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Changes for Better or Worse? in Avernum 4
Apprentice
Member # 2936
Profile #56
quote:

ii. The new first aid and death systems.

While I like the new death system (or lack thereof), the current system lacks the 'last chance' aspect that the 0hp-stunned system had. And it makes death significantly less notable, as you can just go to a town, or healer, and be back at full, whereas the old method had significant costs (at least until you got 'return life').

quote:

iii. The new seamless world. (Avernum 4 would not exist if it weren't for this. I was completely fatigued with designing in the old system. Also, I'm not sure why people say there is no outdoors. Most of the game is outdoors, and the Avernum 4 outdoors has more detail and characters and stuff than any of the earlier games!)

Bah. I hope you consider other methods to address this issue. I love how 'outdoors' is mechanically the same as a town. Drop things, they don't disappear. The graphics are the same, and the other aspects of being seamless.

However, the size of towns, compared to their surrounding territories is ridiculous. THe size of several towns and their notable metro area is significantly larger than the distance between towns. Avernum has felt, until A4, like a vast expanse of uncontrolled wilderness with occasional bouts of civilization. Now it feels like a sprawling metro area. (Compare, as before A4 it felt like the midwest/great plains. Towns and cities of size, but if you want, you can drive for days or weeks and never deal with anything larger than the occasional hamlet. Now, Avernum feels like the Boston-Washington metro area. There are expanses and open areas, but they are occasional and far between. Cities and major towns make up most of the land).

quote:

iv. No secret passages. (Bumping into every wall was just lame.)

I hope you reconsider, or get a different mechanic for this. I miss secret passages. Maybe there is a better way than bumping into every wall (and more predictable than based on luck). And with the posts on this thread, there are a bunch of us who miss some secret mechanic.
Posts: 7 | Registered: Tuesday, April 29 2003 07:00
Ok, now where is HE??? in Avernum 4
Apprentice
Member # 2936
Profile #3
Related question:

Where the bloody heck is the guy you're supposed to speak to when Hosharr is dead?

I went back to the town where I got the quest, an couldn't find them.

(edit to finish the post, as I accidentally hit post early).

[ Thursday, March 30, 2006 05:27: Message edited by: marphod ]
Posts: 7 | Registered: Tuesday, April 29 2003 07:00
Slith Warrior in Avernum 4
Apprentice
Member # 2936
Profile #1
quote:
Are they capped out at level 20? I have had the same experience 19775 for a while now
There is no fixed level cap. However, as you characters gain levels, the amount of experience your characters get for each kill is reduced. Eventually, monsters of lower levels will get you no experience.

(Now, if some of your party is getting experience and other's aren't, thats a bug.)
Posts: 7 | Registered: Tuesday, April 29 2003 07:00
Weapon Wisdom in Avernum 4
Apprentice
Member # 2936
Profile #1
Slartucker's item list covers what items are and their statistics.

(On the other hand, I don't know what the abbreviations mean, or their impact.)

[ Tuesday, March 21, 2006 06:53: Message edited by: marphod ]
Posts: 7 | Registered: Tuesday, April 29 2003 07:00
Avernum V in Avernum 4
Apprentice
Member # 2936
Profile #96
quote:
The way I currently picture Avernum 5 is:

Can we also go back to the more open-ended goal set of Avernum 1&2? A set of end-game goals, that can be achieved in an arbitrary order.

One of the things I liked most about 1&2 was the ability to choose which paths to follow and when. in 3 (and it looks like in 4, although I just finished the demo, and I'm not going to be able to play the rest of it for a week or 2), the storyline is rather linear. Side quests can be done whenever, but the main plot plods forward, without any significant forking.
Posts: 7 | Registered: Tuesday, April 29 2003 07:00