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TriRodent

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Posts posted by TriRodent

  1. 1 hour ago, The Almighty Doer of Stuff said:

    I have a light switch in my apartment which is not connected to anything. I leave it in the down position anyway so I don't get anxious

     

    “In my house there's this light switch that doesn't do anything. Every so often I would flick it on and off just to check. Yesterday, I got a call from a woman in Madagascar. She said, 'Cut it out.'”


    ― Steven Wright

  2. It's probably way too late for this game, but it is a good idea (or at least make it optional on the easier difficulty levels if you want a slightly harder challenge - veteran & torment are designed to be hard).  You should email Jeff with the idea (support@spiderwebsoftware.com) as I'm sure he has a folder of 'ideas' for future games & the tweaking therein.  From a programming perspective it shouldn't be 'that' hard to do as it's already incorporated into the harder difficulties & would just (from the end user perspective anyway...) require another line on the options page.

  3. I didn't recognize it from future chapters, but I have a feeling that it is 'very' important moving forward.  In one of my endings the Shapers at the Ruined Docks made it back to the mainland & the goo was considered a good prize (or something, don't really remember other than it was specifically mentioned in the ending wrap ups). But there was also an ending where they attacked me & got killed.  FFWD to the ending wrap ups & there was a later expedition to the island who discovered the vial of goo & took it back to the mainland with them...

     

    So I'd say Jeff has 'something' in mind for it, we're just going to have to wait a couple of years (at least) to find out what.

  4. 15 minutes ago, nikki. said:

    ...and here I am, just thankful that we no longer have to click and use each living tool one-by-one

    Even that could (irrc) be exploited a little bit when combined with the unlock spell.  Save & start using tools until you got down to about five needed & cast unlock with every tool used.  Eventually you'd get in a tool or two before you could be expected do so with either unlock or tools (or maybe it was a few tools before you were told what would work...).  Reload & use tools until you were right at that sweet spot, put the extra saved tools back into your pack & loot away...whee

     

    Yeah, I don't miss that drudgery.  The dumb things I did way back when when I was younger & goofing off time wasn't so precious.

  5. 1 minute ago, Typical_Name said:

    Also, if I turn in Naab, does that impact my relationship with the Takers?  He DID say that his offer still stands regardless of what happens to him... (eyes quest exp greedily)

     

    I don't know.  I generally play as an Agent & don't think I have ever turned in anyone who shares my avocation for lurking in the shadows (even one who's running around with psychos like Nabb...).  I'd think (think) you'd be ok turning him in as, he essentially said you could, it's early in the game & you really don't know anything about who he represents yet & so could reasonably be expected to go ahead & turn him in even if you do later have Taker sympathies.  At worst (again, don't 'know') you may get chastised once you get to Kazg & talk to people there.

  6. 8 minutes ago, Typical_Name said:

    Yeah, I saw that post, but I didn't want to get spoilers - I just wanted kind of a "list of quests to make sure I didn't miss anything before leaving,"

     

    Reasonable.

     

    Non spoiler (ish) quest givers in Vakkiri

     

    Learned Pinner - has 1

    Leader Khobar - has 5 but some are continuations after doing previous ones

    Brodus Blade  - has 1 (the bandits we've been discussing)

    Sencia - has 1

    Inerny - has 1

    Coale - has 1 but it's broken down into 2 distinct sections each with a reward

    Ham - has 1

    Nabb - has 1

     

    Some you can do right away, some won't be until halfway through the game

     

     

     

  7. 3 minutes ago, Typical_Name said:

    Oh, darn, I was looking forward to the continuity of playing one character across several games.  Oh wells.

    The problem with that is that pretty much every game (not just SW but 'every' RPG out there) has you starting off as essentially a nobody, growing in power over time to become a near god.  Starting off the game 'that' powerful really limits what the designer can do (to say nothing about all the different builds that people have made & trying to balance the new game for 'x' different characters rather than 1-4).  I have a feeling, no knowledge of, but a feeling that further chapters in the QW saga 'will' incorporate what went before, but that's more an opening set up of "this went on before over here...but we're sending you over 'there' to continue your adventures..." the political background will reflect what happened earlier but the new story will be a brand new traditionalish game.

     

    8 minutes ago, Typical_Name said:

    Like, if I fail the dialogue option to resolve it peacefully, can I level up and try the dialogue option again, or am I locked into doing the quest the violent way (assuming I don't reload)?

     

    If, using the bandit example, you just paid for passage earlier, you 'should' (he says nervously...) be able to get better options once your leadership gets bumped up a point or three.  Just don't report back to who gave you the quest/don't answer about things being done & try to get the dialog that started the whole process again (qucksave before just in case...)

    9 minutes ago, Typical_Name said:

    Hrrm, is there a list of the quests somewhere, to make sure I don't miss any?

     

    "Strategy Central" at the top of every game forum is a GREAT resource for those games.  Lists like what you want, where all the canisters are, hints & tricks, etc.  Major, major, major spoilers though so if that's an issue, beware (of course you're looking for a complete list of quests so that probably isn't...)

  8. 1 minute ago, Admiral Snackbar said:

    Is it too much to focus stat points on strength, dexterity AND endurance for when he has to tank, or does the game give enough points?

    If you're going to focus him on ranged rather than melee, other than an initial point or two in strength, you're probably fine with just letting the automatic point out of every four come around from leveling up (been a while, but no the games won't give you all the points you want, enough to survive, but not enough to do everything in every way).

     

    Definitely some endurance as you're going to want him, once the baddies close in, to be a functional meat shield (as you stand back & hit them with your distance attacks/your other companion beats them from afar as well.  But you should be able to thin the horde out fairly well before things get up close & personal.

  9. 20 minutes ago, Typical_Name said:

    but I was under the impression that since it was a series, I'd be importing the character from each previous game and my decisions in the earlier games would affect the later ones.  Is that not the case?

    No, each game is self contained within the same universe/story, but the protagonist/what choices were made do not move on from chapter to chapter.  Jeff said he is going to try to do that with his Queen's Wish trilogy (currently only the first is done), but not the other games.

     

    22 minutes ago, Typical_Name said:

     

    What you describe is basically what I was doing to clear out areas, but I'm only getting around 10-14 exp per kill, and leveling up takes well over a thousand exp, and I struggle in any fight against more than one creature.  Grinding doesn't seem like a viable way of leveling, unless I'm just doing something wrong?

     

    You get big chunks of xp (100-200 for example) by doing some of the simple quests in & around Vakkiri (such as getting the nice steel knife back).  Talk to any named servile, many of them have dumb errands for you to do.

     

    23 minutes ago, Typical_Name said:

    Also, if I talk to an NPC without the needed leadership level to do something, and then come back later after I level up my leadership, do I get the option to do whatever it was that required the leadership, or is the option gone?  (ie, if I try to negotiate with the bandits, go back to the Blade person, fail the leadership check, then later level up and come back, can I try to persuade her again)

    I don't know, I never tried that.  I doubt it if you already got the xp for say taking care of the bandits one way.  You cleared the quest so you can't cash in on a different way of doing things.

  10. 1 minute ago, Typical_Name said:

    Are there any other significant items I should know about just lying around?

    Other than consumables (such as living tools (buy every one you come across - early xp for opening things is pretty good) or pods, maybe a couple of crystals), I pretty much 'never' bought anything from a merchant.  In general, what you find laying around will get you through that part of the game until you find something better

  11. In addition, with GF1M you pretty much 'have' to use the canisters to get pretty much anywhere in the game.  You do sort of remember correctly though, in later chapters of GF, canister use can/will eventually adversely affect you.

     

    As an Agent (especially a solo with no creations) you will be relying on magic spells fairly soon. so put a couple of points into melee if you want that option, none into missile (even though you're probably using javelins right now instead of fire - that will change).  Start bumping up the assorted magic skills.  A point or two in endurance isn't a bad thing either.

     

    Limited exploring/quest grinding right outside Vakkiri should give you a couple levels of experience to get you deeper into the island.  Hit & run is a good tactic in the beginning, especially in Watchhill with the wandering thaads.  Kill one or two & run back to Vakkiri to heal/recharge & head back.  No day counter/incentive to get things done quickly so bounce back & forth.

     

    As an agent, leadership will get you experience without lots of fighting, so get that to 4-5 relatively early.

     

    Welcome back to the Spiderweb universe...

  12. 56 minutes ago, BenS said:

    But I would still dearly love the ability to selectively sell items in the junk bag! Sometimes you want to have some backup items against particular enemies, and the backpack gets full so quickly and easily.

    Jeff's theory/logic on that was that inventory was what you are physically able to haul around with you at all times (thankfully without weight limitations such as in A4) & so it's limited.  The junk bag is just a magical space warp where you can stick stuff that you may want to sell at some point (to avoid the drudgery of picking up a few things, running back to town to sell them, going back to get a few more, rinse, lather, repeat...).  It isn't supposed to be an expansion of the pack on your back/your pockets.

     

    So while I understand the why, I may not completely agree with it, but it does come from a logical thought process.

  13. 1 hour ago, mikeprichard said:

    I didn't see Shift-click covered earlier, which is how you split stacks (and why I mentioned it above as relevant to alhoon's immediately previous question).

    If that was directed at me, the 'it's been covered' was to Ben as to why I wasn't helping him with that.  No worries, communication this way is certainly an imperfect way to do things...

  14. Shrug - I noticed it but didn't really think about it.  I generally assume that the further I get into most any game that the foes that I face will get stronger in some way.  Some have much larger amounts of hit points, some do more damage per hit, etc.  These just happen to act faster/more often.  If all I was doing was encountering, say the early thaads from Watchhill only lots more of them, things would get tedious quickly.  It just requires different tactics.

     

    /my solo agent would stand outside of their visual range, stun them with airshock, burn them down with searer, & then move to the next one

    //staying in combat mode for most of the Western Wastes also helps tremendously (if a pain in the nether regions if you have a bunch of creations to move around too)

  15. 6 hours ago, BenS said:

    the inability to be able to cherry pick what I want to sell from my junk bag

    Shift click has been covered...

     

    What I did to keep my junk bag more or less for getting rid of money making items & not as an expanded inventory pack was to use a village/friendly zone as a warehouse.  The area around the merchants in Pentil had piles of thorns in one area, crystals that I didn't want to sell in another, equipment that I 'might' want to use at some point in another, etc.  Not the most elegant solution granted, but it worked (be sure to set up your warehouse in a zone that you can actually access your junk bag...don't ask how I know this...sigh).

     

    /the selective use of your junk bag was brought up to Jeff during the beta testing...shrug

  16. Yes, you can not get the free skill level from the Tombs (or elsewhere) if your skill level is above zero (this includes wearing items that raise your stats when checking the coffins).  However you don't get points in spells or creations from The Tombs so using canisters isn't 'that' limiting.

     

    However, if your character's base skill level is 1 or more from the very start - train away if you want to

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