Profile for Zebediah

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Provide or Hide Character Details in General
Apprentice
Member # 12474
Profile #7
1) In the case of the Deadeye trait, it's quite possible to learn the exact effects (assuming there are no additional ones beyond those you stated) by creating a character with the trait and observing stats as the character progresses. And this info will make its way to the FAQ's.

However, it's POSSIBLE that there might be traits for which the effect cannot be determined by such a process. One would have to look at the code [Either that, or do a rediculous amount of data collection and then infer the effects via statistical analysis (e.g., how often does a character hit, with and without trait X - hardly worthwhile.)]

2) I personally don't see how providing details (which can be ignored) would be a turn off (if they are given after the less specific, more flavorful, description). That is, the player can ignore the rest of the skill description beyond
a certain point (we're probably talking an extra sentence in most cases).

3) Even for those traits, skills, etc for which the exact effects are documented in FAQs, why should I have to go searching through the FAQ's? It is when I play the game for the first time (and am creating my characters)that I especially want to know these details. I don't want to search through FAQ's the first time I play, when the info can be provided easily by the developer. It may well be that the information is available in FAQ's, but that's somewhat beside the point.

It's a matter of personal inclination. When I create a character, I like to understand the implications of where I "put my points". I then like to set the difficulty setting to a high or the highest level (and hope the game provides the right level of combat challenge).

That is, give me challenging battles, and let my decisions during character creation, character development (and obviously during battle) have substantial impact on combat outcome.

For me, that's part of the fun.

I really like the fact that in Avernum, I can't easily "walk through" every battle and every encounter with traps.

I really, really like the fact that resting cannot be performed inside of dungeons. Games in which one can rest to full strength after each battle really lack a challenge and aspect that provides a lot of enjoyment to me.

In a sense, the issues are similar.

In one case, there is a limited resource (skill points) that one can try to use (or manage) to optimal effect during character building.

In the other case, good management of resources (such as mana points) is beneficial.

[I'd love to see situations in which one is really forced to manage resources. Say, one enters a dungeon, a cave-in occurs, and the party must make it to the other exit on "one load" of mana/health. Players who find that they simply
can't make it through could temporarily lower the difficulty setting - or perhaps some use of the character editor would permit success.]

When I played Avernum 1 for the first time, and began creating my characters, I really liked seeing these details. I probably would have continued playing and purchasing the game even without that, but I'm not certain of it.

There have been times with other RPG games that when playing the game for the very first time I have delayed the character creation process to do a web search to learn more about character and game mechanics (trying to avoid spoilers all the while). But, it's nice to have the info available.

And again, Avernum does a better job of this than most RPG games (some of which are a joke in this respect).
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Crystals (what are they good for) in The Avernum Trilogy
Apprentice
Member # 12474
Profile #2
I guess I'd best stop using the crystals to crack nuts with (I'm not refering to a genital-based attack).

Yes, I was talking about A1 (I was tired when I posted).

Thanks Micawber!
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Provide or Hide Character Details in General
Apprentice
Member # 12474
Profile #3
Fernication,

Firstly, I think that most games provide far too little information. Avernum (certainly A1) does better than most.

The fact that most games provide little information doesn't make that a good thing to do.

Secondly, I am not asking for real extensive information. However, to use the Deadeye trait as an example again, it would be nice to know how much this improves the skill.

Telling the player lets the player decide whether the trait is "worth it".

For me, that's part of the fun.

A phrase such as "provides a 10% additive bonus"*** would be great (and sufficient).

------

***If P is the probability of hitting a target without the Deadeye trait, then the chance with the Deadeye trait might be

(P + .1) 10% additive bonus

(P * 1.1) 10% multiplicative bonus
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
READ BEFORE DOING CHARACTER POLL in The Avernum Trilogy
Apprentice
Member # 12474
Profile #0
PLEASE IGNORE THE CHARACTER DETAILS POLL IN THE AVERNUM TRILOGY FORUM AND INSTEAD ANSWER THE IDENTICAL POLL IN THE GENERAL FORUM (if you have an interest in the poll).

I initially posted the poll to the Avernum Trilogy forum, then realized it should have broader spectrum.

The poll is in the GENERAL forum.

I have no means of deleting it from the Avernum Trilogy forum before anyone answers it there.
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Provide or Hide Character Details in General
Apprentice
Member # 12474
Profile #0
[I posted this poll to the Avernum Trilogy forum, then realized it really belonged here].

I am playing A1 (and really enjoying it).

I just fired up A4 for the first time (only the character generation section) to take a look at
it.

The graphics are definitely improved.

However, in another respect I think the program took a major move in the wrong direction (potentially eliminating one of the big attractions of Avernum for me).

In A1, the character generation and leveling interfaces specify the effects of attributes on
skills ( e.g., a skill is specified as having a base value of (STR+DEX)/3 ).

In A4, this information is not provided.

For me, making use of this information during character creation and leveling is part of the fun.

As for the "special traits", I'd prefer more specifics there also.

I don't take any special traits because I have no details on which to make a decision.

A trait improves accuracy with a bow? OK, BY HOW MUCH?

Give me an equation, an algebraic expression, a ratio, something.

From my perspective, there is no basis at all for deciding whether to take a particular trait

Well, I suppose one could assume that the game designers have done a good job with game balance in

creating the character traits - and choose traits based on liking the idea or feel of a trait name.

However, for me part of the fun is in deciding whether a tradeoff (e.g., experience
adjustment vs other effects) is worthwhile.

In some cases, there seems little basis for doing so without trait details.

For traits for which the only effect is to add specific abilities to a character, one can check
the abilities menu for the character and make a decision from that (if one is willing to assume
that the added abilities are the only effects of the trait).

I realize that this is a personal preference issue.

People probably have one of three positions on the matter:

1) Please show me the "under the hood" details ( formula or whatever ). I want to know. I enjoy
understanding them, and/or they are helpful in building my character.

2) Please hide the details. I specifically want them to remain unknown. It's part of the mystery
that appeals to me.

3) I don't care about the details. Provide them for those who like them, but I doubt I'll pay
attention to them.

Poll Information
This poll contains 1 question(s). 0 user(s) have voted.
You may not view the results of this poll without voting.

function launch_voter () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=vote;pollid=XOmPJGpRjtSy"); return true; } // end launch_voter function launch_viewer () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=view;pollid=XOmPJGpRjtSy"); return true; } // end launch_viewer function launch_window (url) { preview = window.open( url, "preview", "width=550,height=300,toolbar=no,location=no,directories=no,status,menubar=no,scrollbars,resizable,copyhistory=no" ); window.preview.focus(); return preview; } // end launch_window IMAGE(votenow.gif)     IMAGE(voteresults.gif)
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Provide or Hide Character Details in The Avernum Trilogy
Apprentice
Member # 12474
Profile #0
I am playing A1 (and really enjoying it).

I just fired up A4 for the first time (only the character generation section) to take a look at it.

The graphics are definitely improved.

However, in another respect I think the program took a major move in the wrong direction (potentially eliminating one of the big attractions of Avernum for me).

In A1, the character generation and leveling interfaces specify the effects of attributes on
skills ( e.g., a skill is specified as having a base value of (STR+DEX)/3 ).

In A4, this information is not provided.

For me, making use of this information during character creation and leveling is part of the fun.

As for the "special traits", I'd prefer more specifics there also.

I don't take any special traits because I have no details on which to make a decision.

A trait improves accuracy with a bow? OK, BY HOW MUCH?

Give me an equation, an algebraic expression, a ratio, something.

From my perspective, there is no basis at all for deciding whether to take a particular trait

Well, I suppose one could assume that the game designers have done a good job with game balance in creating the character traits - and choose traits based on liking the idea or feel of a trait name.

However, for me part of the fun is in deciding whether a tradeoff (e.g., experience
adjustment vs other effects) is worthwhile.

In some cases, there seems little basis for doing so without trait detials.

For traits for which the only effect is to add specific abilities to a character, one can check
the abilities menu for the character and make a decision from that (if one is willing to assume
that the added abilities are the only effects of the trait).

I realize that this is a personal preference issue.

People probably have one of three positions on the matter:

1) Please show me the "under the hood" details ( formula or whatever ). I want to know. I enjoy
understanding them, and/or they are helpful in building my character.

2) Please hide the details. I specifically want them to remain unknown. It's part of the mystery
that appeals to me.

3) I don't care about the details. Provide them for those who like them, but I doubt I'll pay
attention to them.

Poll Information
This poll contains 1 question(s). 1 user(s) have voted.
You may not view the results of this poll without voting.

function launch_voter () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=vote;pollid=GXmTRtnmldbS"); return true; } // end launch_voter function launch_viewer () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=view;pollid=GXmTRtnmldbS"); return true; } // end launch_viewer function launch_window (url) { preview = window.open( url, "preview", "width=550,height=300,toolbar=no,location=no,directories=no,status,menubar=no,scrollbars,resizable,copyhistory=no" ); window.preview.focus(); return preview; } // end launch_window IMAGE(votenow.gif)     IMAGE(voteresults.gif)
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
TEST POLL (IGNORE) in The Avernum Trilogy
Apprentice
Member # 12474
Profile #0
Ok, this is a test poll.

Do you prefer Flubs, Fleeps, or Flinks?

Poll Information
This poll contains 1 question(s). 0 user(s) have voted.

function launch_voter () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=vote;pollid=hMBJWFGuaPfe"); return true; } // end launch_voter function launch_viewer () { launch_window("http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=poll;d=view;pollid=hMBJWFGuaPfe"); return true; } // end launch_viewer function launch_window (url) { preview = window.open( url, "preview", "width=550,height=300,toolbar=no,location=no,directories=no,status,menubar=no,scrollbars,resizable,copyhistory=no" ); window.preview.focus(); return preview; } // end launch_window IMAGE(votenow.gif)     IMAGE(voteresults.gif)
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Crystals (what are they good for) in The Avernum Trilogy
Apprentice
Member # 12474
Profile #0
Regarding crystals, I don't know how they're used.

I have a feeling that at some point an NPC discussed crystals, and I failed to record the coversation in my journal.

I've collected two crystals thus far.

Should I know what to do with them at this point in the story?
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
thanks in General
Apprentice
Member # 12474
Profile #0
And Student of Trinity, who provided helpful feedback succinctly.
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Spiderweb Release Dates & Other Stuff in General
Apprentice
Member # 12474
Profile #8
Thanks to all who replied, especially Ephesos and Dikiyoba.
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Spiderweb Release Dates & Other Stuff in General
Apprentice
Member # 12474
Profile #0
I am currently playing Avernum (1 of 5).

1) I am curious about the release years of Spiderweb games.

I've not been able to find such information on the web site.

Does anyone happen to have a list of the release years of each of the Spiderweb games?

2)I've not yet looked at Geneforge. I presume it uses the same core engine/framework/library as Avernum?

3)Does anyone happen to know how Blades of Avernum relates to the Avernum series? Same fantasy game world, but different code base?
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Demon Room Pommel Bug (possible mild spoiler) in The Avernum Trilogy
Apprentice
Member # 12474
Profile #2
Thanks Lazarus!

By the way, is it Lazarus Long?
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Demon Room Pommel Bug (possible mild spoiler) in The Avernum Trilogy
Apprentice
Member # 12474
Profile #0
I am in Nephar Fort.

I just killed two demons.

On inspecting a bier, I find a mummified body holding a pommel.

I am given the option of leaving it alone, or taking the item.

If I take the item, it disappears (is no longer present when I do a search). However, NOTHING IS ADDED TO MY INVENTORY. IT JUST SEEMS TO VANISH.

Also, I have checked the encumbrance (carried weight) of each of my characters before and after selecting the option to take the item. None of the characters change weight.

This appears to me to be a bug. Am I missing something? Has anyone else experienced this?

Thanks
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Learning new spells in General
Apprentice
Member # 12474
Profile #2
Thanks Ephesos!
Posts: 15 | Registered: Tuesday, December 11 2007 08:00
Learning new spells in General
Apprentice
Member # 12474
Profile #0
Hello,

How does one learn new spells in Avernum? I've obtained a scroll for a spell that I don't know (a spell usable only in combat).

I have found no way of learning the spell from the scroll. I tried casting it from the scroll in combat, thinking that once cast from the scroll, I'd learn it. That didn't work.

The directions say that new spells are found or purchased. However, are these new spells in the form of scrolls (as I would expect)?

How does one learn a spell from a scroll? This is the first time I've had to ask this question (and I've played a LOT of rpgs). Perhaps I'm missing something obvious.

Or are scrolls only for casting from (with learnable spells existing in another format)?

Thanks
Posts: 15 | Registered: Tuesday, December 11 2007 08:00