Articulate Vlish Cher Posted February 21, 2008 Share Posted February 21, 2008 1. I wish 'g' was a toggle key. 2. I wish we could click on the 'train/info' button while viewing the inventory window and visa versa without having to close one window then opening the other. This would be most helpful when deciding which character gets which stat increasing equipment. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Drew Posted February 21, 2008 Share Posted February 21, 2008 1. Unfortunately, since items are labeled with letters, and "g" is one of them, it would get pretty confusing! 2. I think this would be a good idea too. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Nioca Posted February 21, 2008 Share Posted February 21, 2008 The ability to set the rate of autosave via the options menu would be nice. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk -silver- Posted February 21, 2008 Share Posted February 21, 2008 I miss being able to view my current equipment while considering what equipment to buy. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Micawber Posted February 21, 2008 Share Posted February 21, 2008 I would also like inventory items to be accessible using keyboard shortcuts, not just the items on the ground. (admittedly this would involve some ingenuity in terms of mapping.) The keyboard shortcut '?' for viewing character stats should be restored (it worked in GF4 but not in A5, which is odd). I still wish that there was a 'default attack spell' slot for mages/priests, like in Geneforge. The ability to target spells using the keyboard is good, but it is still quicker in the Geneforge games where you can have a one-click attack much of the time. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted February 22, 2008 Share Posted February 22, 2008 Quote: Originally written by Micawber:I still wish that there was a 'default attack spell' slot for mages/priests, like in Geneforge. The ability to target spells using the keyboard is good, but it is still quicker in the Geneforge games where you can have a one-click attack much of the time. Yeah! Like, we can select melee or ranged physical attacks, but how about making a third slot for bolt of fire, or something? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted February 22, 2008 Share Posted February 22, 2008 Quote: Originally written by Nioca:The ability to set the rate of autosave via the options menu would be nice. There isn't a rate, really. Autosave triggers every time a new section is loaded. Unless you want to save only every few sections... —Alorael, who wouldn't mind some time-based autosave slot. It's probably redundant, but it couldn't hurt. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Darkdread Posted February 23, 2008 Share Posted February 23, 2008 My wish is simple and yet powerful: Avernum 6 Quote Link to comment Share on other sites More sharing options...
Articulate Vlish feline monstrosity Posted February 23, 2008 Share Posted February 23, 2008 When loading a game I always try to either click the saved game, then press enter or double-click the saved game. Neither of these work, and I wish they did! Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk -silver- Posted February 23, 2008 Share Posted February 23, 2008 a couple very teeeeeny leeetle ones, mostly in the realm of "less clicky clicky": * when you're on the inventory panel, hitting info/train should dismiss inventory and bring up the info panel, instead of doing nothing. and vice-versa (oops, just noticed this was in the original post. well, consider it seconded. and thirded). * the total armor % (and possibly the other resistances) should be visible on the inventory screen a couple others which just hassle me: * quicksave and quickload should be further apart than one key. aie this one has burned me sooo often. I lean towards f5/f9 but, then, the "hot keys" are in the function row, and that's not 4 apart, so I guess something else. * when you hit quit, X means don't save, OK means save. when you hit return to main menu, X means nevermind, OK means don't save... I think they both should have the same "save first?" semantics, so I don't have to remember to hit X sometimes and OK other times (because I never need the save dialog because I always hit f3 first. unless I miss and hit f4) and one for general assistance in understanding how one's characters develop (and when they can get special skills): * when you're on the info/train screen, clicking the "number" or maybe the "cost" part should replace the skill description with a summary of how many points you've gotten via expenditure of SP and how many you've gotten from your race and traits, how many you've gotten from books, how many you've gotten from trainers. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted February 23, 2008 Share Posted February 23, 2008 *Either I'm missing something, or boat pathfinding could use a little work. Walking works perfectly fine, but whenever I use the mouse to click some distance away, the boat invariably rows straight into rocks, walls, or islands instead of rowing around them. *A greater range for getting items when no hostile monsters are around. It feels very limited at the moment. I have to walk right up next to an item, pick it up, walk a few more steps to the next item, pick it up, and so on. *Searing slimes graphics that don't make it look like Dikiyoba's party is getting attacked by giant cow pies. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Callie Posted February 23, 2008 Share Posted February 23, 2008 -The old Avernum engine, or at least the old graphics. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Darkdread Posted February 24, 2008 Share Posted February 24, 2008 I agree with Dikiyoba, the boat has the tendency to get stuck by rocks or coast. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted February 24, 2008 Share Posted February 24, 2008 This is the new and improved boat pathfinding algorithm. You should have seen the old one that had limited range and you still got hung up on the rocks. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted February 24, 2008 Share Posted February 24, 2008 I'm starting to wish for fewer standard monsters or real minor bosses with poison or acid attacks. At least on normal difficulty, being poisoned or acided is now tedious through overuse rather than challenging or exciting. I'm not sure what could be used instead. Maybe nothing--I don't really need combat against random rats and bats to be memorable. Dikiyoba. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Vicheron Posted February 24, 2008 Share Posted February 24, 2008 1. It's kind of pointless how the price on items is four times the money you can get by selling them. Why not just put that price on them? 2. Shops need to carry better items. The usefulness of stores have decreased with every new Spiderweb game. In the more recent games, the only reason you go to stores is to sell your stuff. All the good treasures can be found or forged. At least in Exile, shops occasionally had rare and cool items like ring of resistance, rune helm, boots of speed, etc. Shops need to sell rare and unique items. 3. The price of training has to be reduced. That's pretty much the use for gold in the A4, A5, and the Geneforge games. 4. Bring back the spell system from A1-3 where spells gain additional benefits when you learn them at a higher level. Right now, there's really no point in training spells above level 1. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted February 24, 2008 Share Posted February 24, 2008 Quote: Originally written by Vicheron:4. Bring back the spell system from A1-3 where spells gain additional benefits when you learn them at a higher level. Right now, there's really no point in training spells above level 1. If you do it right the extra levels in damaging attack spells can allow you to one shot monsters. This is more common at normal difficulty. It makes a difference in the number of attacks before a monster is gone. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 24, 2008 Author Share Posted February 24, 2008 Quote: Originally written by -silver-: * when you're on the inventory panel, hitting info/train should dismiss inventory and bring up the info panel, instead of doing nothing. and vice-versa (oops, just noticed this was in the original post. well, consider it seconded. and thirded). Great minds think alike! Quote: * quicksave and quickload should be further apart than one key. aie this one has burned me sooo often. I lean towards f5/f9 but, then, the "hot keys" are in the function row, and that's not 4 apart, so I guess something else. I cut a strip of printer label to fit just above the F3 and F4 keys. It stands out and I never miss hitting the right key. Quote: * when you hit quit, X means don't save, OK means save. when you hit return to main menu, X means nevermind, OK means don't save... I think they both should have the same "save first?" semantics, so I don't have to remember to hit X sometimes and OK other times (because I never need the save dialog because I always hit f3 first. unless I miss and hit f4) Suggestion: Change 'OK' button to 'SAVE' and/or always to the left of a 'X' (no save) button. (left to match the relative position of F3 to F4 should make it easier to remember without stopping to read each time.) Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 24, 2008 Author Share Posted February 24, 2008 Wish you could steal things in the dark without someone seeing you, such as in guard towers without a lamp lit. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Jindrak Posted February 24, 2008 Share Posted February 24, 2008 The assortment of spells which were available in the early Exile series. There had to have been at least 60 for each sect. My Ninja character back. The character you can choose as a human in Avernum I. I loved him. <3 Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Taliesin Posted February 25, 2008 Share Posted February 25, 2008 Quote: Originally written by Vicheron:4. Bring back the spell system from A1-3 where spells gain additional benefits when you learn them at a higher level. Right now, there's really no point in training spells above level 1. Even better, introduce the Nethergate system. Then we won't need to worry about buying extra levels at all. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Zummi Posted February 26, 2008 Share Posted February 26, 2008 Quote: Originally written by Professor of Sincerity: —Alorael, who wouldn't mind some time-based autosave slot. It's probably redundant, but it couldn't hurt. Or event-based..like when fighting allegedly bosses or something.. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 26, 2008 Author Share Posted February 26, 2008 I wish you didn't have to avoid certain skills early on in order to take advantage of trainers later. I'm not suggesting no limits, but adjusting them by the area each trainer is in--later area trainers allowing you to train a couple levels above higher base levels. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma JP Posted February 26, 2008 Share Posted February 26, 2008 The best way would be to have each trainer able to sell one (or exceptionnaly two) level of skill, whatever your score is. It's very frustrating to lose training opportunities because you trained a skill too early, or to refrain to train a skill for fear of losing training opportunities. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 26, 2008 Author Share Posted February 26, 2008 Quote: Originally written by JP:It's very frustrating to lose training opportunities because you trained a skill too early, or to refrain to train a skill for fear of losing training opportunities. Exactly. I want to play A5 at least once without consulting the trainers list, but it is frustrating. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 27, 2008 Author Share Posted February 27, 2008 I wish there was a second row of buttons at bottom of screen for more quick spells/disciplines. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody dareva Posted February 27, 2008 Share Posted February 27, 2008 My only complaint is about the boat movement, as posted by others above. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Cher Posted February 28, 2008 Author Share Posted February 28, 2008 I wish I could use my Wacom graphics tablet pen instead of a mouse in Avernum. I find it easer to use in other games (non-Spiderweb) but in Avernum 4 and 5, the only Spiderweb games I've played so far, it jumps the pointer all over the screen. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Knirps Posted February 29, 2008 Share Posted February 29, 2008 My list. -- More quickslots. I often have to go to my cast menu or completly forget about a lot of the spells I have because I have to go to that menu. Summoned creatures, battle blessings, augmentation... I forget about those a lot and it makes things harder. -- A way to pick up items quicker. I tried click then g, i, b... But the items are labled, so trying to make them 'grabbed', 'inventory' or 'backpack' 'ed doesn't work. Because even with the retardedly tiny pick up area, I get 4 picks, 3 rocks, and two gems on e and i. (which is another problem. Two gems... x.....x and I stand in the middle and get one of the gems in my pick up area. lol) -- I agree with other people that say they need to bring in the spell auto attack. Although the enemys having lables (a, b, c) has helped a lot in that aspect. --- More character images. Seriously, I got the demo for 1 before I registered 5 and there are LESS character models in 5 than 1. o.O --- I also agree with people that auto-save should be more often. Like an option on the prefrence screen to make it 10 min intervals, ect. The game is really solid, and I love the story... I wish there were more games out there like this. ;_; So hard for a hardcore storyline RPG player to find good stuff these days with FPS ruining the industry. >_> Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Khyryk Eye Posted February 29, 2008 Share Posted February 29, 2008 Agreeing with Vichelon about the use of money - more to put into buying unique equipment that we can only get at shops, and reduce the cost of training. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd JonathanW Posted February 29, 2008 Share Posted February 29, 2008 I love the new engine that avernum 4 and 5 uses, alot better than the old avernum engine. Something i think would be nice is more info on the stats of items, I have a billion belts of insight or whatever and im not sure which ones i want to equip. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug scottk Posted March 1, 2008 Share Posted March 1, 2008 I wish selling lots of items didn't require such pointing precision. In the earlier games, your inventory would auto-arrange so you could sell the next item without changing your mouse position. Auto-arrange or keyboard shortcuts for selling inventory items would be appreciated. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Taliesin Posted March 2, 2008 Share Posted March 2, 2008 Although it really helps protect against accidental sales if you click one too many times. Quote: Originally written by Sushi: Agreeing with Vichelon about the use of money - more to put into buying unique equipment that we can only get at shops Item crafters fit the bill, I think. They're amazing. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 2, 2008 Share Posted March 2, 2008 Quote: Originally written by JonathanW:I love the new engine that avernum 4 and 5 uses, alot better than the old avernum engine. Something i think would be nice is more info on the stats of items, I have a billion belts of insight or whatever and im not sure which ones i want to equip. You know you can just right-click an item (or Cmd-click on Mac) to find out its properties, right? Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Swivelable Posted March 2, 2008 Share Posted March 2, 2008 I'd love to make notes or x's on the map so I could remember where the spots were I wanted to revisit later in the game. Also an addition to the record button that would be map specific. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted March 2, 2008 Share Posted March 2, 2008 Hold on... I want to treasure this moment. It's so rare. Somebody is requesting a feature that was in (and was actually functional in) Realmz! Quote Link to comment Share on other sites More sharing options...
Curious Artila avvv Posted March 2, 2008 Share Posted March 2, 2008 Being able to act even if some spell effect hasn't finished yet. Even if it takes 0,005 seconds for the spell effect to fade, it's still much when you gotta buff many characters or fight against many lancing fungi. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 2, 2008 Share Posted March 2, 2008 Quote: Originally written by avvv:Being able to act even if some spell effect hasn't finished yet. Even if it takes 0,005 seconds for the spell effect to fade, it's still much when you gotta buff many characters or fight against many lancing fungi. This was introduced to correct a bug in Geneforge 4, where casting too many spells in quick succession could cause some of them to have no effect. It's kind of an ugly workaround, I agree. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 3, 2008 Share Posted March 3, 2008 I'd like enemies to shade or light up when an area of effect spell targets them so I know if they'll be hit or not. Generally, this isn't a problem, but it can get difficult when hills are involved. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted March 3, 2008 Share Posted March 3, 2008 Quote: Originally written by Thuryl: Quote: Originally written by avvv:Being able to act even if some spell effect hasn't finished yet. Even if it takes 0,005 seconds for the spell effect to fade, it's still much when you gotta buff many characters or fight against many lancing fungi. This was introduced to correct a bug in Geneforge 4, where casting too many spells in quick succession could cause some of them to have no effect. It's kind of an ugly workaround, I agree. I have to wonder if this is necessary in Avernum -- it seems like the spells not happening would be a consequence of the real-time factor in Geneforge, and I would expect it to be easily avoidable in Avernum. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 3, 2008 Share Posted March 3, 2008 Quote: Originally written by Enraged Slith:I'd like enemies to shade or light up when an area of effect spell targets them so I know if they'll be hit or not. Generally, this isn't a problem, but it can get difficult when hills are involved. On this note, I'd like to be able to target an area-effect spell by clicking on the appropriate square on the automap instead of the main window. At the moment, it's impossible to target a spell centred in the middle of a pit. Quote Link to comment Share on other sites More sharing options...
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