Profile for Zibulthera</b>
Field | Value |
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Displayed name | Zibulthera |
Member number | 3871 |
Title | Apprentice |
Postcount | 7 |
Homepage | http://www.freewebs.com/afkpuzarea |
Registered | Thursday, January 8 2004 08:00 |
Recent posts
Author | Recent posts |
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A4 wants in The Avernum Trilogy | |
Apprentice
Member # 3871
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written Wednesday, March 30 2005 14:26
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quote:That made me laugh. As if having a kid wasn't enough trouble. :) In any case... I would say I'd like to see some of the legitimate, large-sized imperial cities, but I also realize that this is really difficult to do convincingly since it requires a lot of filler as well as about a week per town. Although maybe one absolutely monsterous city with a bunch of quests or series of quests within it would be interesting. I'm actually not that much of a fan of the Vahnatai PC idea. It seemed to me what made the Vahnatai interesting was the fact that they were an alien entity. Being able to be familiar enough to play as them seems to make them lose their specialness. I'd like to see an appearence of mass-hasting return. What Jeff did with that in Blades of Avernum made magery seem a little underpowered in my opinion, although I can see how it opens up more options for scenario designers. I suppose spell-wise I'd like to see all the spells that have been cycled in and out of the trilogy so far appear. After that - well, part of the fun is the surprise, so I'll leave that up to him. In terms of plot, either a prequel or... not epilogue, but plot feeding on what happens in the somewhat distant future would be interesting. You know what might be neat? There are all these caves all over the world, and no one's ever explored all of them or how deep they go. Perhaps some sort of journey to the center of the Earth, although that is a little cliche. -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |
Speculating about Avernum 4's plot in General | |
Apprentice
Member # 3871
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written Monday, January 3 2005 18:32
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I seriously doubt the possibility of a large-scale, long-term war with the Vahnatai. The Vahnatai Avernum dealt with in A2 and A3 were stated as being one tribe out of many; also, Bon-Ihrno (spelling?) never died; he lived at the end of A3. People tend to forget about him and the fact that he does hold a prominent governmental position. I'm wondering what sort of role the player's party will fall into in the next one. In A1, they were just sort of heroes, in A2 they were basically secret agents and envoys, and in A3 they were explorers and also envoys. Personally, I'm hoping for some entrenched battles, with two sides waiting on either end of a town map, with mages bombarding the enemy side, similar to WWI. That could make for some interesting espionage and combat scenarios. The problem there is that it seems pretty difficult to come up with a force that's reasonable and the same time that a high-level party can't eliminate; that's the only bit that could pose some problems, other than game speed. You know what might be interesting? If some sort of cataclysmic (spelling?) disaster occurred - I'm thinking a large, earth-shaking meteor strike. Then you could throw in the Anama as religious zealots for some good ol' religious debate fervor, along with the shattering of the empire, the breakdown of all communication, looting, pillaging, etc. You could be an agent of the empire sent into a troubled area to restore order, or an avernite taking orders from a paranoid new royalty who is seizing the opportunity to take Valorim. Or under a third-party, new kingdom. Or completely and utterly on your own; it would depend on how long after the strike the setting took place. -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge Series | |
Apprentice
Member # 3871
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written Monday, January 19 2004 11:35
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Ya know, wouldn't a nice agent bonus would be a slightly larger sight radius? That would kinda-sorta go with the idea of stealth - I'd kill to be able to avoid those turrets early in the game. But, it might also be too big of a bonus; I seriously doubt I'd play anything other than an agent if she had such a bonus. Also, I for one would love to have some sort of plugin for an MP3 player, so you could have music going and be able to load up a song or two without leaving the game. I don't *think* it would be too difficult, although it could end up looking like a quick-fix... Nothing special, though, just a little apparatus you could access from the in-game menu (the one with the "save,""load,""prefrences" options.) -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge 2 | |
Apprentice
Member # 3871
|
written Monday, January 19 2004 11:35
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Ya know, wouldn't a nice agent bonus would be a slightly larger sight radius? That would kinda-sorta go with the idea of stealth - I'd kill to be able to avoid those turrets early in the game. But, it might also be too big of a bonus; I seriously doubt I'd play anything other than an agent if she had such a bonus. Also, I for one would love to have some sort of plugin for an MP3 player, so you could have music going and be able to load up a song or two without leaving the game. I don't *think* it would be too difficult, although it could end up looking like a quick-fix... Nothing special, though, just a little apparatus you could access from the in-game menu (the one with the "save,""load,""prefrences" options.) -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge Series | |
Apprentice
Member # 3871
|
written Thursday, January 8 2004 16:11
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I'm fairly far along in the game but I haven't finished it, so perhaps I'm not quite valid to post here, but oh well. Here's my two cents. - I've got to admit, I would really like more low to medium level creatures for the beggining of the game. Perhaps more medium-level though, only accessible to create after the game has been purchased, just to make the buyer want the full more. I'm half-thinking about having a LOT of smaller creatures with high chances to hit, medium attack, and VERY low HP. From what I've played of the game (I'm up to... I just got into Benrii-Uss) it never seemed that I filled up all my creature slots. The most I ever got up to was five, including myself - and that's with the addition of that big blue fyora and a servile from some eyebeast lair. I tried having a bunch of weak creations that worked together, but I didn't get more than two kills before realizing they NEVER hit and that my shaper was doing all the damage. 'Twould be an alternative shaping strategy, and a damn good one too. - In terms of the layout of map placement, world map, whatever, I think there should be more dead ends and more maps that have two links to other ones. Too many times I've forged ahead and just gone back to "clean up" some of the maps I've left behind. Then again, I've only been playing on normal... I'm guessing that's not as possible on higher difficulties. - For plot, I doubt the game would even support shaper cities as Jeff described them - one city could be three or four maps! But I don't like the idea of doing another "wilderness campaign," although the game is kind of suited to it. Perhaps some sort of a thing where you're an officer in a colonization project, and you meet some "bandits" in the woods... Who've been shaping on their own for years without knowledge of anything outside their forest... - For weapons, I kind of like the current system. Although cumbersome to play it's a little more realistic. But I've got to agree with the comment on shaper creativity - they're still using swords? I'd like to see more shaped weapons... perhaps a long, living whip that could wrap around and choke (stunning or paralyzing) a foe, or a living arrow that would do damage and paralyze the opponent, or living thorns that would automatically go for the vital areas of the target. I like the idea of having two weapon slots, but for two different weapon classes - heavy and light. Heavy would be basically everything in the game currently, while light would include daggers and other small arms... a thorn pistol... hehehe.... But I'm rambling. Yes. Pretty good first post. Don't eat my brain. -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge 2 | |
Apprentice
Member # 3871
|
written Thursday, January 8 2004 16:11
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I'm fairly far along in the game but I haven't finished it, so perhaps I'm not quite valid to post here, but oh well. Here's my two cents. - I've got to admit, I would really like more low to medium level creatures for the beggining of the game. Perhaps more medium-level though, only accessible to create after the game has been purchased, just to make the buyer want the full more. I'm half-thinking about having a LOT of smaller creatures with high chances to hit, medium attack, and VERY low HP. From what I've played of the game (I'm up to... I just got into Benrii-Uss) it never seemed that I filled up all my creature slots. The most I ever got up to was five, including myself - and that's with the addition of that big blue fyora and a servile from some eyebeast lair. I tried having a bunch of weak creations that worked together, but I didn't get more than two kills before realizing they NEVER hit and that my shaper was doing all the damage. 'Twould be an alternative shaping strategy, and a damn good one too. - In terms of the layout of map placement, world map, whatever, I think there should be more dead ends and more maps that have two links to other ones. Too many times I've forged ahead and just gone back to "clean up" some of the maps I've left behind. Then again, I've only been playing on normal... I'm guessing that's not as possible on higher difficulties. - For plot, I doubt the game would even support shaper cities as Jeff described them - one city could be three or four maps! But I don't like the idea of doing another "wilderness campaign," although the game is kind of suited to it. Perhaps some sort of a thing where you're an officer in a colonization project, and you meet some "bandits" in the woods... Who've been shaping on their own for years without knowledge of anything outside their forest... - For weapons, I kind of like the current system. Although cumbersome to play it's a little more realistic. But I've got to agree with the comment on shaper creativity - they're still using swords? I'd like to see more shaped weapons... perhaps a long, living whip that could wrap around and choke (stunning or paralyzing) a foe, or a living arrow that would do damage and paralyze the opponent, or living thorns that would automatically go for the vital areas of the target. I like the idea of having two weapon slots, but for two different weapon classes - heavy and light. Heavy would be basically everything in the game currently, while light would include daggers and other small arms... a thorn pistol... hehehe.... But I'm rambling. Yes. Pretty good first post. Don't eat my brain. -------------------- Psh. I'll think of something clever later. Posts: 7 | Registered: Thursday, January 8 2004 08:00 |