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mikeprichard

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Everything posted by mikeprichard

  1. ...OK then! I actually am weird enough (obviously) to be interested in stuff like this, but I'm not surprised I'm the only one.
  2. Nah, I'm just looking for one other instance of the construction "ever-threaten". I haven't seen it yet, but I really would be curious if such exists. If not, this was all I needed to know. FYI, there is a simple way to search the internet for hyphenated text: http://symbolhound.com/?q=ever-threaten. It shows 0 results.
  3. Ha, I could ask whether there's anything that says the spelling of "green" as "xynaljs" is strictly unacceptable. You're not going to find anything that says the latter isn't correct, but you're going to find dictionaries that show the former is. The obvious result is that "xynaljs" isn't considered correct by general English standards. So if there's nothing that says "ever-threaten" is correct by this same rule (my question which is also unanswered, and apparently unanswerable, unlike yours), I can't accept it as such. But I'm not really interested in an endless discussion of the limits of what is creatively acceptable, as those could of course be argued to any far-fetched extent. I think I'll manage to live with Jeff's "poetic" non-standard usage. By the way, there's nothing in those kajillion uses (actually 10 pages, not 5 - http://fliphtml5.com/vvyc/egai/basic/) in the CMOS supporting combining "ever" with a verb in this way either. It is a thrilling read, though! But now I'm curious as to whether "xynaljs" ever appears in the game... 'cuz there ain't nothin' to prove it's wrong. 😉 Just to be clear: as I said above, this is obviously a nitpick. I'm just happy to hear a full proofreading pass has apparently already been done. The quality of Spidweb writing is always far above the usual video game standard, and I don't doubt that's the case here as well.
  4. Again from the perspective of someone who's as yet only watched a few playthrough videos of the first hour or so, these sound reasonable. Not going to play the game anyway until at least after 1.01, so any little QoL adjustment like this will be welcome.
  5. No problem. Here's one of many reliable guides synthesizing the commonly agreed uses of hyphens from APA and Chicago style. The Jeff Vogel usage is not on the list. Of course, he's free to be creative with language standards, in which case I guess my soul just isn't poetic enough to appreciate it. I also suppose since his version can't be supported in the same way as the below, we'll just agree to poetically disagree. https://owl.purdue.edu/owl/general_writing/punctuation/hyphen_use.html
  6. I've never seen an example of a hyphen used in this way outside of a compound adjective construction (which is not the context here) in standard English - could you please share the specific basis you found for this outside Jeff's other work? I'm interested. Thanks!
  7. Ha, that would be a stretch. There may be more typos in addition to this one as well, so again, hopefully there's time for another full proofreading pass for extra polish.
  8. This is an OCD nitpick, but since there will be a version 1.01 anyway: I haven't played yet, but I immediately noticed a typo simply by watching the introduction on a Youtube playthrough: "ever-threaten to crush you" shouldn't have the hyphen (i.e. the correct text should be "ever threaten to crush you"). Given how quickly the first one appeared, I'm not sure how many more errors like this are found throughout the game, but hopefully another complete proofreading pass has been/will be done before 1.01. No biggie if not, though.
  9. Oh, great! I had written you an email just earlier today at the main spidweb address, but I guess I'll write there too. Thanks a lot for working this out. EDIT: Just saw you already responded to my email, so I'll wait for the keys. Again, appreciate this effort.
  10. Right, I want it in my GOG library with all my other Spidweb titles and a hundred other games I own. So far the Humble link has only Steam keys, which I won't be using.
  11. Thanks, Jeff - I'm a KS backer, so if/when I can get the game on GOG and can play it myself, I'm hoping I'll get back into that great Spidweb game vibe.
  12. Emailed Jeff about this a while ago (i.e. the possibility to get GOG keys as a Kickstarter backer, which despite the likely difficulties due to Jeff not having full control of the distribution policies, would obviously make a lot of sense - an early backer should ideally not be disadvantaged compared to later customers when it comes to distribution platform choice). Will see how things go. I won't be opening a Steam account ever, so I may eventually end up having to buy the game a second time just to get it on GOG and actually play it...
  13. I know people generally don't like change, but (only from reading, not yet playing) I'm feeling a bit mixed about some of the new directions this new trilogy seems to be taking. Not a big fan of resource micromanagement (both at the macro level, and at the level of individual inventory "slots"/apparent lack of the previous games' long-overdue "junk bag" feature), enemies not rewarding experience, the skill caps you'll hit at 75%-80% of the way through a completionist playthrough... but will see how it goes. Might end up loving it, or might give QW 2 and 3 a miss. Either way, there will be the Geneforge remakes.
  14. Ha, I just hope we're not seeing e.g "poison resistance" of "132%" (which was actually probably 60%) or something nuts like we used to see in Avernum 3... it is 2019, so I would think by now Jeff has figured out how to create accurate UI data! And oh yeah, thanks for all the work, as usual! Love seeing the Strategy Central go up 20 seconds after the game is released (though I expect 19 seconds with Queen's Wish 2... you can do it).
  15. Good God, please tell me the displayed UI data for character stats (resistance percentages, modifiers, etc.) aren't incorrect compared to actual game mechanics like they were in the bad old UI pre-Avernum 5 days... please.
  16. Ugh, that's kind of annoying... I'm a completionist too, and that partially kills the sense of progress in the endgame, just as it did in Avadon 1. But thanks, TriRodent.
  17. Yep, it's still 10:30PM on September 10th where Jeff lives. Patience.
  18. Thanks, Relle and Randomizer - I'd be interested to hear if there's a level cap as well (hope not), but this is even further off topic.
  19. Off topic, but real quick since it was mentioned - dungeon/other mobs immediately respawn in this one? For most (all?) past Spidweb titles, respawn has been very limited, and only after a period of time in any particular area. This would be a big change, unless I'm misunderstanding the comment.
  20. Yep, the graphics look horrible. They will also not stop me from enjoying the game.
  21. Not being able to play on GOG would be a showstopper for me, so as another KS backer, here's hoping this happens soon. If not, I'll have to ask Jeff to somehow trade my Steam key (which I will never use) for a new GOG one. Regardless, it would be extremely disappointing if as a day one KS backer, I wouldn't have the same choice to play on GOG as I would have if I just bought the game tomorrow after release as a new customer.
  22. Only resurrecting this since it's pinned in Strategy Central, but all available evidence still indicates the time counters are essentially unchanged from the original Avernum 3, as posted here: http://spiderwebforums.ipbhost.com/topic/19339-avernum-3-effects-of-passage-of-timedays-complete-town-list/
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