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mauvebutterfly

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Everything posted by mauvebutterfly

  1. There should be 4 swords lying on the table. Use the 'get' command (keyboard shortcut: 'g') while standing near the table to pick up the swords.
  2. Originally Posted By: Tirien Originally Posted By: Lilith it is pretty fun though. not as good a retro-sequel as Mega Man 9 and 10 were, but not bad And now all of the Mega Man fans will pop in to post. Shame on you for derailing the thread even more. Just popping in to post. Though I was more of a fan of the Mega Man Battle Network series, personally.
  3. Originally Posted By: Earth Empires every1 gets quest items, only non-quest things vary between players. I was thinking more along the line of random drops for crafting items, which would be annoying but not hinder progressing through the main plot. I would say that I would refuse to play a game that required a random event in order to obtain a key item, but somehow I keep finding myself playing MegaMan Battle Network. That being said, occasionally being required to find a specific item that can only be obtained by skillfully beating a specific enemy that only appears randomly in remote parts of the game world is probably my least favourite aspect of those games.
  4. I could see this being a problem with game balance too. Jeff doesn't seem to like the respawning of monsters, which means that if there is a chance an item will be dropped, some people will get it and some won't. An alternative is to guarantee a drop but to have the item dropped be selected from a preset list of items. Again, for the sake of balance, I'd expect all of these items to be mostly different with regards to cosmetics. Having a monster drop one of three different items that are all essentially the same doesn't seem to add anything to the game over having a monster always drop the one item. Just my opinion of course.
  5. I'm pretty sure that the original Baldur's Gate used a slightly modified 2nd Ed. engine. Classes required different experience thresholds for levels, and AC went down as you put on armour.
  6. Thanks Randomizer. Yeah, I figured that some skills are hard to do without early on. This makes it slightly harder to spend skill points as efficiently as possible, but in all honesty I'm disinclined to do that anyway. Not sure why I need to play these games through on torment without thinking about my character builds too much.
  7. As in some of Jeff's previous games, do you need to visit the trainers before spending skill points on the skill?
  8. Originally Posted By: {Cartouche} Actually, now I'm thinking that maybe the ideal system would be a hybrid. The real weakness of the zone system is that you know exactly how large each area is because it will be zone-sized. If some "zones" were several areas, there would be more of a sense of real surprise and exploration. When you say this, I'm picturing something quite like the later Geneforge games, actually. Although the game had zone divisions, some zones had larger dimensions than others, and some also had different levels that could be reached (e.g. through a trapdoor or a pit in the ground) that didn't show up on the overview map. I personally really like the Geneforge system, because it makes exploring every last square of the minimap less tedious; all the 'no encounter' sections have effectively been removed, so I'm less likely to spend a lot of time exploring places that are of no value.
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