Understated Ur-Drakon Callie Posted May 28, 2008 Share Posted May 28, 2008 I played through much of A5 and found that once I hit vahnatai lands, I became bored. It seemed to repeat itself in every section, and I hope this won't happen again in Avernum 6. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Rowen Posted May 28, 2008 Share Posted May 28, 2008 I would like to see a open area like from A1 or A3 where I could walk to amost anywhere. the only thing that gives you a since of direction was that the mosters will kill you if you go to far out to fast. But it gave me that sort of "open rpg" feel when I played them. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Sleeping Dragon Posted May 29, 2008 Share Posted May 29, 2008 I also enjoyed the openness of Avernum 3, though I don't understand what made you group it with Avernum 1. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd 23* Posted May 29, 2008 Share Posted May 29, 2008 I think it'd be pretty cool having different races at war[like Nephilim, Slith, Humans, Vahnatai] and you start out at different places and follow different storylines based on what race you pick. Or have a 'freestyle' type plot, similar to Avernum 1 where you start out just trying to survive. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Tcheedchee Posted May 29, 2008 Share Posted May 29, 2008 I recall, that somewhere in the forum someone regretted a missing possibility to place pins on the map or better to tag notes somewhere. How about adding a notepad to the journal? Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Evnissyen Posted May 30, 2008 Share Posted May 30, 2008 Hey! Somebody's paying attention to my suggestions! I'm happy, now. Yeah, I like Tcheedchee's notepad idea, too. Also: This one wouldn't work in Avernum but it would work in Geneforge: maybe a camera (a shaped one, of course, since everything in that game is alive)... perhaps there should be an in-game screenshot capability? So I no longer have to compile Word files of screenshots and their descriptions? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted May 30, 2008 Share Posted May 30, 2008 Originally Posted By: Rowen I would like to see a open area like from A1 or A3 where I could walk to amost anywhere. the only thing that gives you a since of direction was that the mosters will kill you if you go to far out to fast. But it gave me that sort of "open rpg" feel when I played them. Jeff has said that he's not doing that kind of totally open-ended approach anymore, because it's too hard to maintain game balance. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Rowen Posted May 30, 2008 Share Posted May 30, 2008 *crys* Well, as long as the game feels open-ended I guess it doesn't really have to be. Jeff is good at working around things like that. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Ha$$oNiaN Posted May 30, 2008 Share Posted May 30, 2008 background music (exile 2 for the win) btw why no background music in the exile 2 file anymore?? =( oh yea ive sugguested this to Mr. Vogel and he said he didnt think it would happen but.... Avernum: World. MMORPG Avernum?? yea, you know you love it. Like..id [censored] myself if it ever came out... Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Sleeping Dragon Posted May 30, 2008 Share Posted May 30, 2008 Originally Posted By: Ha$$oNiaN btw why no background music in the exile 2 file anymore?? =( You can find all the Spiderweb music on this site: "http://music.nethergate.net/". I love their music. Thanks to the guy that owns that site for keeping it up. Though it is missing Avernum 5. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Ha$$oNiaN Posted May 31, 2008 Share Posted May 31, 2008 woooooow what a blast from the past... thanks for the link lol Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Evnissyen Posted May 31, 2008 Share Posted May 31, 2008 How about a broader variety of background sounds (and longer files)? (Background music, while it can be nice (like the Faerie Tale Adventure score), means that you can't have background sounds, which I prefer.) Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Munchkining Rabbit Posted June 1, 2008 Share Posted June 1, 2008 I want soul cristals back. Alien Slime, I choose YOU! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted June 1, 2008 Share Posted June 1, 2008 Stop enslaving the poor woodland creatures, MM. And Nalyd prefers background music. Nice and enjoyable, in a way that sounds aren't. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Callie Posted June 2, 2008 Share Posted June 2, 2008 Originally Posted By: Munchkining Rabbit I want soul cristals back. Alien Slime, I choose YOU! Seconded. I love having the upper hand because I brought a basilisk into the mess, even though Ur-basilisks can't be captured. One more thing: I want a bestiary and scry monster again, as it was pretty useful. (Yet for some reason Erika and Rentar-Ihrno never stayed in the bestiary) Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Sleeping Dragon Posted June 2, 2008 Share Posted June 2, 2008 Originally Posted By: Excalibur One more thing: I want a bestiary and scry monster again, as it was pretty useful. That was one of my favorite parts of the old games! But I feel like it wouldn't be as nice now that the monster graphics aren't as pretty. Jeff probably got rid of it because there are so many different varieties of monster now (ten different kinds of skeleton instead of two or three). Plus every townsperson now seems to be their own monster. Oh, and I seem to remember Rentar-Ihrno being the one unique character that actually did stay in there, though I could be wrong. Edit: Silly tags. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted June 2, 2008 Share Posted June 2, 2008 Townspeople have unique names, but a lot of them aren't unique creature types. Dikiyoba. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Tcheedchee Posted June 11, 2008 Share Posted June 11, 2008 This is not a reply, but a general suggestion. I just had some other discussions on the forum, where I came to make up the following two suggestions. 1)How about a higher distinction of levels by giving hints in the dialogue box during the fight in level easy, which are partly omitted in level normal and further omitted with rising game levels? The example I refer to, was a discussion about how to succeed in a fight with the soultaker. – Should there be a hint in the dialogue box about the character being possessed instead of just having been meddled with his mind or not? It's perfectly reasonable, that more experienced players do not want to be shown hints for solutions which they can realize themselves very soon, whereas unexperienced players might give up the game, just because a little hint is missing. So why not increase the 'subtlety' of the game with the levels, simply by including a few more 'spoken' hints on easy levels an then gradually omitting them? 2)increase the difficulty in mob-fights with the levels of the games, not just the stats… EDIT:Typo Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 11, 2008 Share Posted June 11, 2008 The problem with putting in a lot of work to differentiate the difficulty levels is that I don't think too many people actually play on difficulties other than Normal. Sure, a lot of regulars on the forums like to play on Torment, but we're a pretty small fraction of Jeff's customer base. Also, a high proportion of beta-testers are very experienced players who normally play on Torment, so if the game plays very differently on other difficulty levels, he'd have to rope in more testers to make sure that the lower difficulties work correctly. The problem with finding new testers is that they're going to be less reliable than old, trusted ones, so they're more likely to give up halfway through or even leak a copy of the beta to the public. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted June 11, 2008 Share Posted June 11, 2008 I don't think we had that many beta testers on torment, at least for the first time through the game. Jeff really wants it to work at normal and the other difficulties are more hopefully they will work. Still I wanted torment to be harder, but not impossible. If it's a cakewalk on torment then normal should be a breeze. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted June 12, 2008 Share Posted June 12, 2008 The point is that the beta testers play more expediently and, in the main, more skillfully than many new players do. Torment may be easy for you but for many players it would be impossible. I'm sure you've seen the posts here from people who found the game very challenging on Normal. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Locmaar Posted June 13, 2008 Share Posted June 13, 2008 I used to devote much more time to strategic play before I started beta-testing. Now I tend to amble through the world until I get hit by something nasty. That's when I start the thinking. This way I can easily find out what's too easy for me and what's not. It also makes parts of the game quite challenging on normal. Quote Link to comment Share on other sites More sharing options...
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