon 3 is a better game than 2, but not so much better to be worth playing out of order, I don't think -- 3's better than 2, but I expect you'll enjoy 2 more if you play it before 3. I'd say play 1 and, if you like it (and I hope you do!), buy and play 2. 3 will still be there when you get the money for it.

  2. Golden Crystals are always good for anybody and should be saved for equipment you expect to keep around for a long time. Dexterity and evasion bonuses are good for Dexterity-based characters in Avadon 1, but they're not as good in the sequels. Most other enhancements are filler.

     

    I also like to give Int-boosting orbs to my spell casters.

  3. Definitely easier. Even more important -- less annoying. This is the only one of the three Redbeard fights that I actually bothered finishing. In 1, I fought for about an hour without either side gaining much of an advantage, got bored, and reloaded a pre-fight save to do a non-violent ending instead. A gave up on 2, as well, although I didn't spend nearly as much time at it; after my bad experience with the Avadon 1 Redbeard fight, I gave up on the Av2 one pretty quickly (maybe too quickly?)

     

    The third one was long, but not THAT long. More importantly, I felt like I was making progress -- albeit slow progress -- the whole time. I didn't find the teleporting away too irritating, because he usually ran bad before any of my characters acted anyway, while the fake Redbeards just sat in their corners sulking about how nobody respects them anymore.

  4. Originally Posted By: Randomizer
    A mage doesn't need archer skill since all spells can do range attacks. The only reason is to get gymnastics skill for extra action points and to dodge attacks.


    A mage doesn't need archer skill if you're using cheat codes or have lots of patience for going back to town every 5 minutes.

    Otherwise, archer skill is useful for giving the mage something to do in those fights that aren't work wasting spell points on. This is, of course, suboptimal for the major combats, since you're taking skill points away from abilities that you'll use in the hardest fights and spending them on things that are completely useless in those fights, but that make the game as a whole less annoying.
  5. Originally Posted By: Ociporus
    I wish that HASTE meant what it says. The only way to truly "haste" seems to have been to consume potions.


    Battle Frenzy.

    On Normal difficulty, I found that, once I got their hit chances up so that they weren't always missing, my fighters were consistently doing more damage per round to a single target than my spellcasters were. For big monsters that don't summon, the fighters were more useful than the casters were.
  6. Here's the can't fail, don't have to remember/recognize anything method:

     

     

    1. Go through the first teleporter (the one off the stairs up). This takes you into the series of rooms with no exits and three teleporters.

    2. Walk around the perimeter of the room until you find a hidden switch. Press it.

    3. Walk around the perimeter of the room again looking for passages that have opened up. (The one you want is in the north wall; the one in the south doesn't go anywhere interesting. However, feel free to explore any you come across just to be sure.)

    4. If you didn't find Drath, go through the east teleporter (that would be the one on the right wall).

    5. Repeat steps 2-4. Do that enough times, you'll end up where you need to be.

     

  7. Alternate alternate point of view: try the demos first. Lots of people here -- Jeff included, according to his blog -- swear by the Eschalon series, but I hated every minute of it. I bought Book I and thought it was terrible; I only played the demo of II, but it didn't seem any better. Try the demos, if you like them, great; if you come out of them with reservations, realize that the game doesn't get any more interesting as it progresses.

  8. Originally Posted By: Nelzoma
    The last thing to say that Jeff needs to understand is that making the light go out in the game so that you can only take two steps at a time was the worst idea ever. It did not add to the difficulty, it was just a pain in the ass. Please take this into consideration with your next game. I know that I won't be able to convince you to change the skill system back but at least remove this.


    Absolutely true, but I think he does -- after all, you don't see this in any of his new games. But this is a remake, after all, and I think this is one of those cases where he's stuck with bad design decisions from the original to preserve the flavor. I hate them, but he was probably right not to remove them. Although if he ever puts one in a new game, I'll have something to replace the hidden switch rant in my signature. smile

    I agree about the skill system, though, except that I liked it here even less than in Avadon. While the center tier skills in Avadon were generally superior to the sides, they weren't impossibly so and there was some flexibility and customization in character design. And, actually, the skill caps on the lower tier skills helped that, too. In A:EftP, you basically have to put 1/2 your skill points into the primary skill for your class (melee, pole, priest spells, or mage spells) and, even with the other half, many of the skills are useless and there's generally a single set of options that is clearly optimal over anything else -- far more so than the center tier in Avadon. The end result is that there's actually very little to do to customize your characters. Bo-oo-oring.
  9. Originally Posted By: HOUSE of S
    The problems with the combat pathfinder -- how it activates when you don't expect or want it to, and then does self-destructive things -- are way more annoying, IMHO.


    Indeed! Now there's a bug that could really use some work.

    Also annoying is the difficulty of moving to the square above and to the left of an enemy without clicking on the enemy instead -- especially if the enemy is something big like a giant. At least there's a work-around for that by enabling keyboard movement. But I'd still rate it as more annoying than the city entering bug. Although I don't expect it to be fixed, either, since there is that workaround.
  10. It is annoying, and I did it about a million times, but the problem is, it's not that annoying. I wouldn't call this a feature that "regularly makes the user angry;" more like a feature that "regularly makes the user mildly annoyed." Are you going to ask for your money back over this? Will you not buy Jeff's next game because of it? Yeah, me neither.

     

    Not saying I wouldn't like to see it fixed. I just get why it probably won't be.

  11. Stick with it. The game gets significantly easier as it progresses. It takes a while, but you will get back to the point you're used to where your characters are rarely missing (I think it was around level 15, but maybe it was more like 20). I was one of the first "this game is too hard" whiners and by the end I was blowing through the final battles without reloading.

     

    My suggestion for right now is, if you haven't already, take advantage of the fact that you can go everywhere to do a bunch of the delivery quests, which let you rack up some XP for little risk.

     

    Originally Posted By: Soul of Wit
    Figuring out that you have to go away, and try something else first, is a significant part of the early gameplay.

     

    I don't want to pick on Soul, but every time someone complains about difficulty, the really good players come out of the woodwork with this advice. The thing you're not getting is that those of us who are complaining about difficulty are doing it right at the beginning of the game. We're already in the easiest areas of the game and we're still frustrated by the fact that we're only hitting 20% or 25% of the time. There is no easier area we can go to. The problem isn't that we're wandering into areas we shouldn't be. The problem (until Jeff addresses it in 1.0.1, of course) is that the easy areas are still too hard for us.

  12. Originally Posted By: The Turtle Moves
    And since I've read that killing monsters stops giving you XP once you hit level 40, I've been saving all my wisdom crystals until that point, or the endgame, whichever comes first. Is that crazy?


    If you're not playing a singleton, probably -- my party was level 34/35 when I finished the game.

    Originally Posted By: Randomizer
    A party of 4 spell casters is always going to be short of money and even a regular party of 4 will not be able to get everything without all the characters having negotiator trait.


    I dunno -- i had a regular party of 4 with everybody having the negotiator trait and I didn't come close to being able to get everything I wanted. Didn't spend money on anything but training and wisdom crystals and sold all armor and weapons (but not potions, scrolls, or wands) that I wasn't actively using.
  13. Yeah, I completed all three bandit quests (four if you count the secret tunnel). But, of course, I can't remember which was which or exactly where I went. I believe, though, there's two dungeons, and a third that's just an outdoor encounter with a group of bandits hiding in an alcove behind a fake wall on the main map. That could be the one you're missing. Or I could be confusing this with a different quest and what I'm describing doesn't really exist. Either is equally possible.

  14. Having finished the game now, it doesn't seem like it ever really got harder again. Indeed, this game had a reverse difficulty curve -- it started out really, really hard, and got progressively easier the further you went along. Very much the reverse of other Spiderweb games and, I suspect, the reverse of what Jeff intended.

     

    As noted above, the lack of enough low-level dungeons made things pretty tough through about level 10. So much so, that I was really thinking playing on Normal was a mistake and that I should turn the difficulty down to Easy. And the Spiral Pit was very difficult, with, as others have noted, a huge gap in difficulty between the minions and the boss.

     

    After level 10, though, things got much easier and stayed that way pretty much all game. On Normal, Tassik-Schai was pretty much the only seriously challenging fight I ran into before the endgame, and even he wasn't terribly difficult. After that, except when I wandered into an area way over my level, the only remaining hard fights were Grah-hoth and the running fight through the Royal Spire (I bribed Sulfras rather than fight him, so there wasn't a hard fight for the Escape ending). And even those didn't strike me as overly difficult. After the Spiral, I probably could have gotten through the rest of the game on Hard.

  15. Originally Posted By: HOUSE of S
    Magical Efficiency is a waste of time. Getting to 10 will effectively double your SP reserves, but you can usually leave and go heal if you run out. (If not then, when?)


    No, leaving the dungeon to go heal is a waste of time. Magical Efficiency is a waste of skill points. smile

    Personally, I find running back to town all the time hugely annoying and am more than happy to spend a few skill points to make the game more fun. If you're playing on Torment, though, that's probably not a good idea...
  16. I think it's a badly written line of text.

     

    What does appear to be a bug is that there's no way to clear the quests from your list after you've read the book. With the Pyrog quests, you give the papers to one of the three and then tell the other two that you don't have them anymore and those quests go away. But with the Drath spellbook, I'm no seeing any dialog options for telling people I read the book myself and they can't have it, so I appear to be stuck with those quests on my quest list forever.

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