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jlsgaladriel

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Posts posted by jlsgaladriel

  1. Hi all, I’m playing through spiderweb’s iPad versions, and so have been lurking again.  It’s nice to “see” some familiar faces here still!  Hi all!  💕
     

    Answered my own question quoted here:

     

    Quote

    I’m weirdly stuck in Avadon 3 at Nathalie’s “Knowledge, at Last” quest.  I’ve met up with her inside the Spiral, killed the defender turrets and [golems?], and spoken with the librarian ghost who warned me she’d attack if I went any further.  But the gate is still down, and I’ve finger-mashed every bit of the dungeon looking for a way to proceed.  
     

    I actually reloaded the zone and tried again, meeting Nathalie, this time speaking with the librarian ghost first, and then killing the defenders, but still the gate is closed.  
     

    I know I’m missing something obvious, but my brain isn’t getting it tonight.  How do I complete her quest from here?


    Moments after typing this, I found the obvious door at the end of the hall.  Leaving the question up partly because it’s possible someone else will experience the same obsession with the closed gate and need a push in the right direction, but also just to retain the greeting.  

  2. Slarty, I'm blown away by the immense amount of time you've put into this.  Not surprised, mind you, just blown away!  

    When you recover from whatever life is throwing at you, please add to the list the missing spiderweb games, or at least: exile, A:EftP, A3:RW, avernum 5, avernum 6.
    Also, you can't do Enkidu without Shamhat.  ;)

     

     

  3. The laser puzzles -- except the endgame one, which is surprisingly not annoying -- make me desperately miss the moving walkways of exile.  But maybe I'm just looking at the past through rose-coloured glasses.  I suspect if I could even play the exiles on my current mac, I'd so desperately miss a modern inventory management system that I wouldn't make it an hour.

    Still, I really wasn't a fan of those mirror-moving laser puzzles.

     

  4. 14 hours ago, Sade said:

    Besides, the effects always target whomever is carrying the respective item(s). The junk bag (and the items within) are held by no character in particular, so if you put, say, a uranium bar in there, its effect should have no valid target.


    It's triggering on my third character, who is not carrying uranium.  I *believe* I've command-clicked every uranium bar directly into junk holding, and so no character should have touched the stuff.  But that third character *is* the carrier of crafting materials including fine steel, so if I had passed a shiny bar through a character's inventory, it would have been that character's.  Would a pass-through have triggered ongoing radiation sickness?

    edit: OH, I am not firing on all cylinders today.  PYRRHIC gauntlets.  Tingly, warm, named for a ruinous victory by the king of a country noone has heard of, because it's long since ceased to exist.  *cough.*  Yeah, it was the gauntlets.  ::looks embarrassed::
     

  5. Welcome out from the shadows!  I've been away for long enough I feel almost like a stranger myself.  

    I don't think there's any in-game way to redeem Squiggus' anger: it's either live with it, or use the cheat code.  Think about it this way: Squiggus is a small place, and so those patrol members were friends and family to everyone there.  If Gandhi murdered your best friend, your cousin, and your sunday school teacher, and then went off to free India, no amount of world-helping awesomeness would make you invite him into your hometown.  

     

  6. I'm ... well, not quite on my second playthrough.  I started the first game on "normal," realized somewhere around the giants that I was stockpiling potions and scrolls I didn't need, and started again on "hard."  In both plays I've discovered on returning to Squiggus that they're hostile.  

    I've got the fix, although I *did* need to search for it.  (Didn't it used to be "pleaseLikeMe" or some such?)  I'm just wondering what is causing the hostility.  The new games disallow theft if there's someone in line of sight, so my thieving ways can't be the problem, can they?  Did word get back that I killed the wrong patrol?  

  7. Ah, found it.

     

    Originally Posted By: jeff
    When a player is on the default difficult level, has built his or her characters poorly, and is playing straight through the main storyline with mediocre tactics, that player should almost never be killed. (bottom feeder 2009)

     

    Somehow I think giving "make this harder!" feedback for my normal runthrough would be a waste of time. wink

     

    I'm totally okay with that, as long as Jeff hasn't abandoned those looking for a more demanding experience. This gives me hope:

     

    Originally Posted By: jeff
    if a player chooses to opt-in on higher difficulty, they should be seriously nasty.

     

    Looks like Randomizer and I both have permission to ask for more difficulty if the harder settings disappoint. smile

  8. Originally Posted By: LIKE A WHISPER
    There's been an interesting balancing act: once upon a time, even random enemies could be punishingly hard. Then it was decided that they shouldn't be, but bosses should be hard. Except eventually that robbed so-called trash mobs of all purpose: they didn't really soak up any resources except time. The logical progression from here is either back towards making all enemies potential threats or towards Shadow of the Colossus-style games where only the important fights really happen at all.


    I actually think Jeff's navigated this fairly well. There was one game of his I played -- I think perhaps A4? -- in which he failed horribly: it was loaded with chitrachs and other trash mobs. But the next game -- A5? -- I remember a distinct shift, with lots of little sub-bosses and far fewer meaningless roving hoardes.

    I don't know that I want all battles to be Important Fights, but I do want the satisfaction of having implemented *some* strategy in every fight. Jeff's various damage types and resistances help keep things interesting: it's not so wise to fight undead in geneforge with a bunch of blue fyoras and cryodrakes, or in avernum by casting icy rain; it's not so effective to use fire creatures or fire spells against lava worms or sliths.

    It's not rocket science, but it does force one to vary one's play style accordingly.

  9. Originally Posted By: Randomizer

    I'm on Jeff's list of beta testers to ignore when I say the game is too easy.


    Well, I figure there's a paradigm shift, such that "normal" isn't supposed to be challenging, except maybe on really obviously optional battles. Our fault for choosing "normal" in the first place, if we were hoping for something difficult!

    Even ten years ago I think gamers expected to hone strategies by failing and trying again on the default difficulty. I suspect those days are gone forever. frown
  10. Originally Posted By: Randomizer
    It would be helpful in constructing the huge Item List to have others checking for missing information.


    I imagine most of us are keeping things like quest lists, and I'm certainly trying to keep track of where all the unique items are. Who trains what, who sells or buys, those sorts of things I've got written down.

    But the exhaustive item list you do, that's a crazy amount of work. I'm not sure who else will have had the fortitude to keep track of such things! It would be nice to have that to check as we test.
  11. Originally Posted By: Alorael
    Non-disclosure agreements forbid of from releasing details. I can, however, say that the beta is fun.

    —Alorael, who can only pray that he will not be sacked for saying that. He needs this gig to pay the bills.


    I was really hoping for a secret beta-testers forum, where I could post things like "man that was the coolest battle ever, what do y'all think?" or "Help, please, I can't find any trowels!"

    It's strange playing a game in a vacuum. wink
  12. I almost always do a normal runthrough, and then, assuming I like the game, I do a runthrough on hard. ( Which was the awful one, Avernum 3 or 4? There was one game I never finished on *any* setting.)

     

    Avadon I played on hard except for one area of fiery critters I fell into far too soon --only to discover that one minute of normal play was enough to deny me the achievement badge. (Strange that not being awarded a little image made me sad!) Yes, it was far easier than the avernums/geneforges, with the exception of the final battle if one chose to fight Redbeard, which was just tedious on any setting.

     

    I almost never use cheats, though -- I enjoy a challenge, but "hard" is usually my limit for enjoyment. Do torment players normally play with or without cheats?

  13. I greatly prefer Avernum to Avadon, but as Master1 said, the series is being remade. The earlier Avernums as they stand now are hard to play if you're expecting, say, a modern inventory management system. So if you're choosing between the first Avernum and Avadon, at the moment I think Avadon is the obvious choice.

     

    If you don't mind jumping in to a story mid-stream, though, Avadon 5 would be a good choice.

  14. Quote:
    i know im ranting and you guys at spiderweb really dont need to lisen to me


    Meh, once and a while, we don't mind. Besides, I myself just bought dragon age origins, and it's entirely Jeff's fault. (His blog made me do it.) Jeff should buy stock, he's selling them so well. Or at the very least, he should get a deal in which they plug spiderweb games!
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