Unflappable Drayk MagmaDragoon Posted November 19, 2006 Share Posted November 19, 2006 Ah, about the loot, will be like in GF3 visibile the items value? When playing GF2 it was terrible don't know what to loot and what to don't. EDIT: I'm sorry, I should stop asking questions about GF4 in this thread. I already put this in the right one. Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora blonde_8420001 Posted November 19, 2006 Share Posted November 19, 2006 I would love to ability to write in my journal. I like to leave little notes to myself to remember which areas I want to return to, where stores are, ect. Its a huge pain in the ass, doing alt-tab to get my word file open everytime I want to remember something. CANT WAIT FOR 4 and 5 and 6 and 7 and....100 hehe. MM Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody We Didn't Shard of Fire Posted November 19, 2006 Share Posted November 19, 2006 I'd like more different ways to steal items. Higher dexterity could help you not be seen taking a "not yours" item in front of everyone. Friendly/neutral characters could carry items and you could control-click on them to try to pickpocket them - again, higher dexterity makes you have a greater chance of not being seen. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Actaeon Posted November 19, 2006 Share Posted November 19, 2006 Perhaps not just Dexterity. That seems almost useful enough to warrant its own skill... Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 19, 2006 Share Posted November 19, 2006 Geneforge is moving forwards, not backwards! Yes, values are still visible. —Alorael, who doesn't particularly want to see thieving become a complicated system. Geneforge isn't about stealing and really shouldn't be. Besides, equipping all those NPCs with stuff to steal would waste more of Jeff's time. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody We Didn't Shard of Fire Posted November 19, 2006 Share Posted November 19, 2006 It would need a decent name, though. Thievery? Nimbleness? Inconspicuousness? EDIT: This is in response to Cirion. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Actaeon Posted November 19, 2006 Share Posted November 19, 2006 I don't know... It seemed to me as though the possibility of theft was something that rather tied in with the morally contradictory nature of the game. It's not nice to take things from farmers, but if you use it to save the serviles... But if you are careful, there are rarely consequences. Creating a skill would give incentive to take the risk, and perhaps pay for it. It wouldn't have to be a prominent aspect, just an option. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted November 19, 2006 Share Posted November 19, 2006 Quote: Originally written by Cirion Actaeon:Creating a skill would give incentive to take the risk, and perhaps pay for it. And by "take the risk, and perhaps pay for it" you mean "save before stealing, then reload if you get caught". Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Actaeon Posted November 19, 2006 Share Posted November 19, 2006 Certainly, but individuals who adopt such practices are not looking for realism, but simply want to fool the game. Perhaps, if you wanted to prevent that, you could create a point at which people start asking questions. "You know, Bob, it seems like every time that man comes into my shop, my safe goes missing." "That's odd, the same thing happens to me..." Similar to being seen, but not so severe. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted November 19, 2006 Share Posted November 19, 2006 -X-'s post is severely late, but nevertheless- Batons have brains at least enough to stimulate a reflex that forces the rapid exit of a thorn through the barrel of the baton. That is not a conscious action, and as such, cannot be controlled by a mind-control spell. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Major Posted November 19, 2006 Share Posted November 19, 2006 Bringing that subject back up: Batons don't have to have brains to shoot thorns. It could be just a reflexive motion. So basically You just squeeze a certian spot which makes them react by putting tension on the muscles that shoot the thorns. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 20, 2006 Author Share Posted November 20, 2006 Quote: Originally written by Cirion Actaeon:Certainly, but individuals who adopt such practices are not looking for realism, but simply want to fool the game. Perhaps, if you wanted to prevent that, you could create a point at which people start asking questions. "You know, Bob, it seems like every time that man comes into my shop, my safe goes missing." "That's odd, the same thing happens to me..." Similar to being seen, but not so severe. Since your actions are spread around faster than gossip it would be possible for all the merchants to start charging you more for items and pay less to buy them to cover theft. It would rapidly make stealing only useful for items needed to be equipped or used in combat. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted November 20, 2006 Share Posted November 20, 2006 What Thuryl said. The later Wizardry games had nice names for skills like that. Legerdemain referred to stealing stuff, while there was Skulduggery for picking locks, and so on. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk MagmaDragoon Posted November 20, 2006 Share Posted November 20, 2006 Sadly, the "Save-and-Reload" spoil some realism of the game... But I like it: it's nicee to see the consequence of every choice, and try again many time as you wish. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 20, 2006 Share Posted November 20, 2006 The amount of realism added and the number of people who would take advantage of theft doesn't justify the time and effort needed to set up and balance the system. How many areas would you give up in order to pick pockets? —Alorael, who has never really liked theft systems in games. There are always a few items that you are practically obligated to steal, but there's no indication of when or where. The responses never seem quite right. Besides, as an upstanding member of the heavily canister using community, you shouldn't pick pockets. You should blow people up and sift through the rubble for loot. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted November 20, 2006 Share Posted November 20, 2006 True, but they have to have something resembling a central core that allows them to live and grow in a certain way. Otherwise, they would be a misshapen blob of flesh. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Maimonides Posted November 21, 2006 Share Posted November 21, 2006 Quote: Originally written by -X-:True, but they have to have something resembling a central core that allows them to live and grow in a certain way. Otherwise, they would be a misshapen blob of flesh. Growth and development are not directed by the brain. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 21, 2006 Author Share Posted November 21, 2006 There are very few items that are unique in the game that are worth stealing unless you are short of money or essence pods. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Sudanna Posted November 21, 2006 Share Posted November 21, 2006 No, but a baton is organic matter. It is either an animal, and has a brain in order to control breathing, at least, or it is a plant. It is not a plant, because plants cannot "squeak", are fully self-sufficient, and do not die purely because of time. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted November 21, 2006 Share Posted November 21, 2006 But not all animals have brains. Jellyfish don't have brains, for instance. Baton creatures are likely simple invertebrate animals. Dikiyoba. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 21, 2006 Author Share Posted November 21, 2006 I don't know if batons are invertabrates. They definitely have an exoskelton and are easily breakable, Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted November 21, 2006 Share Posted November 21, 2006 How would having an exoskeleton not make them invertebrates? Here's part of the text when you first come across batons in G1: Quote: They are a mix of living and inert matter, plants with a touch of animal around a frame of metal, capable of firing a small, sharp projectile at high velocity. Dikiyoba still thinks it's probable that the "touch" of animal that was blended with the plant was a simple invertebrate one. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted November 21, 2006 Share Posted November 21, 2006 What simple animal can squeak? That requires lungs, or at least some kind of internal air pocket. Granted, launching projectiles probably requires some kind of large "exhalation," but it's not so simple. On the other hand, you could have a squeaky plant with no animal at all. Squeeze the air bladder and it rushes through the tube to hurl out thorny death. —Alorael, who concludes that batons are people too. You shouldn't kill them. You should love and cherish them, and you should never, ever sell them to a shifty servile merchant. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Student of Trinity Posted November 21, 2006 Share Posted November 21, 2006 You should keep every baton you find, and carry them in your backpack to keep them safe. Actually, for safety you should keep each baton in your quickslot until it is unloaded, then store it in your backpack, far from its ammunition. You should keep all batons of the same kind in adjacent slots, so you don't risk splitting up a family. Do not put the Submission batons next to lesser types, because they can be domineering. And all the other batons are afraid of the Reapers. They are scarey sons-of-bushes. Note that thorn batons are apt to patronize living tools and spore batons. You should train yours out of this antisocial behavior, by putting the offenders in the lower left corner until they apologize. Quote Link to comment Share on other sites More sharing options...
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