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Khoth

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Everything posted by Khoth

  1. I'm curious about whether "not a shaper" also means that instead of the shaper/guardian/agent skillsets you get to choose from the other three possible combinations of weak/strong/middle magic/shaping/fighting. It would make a nice change, and there's never been a better time to do it. After all, there's no reason why the rebels should duplicate the shaper's way of choosing who to train in what.
  2. Quote: Originally written by Aaron: Move far enough forward in time or to a new area in Avernum for all old plots to die a complete death. I like the continuity provided by keeping the same setting and some of the same characters. (Of course, keeping the same plot and villain is not what I mean here) Quote: Create magic system that has elements to it that can be countered or nullified by another element. Same with the divine based magic. Each type of magic should have an opposite and equal force that balances it. If someone can cast magical damage at me, I should be able to shield myself/others from it, reflect it, absorb it, etc... There are already various types of magic, that you can have resistence to in varying degrees. I'm not convinced that shoehorning everything into opposite pairs of elements is a good thing. Quote: Each magical spell/ability should be learnable by the playing characters. No magic should be out of the range of understanding of a magic user of same type or class. Why? It's already unrealistic enough that an NPC mage can spend a lifetime researching some magic, and then a bunch of adventurers can pick it up in five minutes by skimming through a dusty tome in a monster-infested dungeon. Quote: (for ex. crystal worms using mind control that you (as a mind control expert) have no way to learn or defend agasint, this shouldn't be in an rpg game). "shoudn't be in an rpg" is a pretty strong claim. Care to justify it? I don't see why a human has to be capable of doing anything that every other species can do. Anyhow, in A4 you can defend against that sort of thing. Quote: There should be different types of damage for melee, peircing, slashing, crushing, etc... Monsters should have weaknesses that allow a balanced team to depend on one character or another It's already the case that monsters have weaknesses that allow a balanced team to depened on one character or another. Sometimes magic works best, sometimes melee, and sometimes missiles. It seems to me that adding in a load of different melee types like that just means that fighters have to carry round a bunch of assorted weapons, or you get situations where you don't have a character that specialises in the spiked morningstars that are monster X's only vulnerability. Quote: Weapons and items should be clearly thought out for character advancement path. If I choose to make a character an expert at Bows, but there is a very poor selection of bows, doesn't that ruin that entire character path? There are plenty of bows in A4. Quote: Having so many useless items in a game doesn't make sense, the player will never use it or pick it up, so why waste time with it? Its better to hide useless items then to make a player pick throuh mounds of item trash to find what they want. I think useless items can add to the flavour. If you walk into someone's home, you're going to find clothes and plates, not platemail and demon-slaying scimiters. And unless you're obsessive-compulsive, you can just ignore them (or at most quickly mouseover in the pickup screen to see what they cost). Quote: Allowing people to make super generalized characters that can end up being completely useless should be avoided with an advancement system that is smart enough to understand what type of character your creating. Allowing people to make jacks-of-all-trades doesn't seem to me to be a problem, unless they are similar in power to specialists until it's too late to specialise, then become useless. If it's a bad idea to make thief-archer-fighter-mage-priest, you'll find out pretty quickly that you don't have enough skill points to go round, and specialise. And it doesn't need a psychic advancement system. Quote: Thieves should have some kind of stealth variable, just becuase one of my party can be seen shouldn't automatically make my crime seen. If my thief is an expert at stealth and hiding, the thief should be able to hide and steal something out of sight regardless of other pary memebers visibility. Also, they should be able to sneak up on people in combat. As if stealing stuff wasn't already easy and munchkinny enough... Quote: There should be the ability to use either keyboard or mouse without having to switch back and forth, or to use both (one hand on the keyboard, and one on the mouse). In other words, ergonmics should be considered when designing the interface. At last, something I agree with. Quote: Pack animals! Why can almost every Avernite own beasts of burden but your own characters can't, or allowing characters to have storage areas (or purchase them). You can have storage areas in A4. Just put down some items somewhere and call it a storage area. Quote: Item crafting! If other Avernites can make wands out of sticks, or potions out of herbs, then why can't one of your characters specialize in that too? Exile had alchemy. It was pretty useless. And I want to go out adventuring, not sit around at home making stuff. Quote: Music?... Do you know how to use a search engine? Yes. (second result, google helpfully provides the relevant excerpt
  3. I like the new way much better than the old one. However, one request for next time: Make it so that if I wear two 50% protection items, it says 75% rather than 100%.
  4. I like the new way much better than the old one. However, one request for next time: Make it so that if I wear two 50% protection items, it says 75% rather than 100%.
  5. You don't need to kill anyone. You do need to make death happen, but that's a different matter. I've done it as a solo rebel Agent. There were some difficult bits, but it's all do-able.
  6. Except that Thralni has, for some peculiar reason, turned it into a Word document, so that won't work. Edit: He didn't even do that. As far as I can tell, he renamed a .gz file to be a .doc file, then mangled it in some other way. I can only assume that insanity is involved somewhere.
  7. The last island is really lame if you're a rebel, but on the other hand there's something that will always be a mystery if you're a shaper.
  8. Cast Augmentation on yourself and anyone else you feel you can spare the essence for (and maybe use one of those 2657 pods you have hoarded). Cast the bless/haste party spell the name of which I forget. As soon as you read the book, run into a side passage so you don't get surrounded at once. IIRC, acid is really good against ghosts and fire is useless. Or yes, come back later. Kyra's refuge is harder than the general area it's in.
  9. You have to kill the ghosts. Acid works well, and immediately running to a dead end so you can take them on a few at a time helps a lot. It is a difficult fight though, and you might want to come back later when you are stronger.
  10. I've only once had a creation go rogue, and that was one that had no intelligence that I was repeatedly hitting and healing to see if it went rogue. Are you sure that Alwan and Greta went rogue (attacking you) rather than being paralysed with fear or fleeing in terror?
  11. I'm a hopeless packrat, so I need the strength boost from the Claymore.
  12. IIRC acidic stuff works well on the shades. As for tactics, it's probably a good idea to run for an alcove after reading the book, so you can take them on one or two at a time.
  13. You can't actually write your own stuff there, but if you're talking or you have a message box pop up, you can press the "Record" button to add it to your journal.
  14. You have to ask him why he's not made progress, or somesuch, to distract him. Then you examine him closely.
  15. If you pay by credit card, the credit card company will do it for you (skimming off about 2.5% for themselves). If you don't have a credit card, maybe yourt parents do.
  16. Ask him something, then choose the option to examine him closely while he is distracted.
  17. Those doors only open after you finish the test. The test begins in the northwest of the building.
  18. It might be worthwhile to bring out your gems for this fight. They do decent damage, and you can use two per round while still being able to move a bit.
  19. Why allow the exceptions for pre-spines and for turrets etc? It's possible to win without killing anything, so why not just say you can't kill anything until you find your spines?
  20. When I tried the spines, they were pretty lame. They hardly reflect any damage.
  21. Quote: Originally written by Contra: Blessing Magic only needs to be at 3 But you need 4 to cast group bless/haste (I forget the name), which no character should be without. Even if they are a guardian and/or don't use creations. Quote: Originally written by Delicious Vlish: And a Hardcore Loyalist could probably defeat the game using Cryoas, Vlish, Glaahks, and or Thahd Shades. Mine had only a fyora and a vlish.
  22. Can a true loyalist actually get to make cryoras, or does it need a canister?
  23. *fingers the little padlock picture*
  24. The only time I've done it without help is when I was playing without killing anything, and I thought I needed every experience point there was all to myself. If I was to do it again, I'd take a helper as a meatshield.
  25. Not sure which one you're talking about.. If you mean the one on the first island, I found gems were the best bet, since you can use two per turn. Go collecting, and you should be able to get enough. Alternatively, if you have leadership 10, you can tell it to die, or for leadership 7(?) you can leave the island without killing it. For the one on the third island, just leave it to others.
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