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BathosAndPathos

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Originally Posted By: Marak If/when Jeff redoes A1-3, it'd be great if he could find a way to keep the A6 graphics (which are amazing for a Spiderweb game) and yet, still have a "world map" that tranlates the sheer size of places like the Great Cave and the Eastern Gallery. Such a thing may not be possible, but hey, one can dream. We will dream... Together.
  2. Originally Posted By: CRISIS on INFINITE SLARTIES Originally Posted By: Golgoth But the engine is not what he's talking about I think. I percived him talking about the ideas. Originally Posted By: BathosAndPathos No more features being taken from Geneforge. It sure sounds like he's talking about the engine. Pretty much. =p EDIT: Although, there were a lot of concepts taken from Geneforge for Avernum 5/6. Moralistic choices, for one.
  3. Originally Posted By: CRISIS on INFINITE SLARTIES Originally Posted By: BathosAndPathos Exile's variety of spells More variety in weapons. Give me maces and one handed spears! Less magical items and more items with certain properties. Fine / keen items etc. The second and third items also describe Exile, fwiw. Okay, so Exile under a newer engine is what I want. ;D
  4. Originally Posted By: Lilith Originally Posted By: Vicheron You have to remember that these games are all pretty much based on Dungeons and Dragons. In D&D, already established gods and godlike beings are always working behind the scenes. They aren't doing nothing, they're too busy try to scry their rivals to look for signs of weakness and plotting ways to destroy them while at the same time protecting themselves from their enemies, who are pretty much doing the same thing. Those powerful beings are always in some kind of stalemate where they can never really get a permanent advantage over the other. The players are new powers there to tip the balance. Maybe if you're talking about Greyhawk or Forgotten Realms. There are other settings, like Eberron, where it's quite possible for the PCs to actually be among the biggest badasses in the world by the time they achieve a reasonably high experience level. Which is as it should be: most people have already had their fill of working for someone bigger and more important than themselves in real life. Plus, Jeff wasn't trying to recreate D&D: far from it. If you read the release notes for Exile 1, they include his design philosophy, which starts out with "Rule 1: NO ELVES." And where may we find these release notes? =p
  5. Originally Posted By: Jean-Philippe Avernum 1-3 brought better graphics of course, but also more elaborate character developement. Fighting is much more than just bringing the strangh to 20. However items were rather dull as I saw yesterday when I openned a last game save file of Avernum 2. Avernum 4-6 has brought us even better graphics, more skill to buy and really nice objects. At first, I didn't like the continuous world (no outdoor/indoor) as the wotld seem smaller this way. But I get used to it and it's far better for small locations, small encounters and secondary quests. I like the new skill system, but I would prefer them not hidden, even if, thanks to the forum, they are not hidden so much. After 25 years of tabletop RPG and board wargaming I like detailled rulebooks and documentation to refer to. After having a little play around with hex editting in Exile 3, I have to say my perfect Spiderweb game would consist of: Avernum 1-3's Overworld Map Avernum 6's Graphics Exile's variety of spells More variety in weapons. Give me maces and one handed spears! Less magical items and more items with certain properties. Fine / keen items etc. I'm torn on combat. Avernum 6 is nice, but I miss being able to run into weak monsters with my front character and killing them, it was such a quick way to do things, instead of having to go into combat. No more features being taken from Geneforge. There's a reason I don't play that series. >.<
  6. It's sad that we Click to reveal.. couldn't save Sergeant Nichols. =( I held off long enough for him to EASILY get out, ( i.e. until my slith tank started getting one-shotted ) but he stuck in there, swinging his sword.
  7. So, yep, looking back on the series, what would you guys say was your favourite system ( in terms of world movement, skills etc ) and what was your favourite game? For me, personally, it has to be the early Avernum games ( Avernum 1-3 ) and Avernum 3. There was a sense of urgency, it had perfected the graphical style of Avernum 1&2, and you got to explore both the overworld and Avernum itself. I loved the maps, the combat system, the vast variety of spells, pretty much everything about it. I never played Exile, however, and I didn't really feel like it after finishing the Avernum games. So, yes, how about all of you?
  8. I have no doubt that there are posts like this, but I can't find one! And, to necro would be bad, so... What's your favourite Avernum? Justification, please! Mind is probably Avernum 3, due to the freedom given, the streamlining of the interface, and the options. The older ones seem to have less freedom than it, and the new ones seem to have far less.
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