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Vrek

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Originally Posted By: Xelgion Not at all, the gas makes it explode, permitting propulsion. Wait... so creations have internal combustion engines?
  2. Originally Posted By: Shaper Mitchell Mitchell said "If this was true then something of the same befell to the characters of 1 and 2 (Possibly became part of the shaper consel or died or both but thats an other story) But I strongly agree with the fact the shaper is us since (Most of the facts have been stated) Monarch Shapes lvl 3 tier creations A shaper Knew Litalia Met Kyhhrik Insane You Met and helped Litalia Met Kyhhrik (This is proven by Ahkari Blaze being a MORE powerful Drakon then he was BEFORE using the geneforge) Shaped lvl 3 teir creations Traveled with Alwan (For a time) and Greta Started going mad/insane after canister use (Too much canisters) Thats basicully all I could find." Don't forget, GF3 Shaper saw Litalia's sentient spawner, so he could have had that picture in his head, and recreated it when/if he became Monarch.
  3. That might have been the problem for you then. It's easiest to use and get used to using the numpad to move, with the 7,9,1, and 3 buttons being used to move diagonally.
  4. Originally Posted By: Evnissyen Vrek & Rent: As Nalyd already explained, returning to the optional fight-mode system would necessitate returning to the clomp-clomp-clomp system which I've found utterly tedious, not to mention slow. In A3 you need to clomp-clomp-clomp across the entire town map of Fort Emergence, through several doors, down several hallways and through yet another door to meet the merchant or the trainer. Then you have to type T and then A (in the case of the merchant). Much easier if you just point to that spot on the map and watch your characters zoom there, right? And then when you get there just click on the merchant. Implementing both features would not be so difficult, even less so that Vogel already has experience with both systems. Also... to expand on what Madrigan said, if A6 returned to the old system then I think the only people who would buy it would be those who feel nostalgic for Nethergate-A3. Not a good marketing strategy, as somebody pointed out not too long ago... I don't remember who. It's not nostalgia, not for me anyways. It's for actual playability. Despite the fact that the gameplay in A4 & A5 is significantly refined (not to mention the graphics and animation improvements), I can understand your affection for the optional fight-mode system... but in Nethergate and the original Avernum trilogy I feel like I'm exploiting the system and only my fighter is seeing action; the other characters are really useless for most of the time. They're only useful for large-scale fights; otherwise they just get in the way. (And it's annoying having to hit that Peace button in order to get out of fight mode.) The way I see it: if I have 3 characters in my party then I've chosen 3 characters for a reason. I reduce from 4 characters because I find that only 3 are necessary, and this allows me to level up more quickly. With all characters meeting with every fight: strategy becomes a team effort rather than just slogging through tunnels with your fighter smashing your enemies as they appear and the mage & priest being used most of the time as nothing more than pack mules. If you want to make more use of your mage and priest, you can easily make use of them with an optional fight mode. It's all on you to make that decision. The fact that the auto-combat-mode system helps keep you from being surprised (and gives you the upper hand if you've trained in Dexterity and Quick Strike) I suppose might be seen as good or bad. Personally, I like being surprised. Even if I have 20 DEX no each character, I'd still like to be blasted by that drake when I turn the corner, rather then immediately enter fight mode and proceed to kill it without taking a scratch. (clipped, for redundancy) I don't want to suggest you're wrong to prefer one style over another; we all have our preferences... I just feel that this stuff is stuff of the past. Life goes on. Personally, I hope that A6 has a totally different interface. I'm quite happy already that G5 will look rather different from G4. As I've said before: I don't feel that Jeff has any obligation to stick to a certain interface or graphical style throughout an entire series, any more than a serial writer should be obligated to adhere to one style throughout an entire series should he or she tire of that style and come up with a better one. Remember: Newer is not always better. I actually find things refreshing when major graphical changes happen (though less so about the massive usage of Geneforge sprites), and to be honest, I still enjoyed the single, long flowing cell system he had for A4. But the mouse reliance in the game threw me off. The only thing I agree with is that both Avernum & Geneforge should have more spells... but I want new spells as well. I do not want the games to move backward. Hey, I just really miss my area effect spells. Never said new spells was bad for anything.
  5. I'd like to see the return of the different cell scales (the A1-A3 indoors/outdoors system.)That really gave it the feel of the epic journey, although at times the distances seemed rather ludicrous. (80 miles in under a day?) A few mile walk from town to town to dungeon seems rather sad, if not pitiful. But mostly, I'd really like the system from A1-A3 back. It flowed incredible nicely for me. I'm a laid back guy, who has some skill with his fingers, so I liked playing it primarily with the keyboard, only rarely using the mouse. But in A4 and A5, it favored the mouse, for checking containers, speaking to people, etc etc. And also, I'd like for the camera to stay fixed on the lead or active character, like it used too. I really dislike how when you move, the camera stays still, and only recenters on the character when you close enough to the edge of the screen that your having a sword shoved in your face before you know what's going on. And lastly, I should not be forced into combat every time a fruit fly gets too close to me. If I see a goblin that has no ranged attacks and I can kill in one swing, I like to just waltz up and kill it with my lead character, not go into combat mode and waste so much time and energy working through the whole process. Honestly, I couldn't play A4 and A5 more then an hour each, the differences in control were so debilitating. I say make Avernum back into Avernum, and not some horrible mutation of Avernum and Geneforge. They each works best the way they were built to work. Also, I'd like to see more of Exile's features that wrre left out. Particularly the spells that were dropped. (I still mourn the loss of my dear fireball.) And more skills and weapon types, some things that will let me individualize my characters better. And I agree about mage specialization. It would greatly add to the replay value.
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