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improvements for geneforge 3.... your thoughts


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i see i'm not the only one that wishes your creations could carry things, or wishes that you could fit them with boots, swords and armor.

 

what are some of your other things you would like to see changed? i personnally would love to see the following "improvements":

1) to make the EXITZONE cheat part of the game. (put in the rules) cant tell you how many hours i wasted walking around and when i found it out, i was miffed!

2)allow creations to equip weapons/armor as described.

3)make it easier to select creatures. cant tell you how many times i went to select an enemy with a artilla to hit him at long range, only to accidentally click next to the monster and the creature would lose a turn, but also get clobbered with a melee attack. (also works in reverse when i go to heal a character, but clicked on the ground instead and lost my turn)

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Allowing all creations to bear weapons or don armor would ruin the uniqueness of the creations, much of which is due to their differences in body structures and attack styles. Rather, I would propose only allowing the humanoid creations (serviles, thahds, battle alphas, rothgroths) to bear armor at all. However, perhaps it would be best if only serviles were allowed to bear armor, as they are the only humanoid creations that lack potent natural armor. Likewise, weapon-bearing should only be allowed for those creations which lack a natural attack, and have dextrous hands capable of grasping such weapons. Again, it would pretty much only make sense to allow serviles to bear weapons. If any humans are available as pick-up creations in GF3 (like Zora in GF2) they should likewise be capable of bearing weapons and armor.

 

One definite problem I would like to see corrected in GF3 is the problem of moving creations around obstacles and around other creations in combat mode. Creations standing side-by-side should be able to move forward rather than locking each other in place. Another thing I'd like to see, which several other people have also mentioned, is male and female graphics for each player character, or at least for the Guardian and Agent. Sorry to sound sexist, but having to play as a woman when playing the Agent took a lot of the fun out of the character for me. Just couldn't really get into the game, because it didn't feel like role-playing at all. Likewise, several female players have balked at the only graphic for the guardian being a huge burly creature with an undeniably masculine build. And of course, I'd like to see more creations. Hugely powerful ones would be cool, of course, but it would also be nice to have some new lower-end, cheap creations to allow for a respectable alternative to an arms race for gazers and drakons.

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Hear hear! I personally don't mind what my character looks like, but it's bothering me, wondering why there's never any male agents around. The guardian, well, I can live with that one looking rather masculine - bulky armor and all that. But the agent should either have different graphics for either gender, or be less feminine.

Not that I really mind the gender of my characters.

Although, I did name my Shaper 'Sandra' instead of the default Andras.. Renamed just about all the pickup creations I gathered in that game to 'real' names, too... Then abandoned that pre-patch game in favour of a guardian. "Me smash!" wink

 

More low end creations would actually be pretty cool. There's just something disturbing, to me anyway, about having creations that are far stronger than the supposed apprentice that shaped them...

 

Also, a 'pack mule' creation ... Maybe this could be a use for those create Ornk canisters? Ornks could probably carry stuff for you, since they don't seem much good for anything else.

Well, other than comedic value... I was playing GF1 the other day, and the 'Ornk Lord' still cracks me up every time.

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Quote:
More low end creations would actually be pretty cool. There's just something disturbing, to me anyway, about having creations that are far stronger than the supposed apprentice that shaped them...
Maybe Jeff is trying to make a point here? wink Especially as the *really* powerful creations requires some dubious morality and loss of sanity (through canister abuse) to acquire.... Something about power without control?
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Quote:
Originally written by FZ:
Maybe Jeff is trying to make a point here? wink Especially as the *really* powerful creations requires some dubious morality and loss of sanity (through canister abuse) to acquire.... Something about power without control?[/QB]
your probably right but ive beaten the game withought augmentation or canister use and its quite fun ive also learned how to make fairly strong monsters cool
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Improvements:

 

The Story

:

1. Let us use the Geneforge! I want to be a power-hungry, psychopathic, glow-in-the-dark rogue shaper.

 

2. Bring back Clois! frown

 

3. What happened to Sharon? It never mentioned her in the endings.

 

4. We've had two games that take place in the middle of nowhere. Can we have a game that takes place near real Shaper cities?

 

The Technical Junk:

 

1. Fire Creations need more power. Getting hit by a giant fireball spewed by a 20-foot tall dragon is supposed to hurt more than getting stared at by some freakishly large eyeball.

 

2. Make Eyebeasts weaker! The game doesn't need a high-damage, stunning Aura of Flames.

 

3. Please, we don't need occasionals. A 200 HP Charged Artila in a demo area isn't going to make anyone happy.

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Being able to dual wield weapons would be nice, especially batons since they're like guns. It would also be nice if you can create beasts of burden to carry around your stuff. It would also be nice if there are class specific skills and some more passive skills. The Shaper could have some kind of aura that gives creations within a certain radius extra hp and resistance, the Agent can have a magic deflection/reflection skill, and the Guardian can have some kind of regeneration skill. I think it would be reasonable if you were able to capture rogues and either have them brought to a NPC to be converted into one of your creations or if you had enough leadership and shaping skills, control them yourself.

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Hmm... Well, in the case of my Drakon, it would be interesting to get his opinion on Shaping in general. Considering he's still completely obedient, yet intelligent. To be honest, it might end up being something like one of those annoying desktop pets. frown

 

I'd like to see Shapers be able to make serviles. Obviously, they can carry things. They can talk, even if not well. They can use weapons. I'd like to be able to custom equip them. Heust Blade was really useful, but his weapon array was limited to javalins and a sword. What about those nasty shaped lances, the more powerful version of javalins? Or thorn batons?

 

Which reminds me. How is it that Drayks, even though they have no hands, can still carry around 60 coins each?

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Being able to hire mercenaries or creations would be great for Guardians and Agents. You wouldn't be able to control the hirelings and they would take a percentage of the gold you pick up and you should be able to dismiss them if you want. You should be able to select what kind of attack your creations use. All creations should have their own spells or abilities that uses energy. Especially battle creations, they have nothing better to do with their energy. Thahds could have some kind of skill that increases their attack damage. Clawbugs could have a poison sting. Battle Alphas can have some kind of regneration. Rotgroths can have an acid spit attack.

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The entire point of having the "Magic Shaping" division of creations is to distinguish magic-using creations from simple "straight-damage" creations. Giving Battle Shaping creations the power to cast spells would effectively remove the division between creations like, say, clawbugs and glaahks. Also, Rothgroths already have an acid attack; it's part of their standard melee attack. I do agree, though, that the player should be able to set a default attack form for those creations that have both a melee and a missile attack.

 

Your point about the energy for Battle and Fire Shaping creations is a good one. I would suggest that this problem be remedied in GF3 not by granting these creations spells to use up their energy, but by providing all Fire and Battle Shaping creations with a fast-recharging "Shielding Energy" bar which would take all the damage in battle for the creation until exhausted, at which time damage would begin to be subtracted from HP. Shielding energy would recharge partially between rounds of combat. Perhaps this innovation would even things out for Battle and Fire Shaping creations and reduce the near-complete dominance Magic Shaping holds in GF2.

 

As for the mercenaries idea, it could work. Being able to hire powerful human warriors or mages, or perhaps even Shapers, would be very interesting indeed. However, I think the "percentage of gold" thing would be rather hard to implement. A flat cost to purchase the services of a given mercenary would make things simpler.

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Quote:
Originally written by Abu Dhabi:
i on the other want a wait button on the quickspell bar so's i dont have to click myself, and some kind of field lines in combat mode so i'd be able to see how many aps my avatar will use. EOT
Avatar? What avatar? Are you just talking about your character in the game?
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I would like the action point consumption to be modified. I dislike the fact that if I accidentally use an attack or magic spell with 9 or less AP remaining, I lose the other four minus. Most of the time I'd like to use the remaining AP to move away from the enemy or use an item. It works the other way around, so I see no reason why it shouldn't be symmetric.

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i started this topic, but forgot my number one pet peeve: there should be a "on guard" option. say my thaad has 8 hp, but i dont want him to use 7 of it just getting to the enemy, and then not have enough AP to take a swing and thus leaving him vulnerable for the round. If he has at least 5AP left, you should be able to click a STAND ON GUARD button, and this means he'll stay where he is, but if an enemy comes within his range, he's able to take a swing before the enemy does. (again, providing he had enough AP to do his attack. You wouldnt be able to use the button if the character has 4 or less AP) This is used effectively in other RPG games.

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Quote:
Originally written by Stughalf:
Another thing I'd like to see, which several other people have also mentioned, is male and female graphics for each player character, or at least for the Guardian and Agent. Sorry to sound sexist, but having to play as a woman when playing the Agent took a lot of the fun out of the character for me. Just couldn't really get into the game, because it didn't feel like role-playing at all. Likewise, several female players have balked at the only graphic for the guardian being a huge burly creature with an undeniably masculine build.
It HAS been said, kthxbai.
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Quote:
Originally written by Stughalf:
The entire point of having the "Magic Shaping" division of creations is to distinguish magic-using creations from simple "straight-damage" creations. Giving Battle Shaping creations the power to cast spells would effectively remove the division between creations like, say, clawbugs and glaahks. Also, Rothgroths already have an acid attack; it's part of their standard melee attack. I do agree, though, that the player should be able to set a default attack form for those creations that have both a melee and a missile attack.

Your point about the energy for Battle and Fire Shaping creations is a good one. I would suggest that this problem be remedied in GF3 not by granting these creations spells to use up their energy, but by providing all Fire and Battle Shaping creations with a fast-recharging "Shielding Energy" bar which would take all the damage in battle for the creation until exhausted, at which time damage would begin to be subtracted from HP. Shielding energy would recharge partially between rounds of combat. Perhaps this innovation would even things out for Battle and Fire Shaping creations and reduce the near-complete dominance Magic Shaping holds in GF2.

As for the mercenaries idea, it could work. Being able to hire powerful human warriors or mages, or perhaps even Shapers, would be very interesting indeed. However, I think the "percentage of gold" thing would be rather hard to implement. A flat cost to purchase the services of a given mercenary would make things simpler.
I'm not talking about spells for battle creations, I'm talking about natural abilities. Like Thahds using their energy to do an extra powerful punch or Clawbugs using their energy to add some poison to their sting. As for the mercenary, the percentage of gold thing would not only make more sense than the flat fee, it would also prevent the Guardian and Agent from being more powerful than the Shaper. Since mercenaries will compensate for the Agent and Guardian's lack of shaping skills, having a flat fee would make Agents and Guardians like super powerful Shapers, unless the mercenaries are really expensive.
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I would not only like less sexistic graphics (though they don't really annoy me, since I prefer to play the agent), but I'd like more colour schemes. I'd really like to play a shaper (of any type) with black robes.

I find the idea of shops running out of money unrealistic. Am I their only client?

They way of travelling in Geneforge is far faster than in Exile/ Avernum, but it is highly unrealistic, too.

I'd like to be able to equip two kinds of weapons (short-range and wide-range).

 

Oh, and the difficultes area should be at the end, and not on some sidekick-dungeon.

And I'd like to learn who's the bad guy earlier. Who was Eass? And why was he (or the other dragons) important?

 

I do not like this "letting stuff lie around". The idea of the charms was great, but why do they take so much of my expensive storeroom?

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i like someone's earlier idea about having your own home to go to... certainly there would be essence and health pools there. and maybe a treasure chest to hold the items you want to keep instead of leaving them on the ground outside doors. if this chest only let you keep 30 items, then it would make you be more frugal about what to keep. Also, any item you drop could then disappear forever when you left a map.

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I would like the blasted "Make inactive" option to work. When in combat it just randomly shuts off, thus completely defeating -any- point of it whatsoever. I might actually use the outside creatures for pick up if they would listen when you tell them not to go running off to certain death. And why the AI always on? If they agree to serve you then why aren't they serving you? They just follow you around and more often then not get you into annoying situations. Sounds more like a sibling then a loyal servant to me.

The Gazers should be nerfed too. I understand they're powerful, but general law of RPGs show that a concentrated blast should always do more damage than a mass attack when on equal levels. Namely, switch the damage done by the Drakon and the Gazer. It would make the Gazer a world less of cheap and make the Drakon worth noticing.

Also, maybe in the next one make more use of the map revelation sequence? It was neat how the map was only limited to the tiny corner in the very beginning as to what you were able to see from that point.

And as always, I'd like to reaffirm the item placement complaint most people have had since the Avernum series. Haphazardly dropping your items randomly on the ground is sloppy plain and simple. Realistically, no slob is going to be able to save the world from- or induce upon it- certain destruction.

 

---Your $0.02 giving maniac, Necris Omega

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More colors would be nice. I'm finding the blue to be a bit boring, after awhile. Black would be kinda cool. Yellow, maybe. Or tie-dye. wink Just kidding. laugh

 

Personally, I like being able to travel 3 miles in about 5 seconds.. Exile got on my nerves that way.

 

(spoilers)

Iolanda: Eass is a drakon, the best made so far. He's exceedingly hard to kill, and being a drakon, he can shape. This poses a problem for the Shapers. To learn more, play the game and join the Takers.

 

(/spoilers)

 

I think the shops get money in GF2 when you sell them enough different items that they run out of space. One item replaces another and they gain money. I could, of course, be wrong there, though.

 

And lastly, try increasing Strength. If charms are sapping how much you can carry, then you really need to bulk up that stat.

 

I agree with Omega, too. Huest Blade got himself killed about 6 times by trying to go over hotpads to help me fight a pylon. I ended up giving up and letting him die. The inactive should be changed.

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Ah, so that's how many. Thanks.

 

Lenny: Yeah, a house would be great. You might end of having to purchase it, though. In the last two GFs, you've traveled somewhere. Maybe an abandoned Shaper house?

 

It'd be a interesting addition, anyway.

 

Has anyone else noticed that you simply can't put anything in dressers, cabinets, etc?

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My suggestions for #3:

 

Go back to the Geneforge forum, dig around for the heaps of threads on "What do you want to see in Geneforge 2?" and actually implement some of them.

 

The idea of a personal home was suggested back then, a fair few times, really. I think someone even beat me to it by one thread or so. Alas. The ability to buy/place turrets and mines in your home was mentioned at the time. Pack beasts have been mentioned since the dawn of time as near as I can tell. Everyone always wants more creations, of course. Though I do think it a good point that more low and middle level creations would be nice. Some variety, and some things that would make more of them worth keeping around for a while.

 

My only real complaint with 2 is a lack of strategic advancement. Within the first few areas we've allready covered most of the tactical learning curve of the first game, and then...well, not much. Other than the patrol pathing and one assault on a fortified position encounter. Some truely unique and interesting fights would be good. As it is, none of them really gave me that warm fuzzy that assaulting the taker bridge in GF1 gave me. Though the patrol paths were kind of nice. Not in a "I like to sneak through areas" way, but in more of a "If I stand here they all come to die" kind of way. Basically, I'm a combat player. The stealth and mechanics routes seemed pretty well expanded in 2, but combat seemed to have stagnated for the most part. New spells and new critters don't replace new strategic and tactical challenges. And I *seriously* don't count strong dazing everything on the planet a serious tactical improvement.

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Quote:
Originally written by Arcblade:

(spoilers)
Iolanda: Eass is a drakon, the best made so far. He's exceedingly hard to kill, and being a drakon, he can shape. This poses a problem for the Shapers. To learn more, play the game and join the Takers.

(/spoilers)
I know, I killed him with my awakened agent Tonks. He wasn't hard at all, to get to him was much harder, when I finally got there my party was so strong that the fight was really lame. But Eass was not really a part of the story till I got the mission to kill him. I first thought that Barzahl would be the arch-enemy, but he was a joke as well, I killed him before I was able to kill this ghosts in the northern passage. Oh, and I wasn't able to kill this gazers and eyebeasts in the inner Benerii-Uss (?) at all.
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I would like that my creations (joined or crated) are able to carry some weight too. Also, it would be nice if I can share some of my armors/tools on them.

 

I like many expanding ideas/spells/tools in GF2, but I think sometimes those are too overwhelming for new players. I don't think all of those battle magic spells are that necessary. So far, I have not had much use of spells like acid shower or others much energy cost spells.

 

I think the game should stick to basic firebolt, searer, orbs, and encourage the players to utilize more on crystals and wands weapons.

 

Somehow, I think the game makes those tools to become unnecessarily complicated and pointless.

 

Better description of item would also be nice.

 

I like to have fixing amount of XP for each quest (like in GF2) independent of level (like in GF1).

 

Lastly, I would like to have not so long-winded journey like GF2. I got tired and bored by the time I reach Syro.

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I would like to have the option to play a rogue servile. It would be kind of fun.

 

1) Could we have a greater variety of weapons and armor. Including necklaces or helmets, dresses or kilts.

 

2) It would be neat if we could build our own creations have a shaper laboratory where we could design new creations. Give us a chance to play mix and match with monster pieces.

 

3) It would be nice to have some nonshapers in the late part of the game with some spells and beasts not available to shapers.

 

4) Have the ability to strengthen our factions by doing quests-- they become nastier when we have to fight the big baddy at the end. Creatures in town become stronger after quest is completed.

 

5) More options for allies to join you for a short amount of time like the guardian in the early game. One shot help.

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I'd like to see some 3-d environments. It would be nice to climb walls, go up ramps, and have pits which you could fall into (and then be attacked from above).

 

I'd also like to leave my creations at home and dress up in non-shaper clothing so that I could ask the townspeople what they really think about life. I hate having to wear a "shaper" sign around my neck.

 

I'd also like more diplomatic options, and more ways to get around fights.

 

Also, I'd like an opertunity to create a new creation, one that no one has ever seen before.

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To you people whining about Eyebeast power: I thought it was more powerful because it a mental attack, not a physical one. If your Eyebeast is blasting out a mental disruption field there's no reason it shouldn't be just as powerful as it is.

 

The "talking to your creations" idea gave me an idea. If Gazers, Drakons, and Serviles can think and talk, why can't you be one? Why not in GF3 have you be a Gazer, Drakon, or Servile minion of the mystery monster behind the door? You could decide to aid it or betray it to the shapers. If you think about it, little would really would need to change. Drakons can shape, Gazers can control creations, Serviles can do magic.

 

Edit: Actually, It could be done like Nethergate. Choosing to be Shaper or Creation like you chose to be Roman or Britainian (or whatever they were). Besides, is being a Drakon that much different from being Slithzerikai?

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Although I enjoyed Geneforge 2, I could think of a ton of things which need improving.

 

I'm surprised that no one has mentioned it (I think), but the sounds were just a bit lame.

I would have appreciated some different sounds for each manoever. For example, things do not always sounds the same when you strike it with a sword. What about meaty sounds when you strike a servile, and stone against steel sound when you strike golems? And several different ones for each. A good example of this was back in Exile 2, where it sounded different when you struck with a dagger, halberd, long sword, mace, etc.

When my guardian gets hit for over 400 by a drakkon, I expect to hear a bit of crunching or tearing. No, I'm not a physcopath, it would just make the game a little more realistic.

 

Also, the death sounds are rather poor. When I kill a shaper, the sounds are just totally unrealistic. He sounds like he's stubbed his toe, not that he's about to become one with the earth. Once again, the screams out of Exile 2 when your party died would be a nice substitute (probably not that cheesy, but you get the idea).

Maybe a nice roaring noise for some of those nasty drayks and drakkons. I would love to be creeping through a dungeon and suddenly when a drayk rounds the corner it lets out a LOUD roar. I like the occassional heart attack...

Also the fact that their is NO music (in the Windows version, anyway). Just some lame background sounds that get on my nerves.

Music makes or breaks a game.

 

The lack of variety in weapons is EXTREMELY disappointing. The Shapers are supposed to be the most creative guys on the face of the planet, yet all they can think of is a SWORD (and dagger)? Honestly. What happened to halberds (the guards have one in the endings), pikes, maces, staffs (a shaper has one in one of the endings), and even some more 'exotic' weapons? One of the great things about the Exile series was deciding which type of weapon you should use.

Also, helmets, necklaces, and more types of body armour would be nice.

 

I also don't understand how ANY character (no matter how good they are) could parry a fireball... wouldn't their weapon melt? And I just can't visualise a thin sword being able to totally blocked a gigantic ball of flame.

It would also be awesome to see some sparks fly when you parry (not to hard to do, just an extra bit of animation).

 

Someone mentioned spell deflection earlier on. I think that it would be awesome if you could do that. Let's say you have a firebolt thrown at you. You catch it due to supreme reflexes, magick prevents you from suffering negative effects, and you throw it back at your opponent! (no need for throwing animations).

 

Weapon durability would be nice. When you're hacking at a golem for 2 hours, you'd expect your flimsy weapon to break.

 

As many have said, a choice of what gender you go would be nice. I fail to see why a female couldn't be a guardian, or an agent could be male.

 

New creations would be nice too laugh

A hydra which can use multiple attacks could be an interesting variation of the Drakkon.

 

When you get hit with a searer, you continue to suffer damage from acid, correct?

They why, if you are hit with a fireball, why don't you continue to suffer damage? After all, you'd be burning, wouldn't you?

 

I miss anatomy from Geneforge 1. I don't see why Jeff scrapped it.

 

Quote:

Gazers, Drakons, and Serviles can think and talk, why can't you be one? Why not in GF3 have you be a Gazer, Drakon, or Servile minion of the mystery monster behind the door? You could decide to aid it or betray it to the shapers. If you think about it, little would really would need to change. Drakons can shape, Gazers can control creations, Serviles can do magic.

BRILLIANT!

I think that would be an excellent idea, and would certainly make the game unique.

I would still like to keep the shaper-guardian-agent choice in there though. So you could choose from 6 characters. Drakkon, Gazer, Servile, Agent, Guardian, Shaper

 

Quote:

3) It would be nice to have some nonshapers in the late part of the game with some spells and beasts not available to shapers.

NO!

Do you know about annoyed I was when the serviles in Geneforge 1 could cast Protection, and I couldn't?

 

Quote:

4) Have the ability to strengthen our factions by doing quests-- they become nastier when we have to fight the big baddy at the end. Creatures in town become stronger after quest is completed.

Yes, that would certainly make the plot more engaging.

 

I was thinking of something along the lines that in the final battle, your sect helps you out. The more you've helped out that sect by doing quests, they stronger they are in the final battle.

 

For instance, if you've given them lots of iron to make weapons, more armed serviles/humans should arrive to help.

 

More sects would make for an interesting game. A rogue servile sect (as someone suggested), a human sect which wants to overthrow the shapers (they could use machinery, maybe gunpowder?), a drakkon/drayk sect who don't like serviles or humans, the Takers, the Awakened, the Shaper Council, eyebeasts who don't like drakkons and are intent on world domination, and maybe something along the lines of the Barzites.

 

I think that the humans overthrowing the shapers would be interesting. If anyone has played Blades of Exile, they would know the devastating effect that the discovery of gunpowder could have. You could be an agent and plant bombs laugh

 

Oh well, enough of my ranting.

I might post more ideas later...

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I kind of feel obligated to point this out... Geneforge is not Exile. You like Exile, you play Exile. I don't like Exile, personally, I play Geneforge. I loved the simplicity of the first one, and the second one was cool, to a point. I want a simple game, to give my poor head a rest. Almost everything you seem to want to change is exactly what I want to stay the same, or change in a completely different way. Being nice, I'll focus on the parts I do agree with. smile

 

Playing something other than a shaper would be fun, but preferably something human, like a rogue servile perhaps. (I'm still of the belief that serviles are the modified losers of the ancient war mentioned in the first game)

 

Hmmm, actually, re-reading the post and that seems about all I agree with. The rest seems like more headache than it's worth. It's causing me a headache just reading about it, and I enjoy reading.

 

Well, that's all my feeble little brain can come up with, for now. I'll probably look at this later and wonder why on earth I wrote that. *shrug*

 

Disclaimer: The above is my personal opinion, and is not intended as a flame or otherwise less-than-polite post. smile

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I wish there were more than 5 weapon types and 2 attack animations

 

1 Throwing: javellin

2 Thrusting: knife/sword/baton/wand

 

Also, it would be neat if you could shape turrets or mines before fighting a boss. Pop into the boss's room, get his attention, and retreat behind your mines and turrets.

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I've said this before but i'll say it again:

In combat mode there should be a little number by the cursor that tells you how many action points it takes to get to a certain place. I can't stand running up to a guy and then not having enough action points to hit him! Or when I try to get within range of a guy and end up inching closer and closer to him, trying to squeeze the last bit out of an action point before it rolls over again.

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One thing I KNOW I don't want GF to become - another Exile or Avernum game.

 

Sorry to say this, but I don't like their graphics and the 'kicking barrels around' never appeal me and so on.

 

I like GF b/c it is so different from Exile and Avernum. I like the lone character with clear graphic that enables me to identify my character (though inventory graphic could have been better).

 

If there is GF3, I would just like to see it returns to simplicity of GF1 with some additional nice spells from GF2 and idea of trainers.

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Re: The various houses suggestions...

 

NO NO NO!

 

People probably complained in Exile to let you be able to drop stuff anywhere, and it's good for that. Setting houses doesn't add anything to the game but a lot of travelling back and forth, endless time watching loading screens, additional code to differentiate items and ultimate head aches.

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The thing I want most is the ability to transfer my character from the previous geneforge games, Or at least an official character editor. Also how about the ability to create some of the other things you encounter? for example if you get a creature creation skill over 6 then you could make charged versions of that creation, ie charged thads, fyoras, glahks, etc. I also like the idea of being able to create mines, turrets, ornks, and other non standard critters. What about the ability to absorb some essence when you kill a rogue creation?

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