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High level scenarios wanted in Blades of Avernum
Warrior
Member # 4186
Profile #11
I vote too for scenario for high level party.

Adventadges at higher levels are numerous :
- More skills because new skills become available.
- There are new spells available.
- More energy to cast more spells.
- More HP to receive more hits.
- Possibily stronger differences bewteen the PC. So more game diversity available for the player.

Overall, it means new stuff unlike again and again the same stuff in scenario only for level 1 parties.

It also means much more diversity in tactical choices for the fights, at least with 4 PC.

It allows to build up a same team and gives it a long history, that's a bit fascinating.

In comparison adventadges for level 1 parties seems weak for me:
- Start inexperimented and weak? Well in fact most scenario are strongly not realistic about that. There are plenty scenario possibilities around a known party that couldn't apply for a handful of newbies. In my opinion much more appart if you plan do a very big scenario.
- Better level difficulty management? Well perhaps because for level 1 to 3 it doesn't allow that much level up possibilities to let a player do a weak party. That's already not true at the end of the scenario near to level 10/14.
- No a level 35 party doesn't rule everything. Authors will say it better but it seems there's a large choice for a high level party. At least they are very far to be gods. I bet level 45/50 party won't be more gods.

[ Wednesday, April 28, 2004 14:14: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #20
:D , ok but beside this highly interesting problem, any comment on "Word" english style? Did it really worth it?

EDIT : "Word" hates my frequent and cute "really" I put everwhere, is it just a snob or this really doesn't mean anything?

[ Tuesday, April 27, 2004 23:20: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum
Warrior
Member # 4186
Profile #20
:D , ok but beside this highly interesting problem, any comment on "Word" english style? Did it really worth it?

EDIT : "Word" hates my frequent and cute "really" I put everwhere, is it just a snob or this really doesn't mean anything?

[ Tuesday, April 27, 2004 23:20: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #18
Well I tried to follow your advices to use a tool for spell and grammar checking. In fact yes there wasn't that much spelling error. About grammar, I used word and well it didn't detect a lot of stuff. At least it forces me to rewrite some sentences but my goal was just to cheat it not to write right sentences, something it didn't learned me. :D

So did it really worth the sweat? I don't believe in it because those sort of tools are far to be very efficient.

I didn't resist to add some more into this already long post, oops. :eek:
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum
Warrior
Member # 4186
Profile #18
Well I tried to follow your advices to use a tool for spell and grammar checking. In fact yes there wasn't that much spelling error. About grammar, I used word and well it didn't detect a lot of stuff. At least it forces me to rewrite some sentences but my goal was just to cheat it not to write right sentences, something it didn't learned me. :D

So did it really worth the sweat? I don't believe in it because those sort of tools are far to be very efficient.

I didn't resist to add some more into this already long post, oops. :eek:
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #15
quote:
Originally written by The Creator:

Atmosphere - Tough one! It's a somewhat intangible thing, could be pretty hard to nail down in an article. I may give it a shot, though.
That would be great. Some remarks about this article but this time before you write it.

EDIT: Deleted in to put it in a different topic.

[ Monday, May 03, 2004 19:08: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
What articles would you like to see? in Blades of Avernum
Warrior
Member # 4186
Profile #15
quote:
Originally written by The Creator:

Atmosphere - Tough one! It's a somewhat intangible thing, could be pretty hard to nail down in an article. I may give it a shot, though.
That would be great. Some remarks about this article but this time before you write it.

EDIT: Deleted in to put it in a different topic.

[ Monday, May 03, 2004 19:08: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Building Blocks in Blades of Avernum Editor
Warrior
Member # 4186
Profile #5
quote:
Originally written by The Creator:

...they may not have anything to do with the main story.
Main story certainly, but story?

quote:
Of course, it's probably pretty hard to understand what I'm talking about if you've never played a sequence-based scenario. JV's tend to go pretty heavy on dungeons.
Well I tried to understand what you wrote. The example description you made is a bit short, perhaps you can explain more deeply with more details?

Ok that Jeff scenario could not apply, then why not use other RPG game as an example? That will be as good than BoE examples if not better. I don't have BoE and it's not a BoE forum but BoA. So for example, Neverwinter modules or even the original game and its extensions, or baldur gate series.

[ Monday, April 26, 2004 18:18: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Building Blocks in Blades of Avernum
Warrior
Member # 4186
Profile #5
quote:
Originally written by The Creator:

...they may not have anything to do with the main story.
Main story certainly, but story?

quote:
Of course, it's probably pretty hard to understand what I'm talking about if you've never played a sequence-based scenario. JV's tend to go pretty heavy on dungeons.
Well I tried to understand what you wrote. The example description you made is a bit short, perhaps you can explain more deeply with more details?

Ok that Jeff scenario could not apply, then why not use other RPG game as an example? That will be as good than BoE examples if not better. I don't have BoE and it's not a BoE forum but BoA. So for example, Neverwinter modules or even the original game and its extensions, or baldur gate series.

[ Monday, April 26, 2004 18:18: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Follow the Yellow Brick Road in Blades of Avernum Editor
Warrior
Member # 4186
Profile #4
No you aren't pedantic, don't hurt yourself. ;)
I agree that how guide the steps of the player throughout an area is a part of an article about how to manage "what to do next".

But I'd say that I whish that this article don't forget to also cover how not be too direct about "what to do next".

About that point and "Yellow Brick Road" I'd like to add that:
* There are some very good small puzzles arround having not fully clear path explained to the player.
* Managing well a not fully clear path could be a great way to make a player explore an area. It could become the "Yellow Brick Area delimitation".

Also about to help the player, for me, a map (just a graphic picture as in VoDT) is a great helper, particularely when this is mixed to an exploration puzzle or/and to an area exploration.

Perhaps a full sub article could be written only about the usage of that sort of maps.

[ Monday, April 26, 2004 16:06: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Follow the Yellow Brick Road in Blades of Avernum
Warrior
Member # 4186
Profile #4
No you aren't pedantic, don't hurt yourself. ;)
I agree that how guide the steps of the player throughout an area is a part of an article about how to manage "what to do next".

But I'd say that I whish that this article don't forget to also cover how not be too direct about "what to do next".

About that point and "Yellow Brick Road" I'd like to add that:
* There are some very good small puzzles arround having not fully clear path explained to the player.
* Managing well a not fully clear path could be a great way to make a player explore an area. It could become the "Yellow Brick Area delimitation".

Also about to help the player, for me, a map (just a graphic picture as in VoDT) is a great helper, particularely when this is mixed to an exploration puzzle or/and to an area exploration.

Perhaps a full sub article could be written only about the usage of that sort of maps.

[ Monday, April 26, 2004 16:06: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum Editor
Warrior
Member # 4186
Profile #16
Well firstly, quote that I made a clear and strong distinction between game design (so engine) and interface design.

Also ok, perhaps I write an opinion before to have used enough BoE. That is important for an interface design point of view by a "hardcore" player (you need to be a bit hardcore to play user made scenario). When I'll have finish the demo, I'll come back in this thread or will create another one for more details about that.

[ Monday, April 26, 2004 15:45: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum
Warrior
Member # 4186
Profile #16
Well firstly, quote that I made a clear and strong distinction between game design (so engine) and interface design.

Also ok, perhaps I write an opinion before to have used enough BoE. That is important for an interface design point of view by a "hardcore" player (you need to be a bit hardcore to play user made scenario). When I'll have finish the demo, I'll come back in this thread or will create another one for more details about that.

[ Monday, April 26, 2004 15:45: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Building Blocks in Blades of Avernum Editor
Warrior
Member # 4186
Profile #1
Nobody seems to like comment articles, that's not cool. Why put them in a forum if it's not to discuss about them?

Ok a little comment.

This block point of view is very interesting but perhaps it is missing a post modern style. :P

One point isn't clear for me, it's the contents of old style dungeons. I feel it is like if there is only a row of puzzles and fights. If it's only that, I think there's something wrong because, where is the story?

In general in this article I don't see clearly the story point of view. And that worry me because "Sequences" clearly bring story stuff, but "Dungeons" don't seem to bring any story stuff.

For any RPG game I saw, you could throw a series of :
* fights,
* puzzles,
* secrets (that's different than puzzles),
* exploration (that's not mentionned in the article but I think it's a delicate but important point),
* sometimes other action types (probably not in BoA) like higher strategy action than just a puzzle or a fight, reflex, or even arcade action.

Ok but in all cases, in any rpg games, if you have strong story elements to give more flesh to that stuff, it's ALWAYS much better.

That's where I'm a bit mixed by this oposition of block types. When you do sequences you are doing story, it's less clear for dungeons.

In fact, I think BoA scenario "Diplomacy With the Dead" shows (not fully well implemented in my opinion) a typical example that's there's no oposition between sequences and dungeons (and not only that you put them both in a scenario).

There's a chase throughout a castle but it is mixed with some fights and a bit of exploration that are part of the chase. If I understood well the artcicle it's a typical sequence mixed with dungeon design.

Ok that's not so well done in this scenario but I feel it's the way to go.

It's a bit like:
* Having only pure gaming elements (dungeons), it's always less good than if they are mixed with some story construction, eventually sequences.
* Having only pure story elements (sequences?), it's always less good than if they are mixed with pure gaming elements like mentionned above (fights, ...).

That's the post modern style, do as much fusions or mixes than you can, put story in every gaming elements, don't write a novel but always think of the gaming aspect, mix as much than possible sequences with dungeon elements.

That said, as mentionned in the article, do what you want, you could always do a great scenario without any fights or another with mostly no story.

But don't be wrong this scenario with more mixed stuff would be even much better.

[ Monday, April 26, 2004 15:39: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Building Blocks in Blades of Avernum
Warrior
Member # 4186
Profile #1
Nobody seems to like comment articles, that's not cool. Why put them in a forum if it's not to discuss about them?

Ok a little comment.

This block point of view is very interesting but perhaps it is missing a post modern style. :P

One point isn't clear for me, it's the contents of old style dungeons. I feel it is like if there is only a row of puzzles and fights. If it's only that, I think there's something wrong because, where is the story?

In general in this article I don't see clearly the story point of view. And that worry me because "Sequences" clearly bring story stuff, but "Dungeons" don't seem to bring any story stuff.

For any RPG game I saw, you could throw a series of :
* fights,
* puzzles,
* secrets (that's different than puzzles),
* exploration (that's not mentionned in the article but I think it's a delicate but important point),
* sometimes other action types (probably not in BoA) like higher strategy action than just a puzzle or a fight, reflex, or even arcade action.

Ok but in all cases, in any rpg games, if you have strong story elements to give more flesh to that stuff, it's ALWAYS much better.

That's where I'm a bit mixed by this oposition of block types. When you do sequences you are doing story, it's less clear for dungeons.

In fact, I think BoA scenario "Diplomacy With the Dead" shows (not fully well implemented in my opinion) a typical example that's there's no oposition between sequences and dungeons (and not only that you put them both in a scenario).

There's a chase throughout a castle but it is mixed with some fights and a bit of exploration that are part of the chase. If I understood well the artcicle it's a typical sequence mixed with dungeon design.

Ok that's not so well done in this scenario but I feel it's the way to go.

It's a bit like:
* Having only pure gaming elements (dungeons), it's always less good than if they are mixed with some story construction, eventually sequences.
* Having only pure story elements (sequences?), it's always less good than if they are mixed with pure gaming elements like mentionned above (fights, ...).

That's the post modern style, do as much fusions or mixes than you can, put story in every gaming elements, don't write a novel but always think of the gaming aspect, mix as much than possible sequences with dungeon elements.

That said, as mentionned in the article, do what you want, you could always do a great scenario without any fights or another with mostly no story.

But don't be wrong this scenario with more mixed stuff would be even much better.

[ Monday, April 26, 2004 15:39: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum Editor
Warrior
Member # 4186
Profile #14
Ok, my first try of BoE demo fully disgusted me because of many problems in interface design. So there was no chance I play any BoE scenario.

But recently, I succeed to play further the demo, nothing decided but there's now some chance.

I hate support a so out dated game particularely because this means to weaken BoA support.

But I must also admit that some game design features are better than in BoA or at least have adventdages that doesn't have BoA. Don't be wrong, BoA has many game design features that are better to BoE, not to mention the BoA interface which is a lot better.

Anyway, ok BoE scenario and if I ever buy BoE I'll play them, but any that are run scenario?
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum
Warrior
Member # 4186
Profile #14
Ok, my first try of BoE demo fully disgusted me because of many problems in interface design. So there was no chance I play any BoE scenario.

But recently, I succeed to play further the demo, nothing decided but there's now some chance.

I hate support a so out dated game particularely because this means to weaken BoA support.

But I must also admit that some game design features are better than in BoA or at least have adventdages that doesn't have BoA. Don't be wrong, BoA has many game design features that are better to BoE, not to mention the BoA interface which is a lot better.

Anyway, ok BoE scenario and if I ever buy BoE I'll play them, but any that are run scenario?
Posts: 175 | Registered: Friday, April 2 2004 08:00
VoDT: Unobtainable things for beginners? in Blades of Avernum
Warrior
Member # 4186
Profile #1
For the spell, it's fully possible to get a mage level of 10.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Realism in Blades of Avernum
Warrior
Member # 4186
Profile #17
I hadn't succeed to play a lot BoE demo. A strong problem was the interface design, more than graphics. But finally despite the only scenario I could try was one I already knew (and in a more recent version), I succeed anyway to play the demo more.

I realized that BoE dialog system had some really interesting adventadges.

1 - A first really positive point is that the word click system that avoid typing words is very efficient to get plenty information.

2 - Questions has strong adventadges (as quoted in this thread) but often when it's just to get more information they are just useless style writing (fillers!) and then they could be as heavy than a crowd of elephants when compared to words clicking.

3 - The choice to not underline the words to click unlike Nethergate is in fact much better, for me:
3.1 - It makes me read and think about the text much more by forcing me to detect on which word to click.
3.2 - The search of words to click on adds a bit of action in dialogs, more than BoA or Nethergate systems. This point is important, it changes dialogs to give them a gaming aspect that "stupid" questions choices you have under your nose is far to provide as well.
3.3 - When the action or story is hot I doesn't have the temptation to rush to read the new questions linked with the answer (or only underlined words).

Ok this BoE dialog system has flaws mentionned in this thread plus few other. But the point 3 mentionned above is a major adventadge for me and I strongly regret this system.

The best would be to have a dialog system that mix both system.

The overall design for the authors could be :
- Word click and no question when it's just to get more information.
- Question only when it's to manage a dialog choice or other cases mentionned in the thread for which only questions allow to manage that fully.
- A click on a word and a question show when it's just to mention more information than a word but not choices for the player.

But once you allow questions too, how the player will know that there are or not words to click on? That's the problem of the mix.

Beside a mix, I feel that some other changes could have improved the system :

* The "Ask about... option should be removed from the dialog system in order to not allow authors to abuse of this. Instead for only rare case, the author will have a system as in BoA that allows script and have a popup that asks a word. But then the author have also to manage by script the answer himself and not have that embedded in the dialog system. This will low down strongly an abuse of word typing.

* The system should allow more than one go back and then should also allow "Go next" (more than once too). I have no idea how to manage "Go back feature" with a dialog system that allows scripts.

* It could be usefull to be able to get the list of the words that you have already cliked on (each with a short context description).

As a side note this deeper try of boE demo made me quote that BoE game design (not interface design wich is in general poor in comparison with BoA) had some differences that bring gaming adventadges. Ok that's another topic.

[ Monday, April 26, 2004 14:21: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum Editor
Warrior
Member # 4186
Profile #12
:D , sorry, well I'll see another day if I could write my previous post better. :D

I fully agree that this scenario can be improved about it's time limit pressure on the player. But in fact I think it also needs some other improvements.

I also agree that your suggestions (most but not all) will improve this time pressure :
* To use a NPC as a reminder about the time. But add a bit more popup that remind the time running would be cheaper and efficient anyway.
* To tune better the real time limit. But I think that it's even more important to also tune up better the time spend in each part of the scenario.
* To remember in more dialogs that a choice involves lost of time. But not in mostly all dialogs in order to keep it realistic.
* That adding a subpart that involves to get back the wands stoled by the NPC, would be a great addition. But the scenario can be ok without it too.

I disagree that it hasn't alrady some of these features :
* It asks choices to the player where time is a part of the problem.
* It has some reminders about the time that is running.
* The time limit length isn't that bad if you play logicaly without cheating and knowing it.

I also disagree that this scenario really fit the article subject "Don't draw the focus" because it's not about removing stuff that draw the focus but mainly about polish it in order to put better the focus on time limit, that's quite a difference for me.

Finally I disagree that a pure run only scenario would be more fun in comparison with a "Za-Khazi Run" just improved, better tuned and polished. Those improvements should be also done on other points that don't relate directly to the run/time feature.

That mentionned again, I don't think we have more to debate. I need to see your run only scenario to understand fully what you mean and perhaps change my point of view.

And all of that said, that doesn't change that your article is cool anyway. :)

[ Sunday, April 25, 2004 18:13: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum
Warrior
Member # 4186
Profile #12
:D , sorry, well I'll see another day if I could write my previous post better. :D

I fully agree that this scenario can be improved about it's time limit pressure on the player. But in fact I think it also needs some other improvements.

I also agree that your suggestions (most but not all) will improve this time pressure :
* To use a NPC as a reminder about the time. But add a bit more popup that remind the time running would be cheaper and efficient anyway.
* To tune better the real time limit. But I think that it's even more important to also tune up better the time spend in each part of the scenario.
* To remember in more dialogs that a choice involves lost of time. But not in mostly all dialogs in order to keep it realistic.
* That adding a subpart that involves to get back the wands stoled by the NPC, would be a great addition. But the scenario can be ok without it too.

I disagree that it hasn't alrady some of these features :
* It asks choices to the player where time is a part of the problem.
* It has some reminders about the time that is running.
* The time limit length isn't that bad if you play logicaly without cheating and knowing it.

I also disagree that this scenario really fit the article subject "Don't draw the focus" because it's not about removing stuff that draw the focus but mainly about polish it in order to put better the focus on time limit, that's quite a difference for me.

Finally I disagree that a pure run only scenario would be more fun in comparison with a "Za-Khazi Run" just improved, better tuned and polished. Those improvements should be also done on other points that don't relate directly to the run/time feature.

That mentionned again, I don't think we have more to debate. I need to see your run only scenario to understand fully what you mean and perhaps change my point of view.

And all of that said, that doesn't change that your article is cool anyway. :)

[ Sunday, April 25, 2004 18:13: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum Editor
Warrior
Member # 4186
Profile #10
Ok we disagree, point.

About BoA Za-Khazi Run, at my first play the time stress worked well for me. So I think it's useless to continue to debate directly about this scenario.

About how to make a run only scenario, we also disagree and it's certainly useless to continue about that. I won't try to develop but I'd like to draw your attention on two points :
- Running doesn't need to be straigth forward. Let forget sport, instead just a stupid example, I throw you in a labyrinth and starts the counter.
- This game isn't only dialogs even if it's its core. If you do something with dialog, it's ok. If you do the same thing with something else and dialogs, it's much better.

I'll let you meditate about that. ;)

To finish, a point of detail. About a run scenario, in fact you suggest a run AND save the fort.

Quote that save the fort, from a whole enemy army is a complex subject if you want make it a bit realistic. You'll hardly manage that as a subject number 2 once arrived in the fort. I mean it's not 4 more adventurers arrived in the fort that could solve that problem. Anyway, they can't stay forever in the fort.

So in fact you'll get 2 successive scenario with this point of view. So I don't think that run AND save the fort is a right choice. Ok it's a detail.

Thanks for all your articles.

[ Saturday, April 24, 2004 23:17: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Don't Draw Focus! in Blades of Avernum
Warrior
Member # 4186
Profile #10
Ok we disagree, point.

About BoA Za-Khazi Run, at my first play the time stress worked well for me. So I think it's useless to continue to debate directly about this scenario.

About how to make a run only scenario, we also disagree and it's certainly useless to continue about that. I won't try to develop but I'd like to draw your attention on two points :
- Running doesn't need to be straigth forward. Let forget sport, instead just a stupid example, I throw you in a labyrinth and starts the counter.
- This game isn't only dialogs even if it's its core. If you do something with dialog, it's ok. If you do the same thing with something else and dialogs, it's much better.

I'll let you meditate about that. ;)

To finish, a point of detail. About a run scenario, in fact you suggest a run AND save the fort.

Quote that save the fort, from a whole enemy army is a complex subject if you want make it a bit realistic. You'll hardly manage that as a subject number 2 once arrived in the fort. I mean it's not 4 more adventurers arrived in the fort that could solve that problem. Anyway, they can't stay forever in the fort.

So in fact you'll get 2 successive scenario with this point of view. So I don't think that run AND save the fort is a right choice. Ok it's a detail.

Thanks for all your articles.

[ Saturday, April 24, 2004 23:17: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Warrior
Member # 4186
Profile #77
I quoted a bug about that spell, if you go again to read the book it increases again (of 1) the level of this spell. It seems there's no limit.

And anyway level 5 is a bit high for a so low party, perhaps 4 is a bit high too.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Warrior
Member # 4186
Profile #74
Playing with a four party member is much more fun.

Well how write it? Am I alone to feel that this insistance about singleton play looks a lot like 8 years old kids that shout, "See how am I good". That's a bit kiddish. :P
Posts: 175 | Registered: Friday, April 2 2004 08:00

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