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Avernum V ideas in Avernum 4
Apprentice
Member # 6857
Profile #70
quote:
I really think that Exile III had it all perfect EXCEPT maybe for graphics.
Orly? I found the combat system very annoying. When you encountered a foe, you always had to start combat and when you do that, you can't decide where your characters are placed and your fragile mages get easily hit.

Also enemy wizards were fast, resilient and goddamn powerful. Why is a mage the most resilient person in empire war group? mages are fragile nerds!
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Avernum V ideas in Avernum 4
Apprentice
Member # 6857
Profile #26
MAN! I love suggestion threads. Avernum V should have it's own forum IMO.
Let's start.

quote:
Hmmmm, I think a good idea would be where your players have an age
No! I'm sure that most people wan't to explore the game universe as much as possible and don't want their characters to suddenly die at ageing.

quote:
Race:Orc
The Avernum world is unique. It should not be spoiled with mass-fantasy races.

About specific items: I'm not sure if we should invent a magical items. It should be Jeff's job. It's not cool to know already what secret magical items there are in the game. They must be surprises.

quote:
IMHO, I think the reload system with the batons in the GF series was quite cool. So maybe in A5 you can have ammo again, and you can carry as many arrows as you like. However, you can only carry a certain amount in your current quiver, and you have to either reload when it runs out, or manually reload whenever you feel like it.
Yeah. Give back the arrows. Then there is more options wich to choose. Though carrying hundreds of arrows with you isn't very realistic. That quiver idea is good, IMO.

quote:
I think that fighters should be able to do more. Mages and Priests have always had a large variety of spells to cast but fighters only have two options, bash or shoot. It would be nice if fighters could learn some techniques like blind enemy or shield friend.
Yeah! In A4 the fighters were able to lower the enemy's aps by hitting them hard. That was a good invention. They should get more things like that. Parry and riposte were cool. But what about disarm? Or ability to strike enemy to ground?

Now here's some thoughts of mine:
Bring back the bashing weapons.

Also potion making should be brought back. But potions should be more effective. It's not very realistic that you carry around dozens of healing potions.

Separate place for bracers and gauntlets. In A4 you couldn't have gloves if you had bracers. It doesn't make sense!

Looks. The character's looks should relay on what he is wearing. If he has helmet, you should be able to see him wearing helmet. If he has greatsword, he should have such in his hands. This means lots of work with graphics. But it looks so stupid that halberd looks like spear and greatsword looks like normal sword. A4 didn't even have shields!
And no more monsters that look like the player's characters with differend colours.

EDIT:

Bigger and more original enemies. All the A4's enemies were damn small and not so spectacular. Drake was smaller than a normal man! That was an outrage!
If there is an ogre with specific model, the "ogre badass" must not be only the same model with differend colour for Erika's sake!
Making differend graphics is hard and time consuming work, but I appreciate a work that is done well, even if it takes more time.

I remember the pleasant surprise when I encountered that HUGE alien slime in A3. I really didn't expect anything like that.

[ Saturday, June 03, 2006 08:04: Message edited by: avv ]
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Does anyone use thrown weapons in AV4? in Avernum 4
Apprentice
Member # 6857
Profile #4
quote:
The trick is, to cache them around various locations where you are question.
This is a good idea indeed. I used the teleport fortress as item storage because every town has entrance to it through teleports. I also stored all my herbs, fine steel, fine fur and extra bottles there.

I didn't use missile weapons. They weight too much and some bows have useful magical effects, which thrown weapons do not posess.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #21
How can I get into Dorikas lair? There are two places where I get ambushed by archers but gates stay closed. And I killed the wizard-guy who the Battlemaster asks me to kill, if that makes any difference.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Losin' it in Avernum 4
Apprentice
Member # 6857
Profile #11
quote:
Originally written by Randomizer:

If I remember correctly the earlier advice, all pylons take damage from acid. Your arrow range with bows is one greater than the pylon's attack range. So you can attack from outside their radius of attack and wear them down. This is time consuming but great for OCD sufferers.
Each pylon has their weaknesses. I don't remember exactly but one is vulnerable to lightning, one to ice and one to fire. All take dmg from acid. Haste your party and consentrate all you mauling to one pylon. They will regenerate about 100 life at turn. When your mana will end, get back to Fort Remote.
All spells have greater range than the pylons. Killing a pylon with only bows might be impossible because of the high regen and dmg resistance.

[ Monday, March 20, 2006 21:03: Message edited by: avv ]
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #19
Can I ever finish the "metal for Dawdy quest"?
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Bows and... arrows? in Avernum 4
Apprentice
Member # 6857
Profile #1
There aren't any arrows or actually there is but they are infinite. So you can use your bow without getting any arrows.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #16
quote:
Originally written by Beegz:

[b]One of those gate leads to Demonslayer. Enter combat mode and cast a few haste spells. Don't leave combat mode until you (and Demonslayer) are next to the stairs leading out.
Thanks for the advice but I have already looted the demonslayer dungeon.
If someone could only asnwer my last question:

quote:
Originally written by avv:

[QB]In tower colony, the room above X's house has many doors that require a special key. Where can I get it?[/b]

Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #14
In tower colony, the room above X's house has many doors that require a special key. Where can I get it?
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #12
How can I get past Bargha gates? Will the whole spire attack me if I kill the Queen? When I have killed the badass dragon in arena, will there be any monsters anymore? The ogre says that there will but none has appeared.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #10
How can I get past spire fortress? The gates are closed and I haven't found any underground passages.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Avernum V in Avernum 4
Apprentice
Member # 6857
Profile #91
I really hope that there will be re-growing herbs like A1-3. Also shops should re-stock their products, even when the shop is not completely empty. It is so annoying that you have to buy all of the alchemist's potions in order to get him re-stock only one type of potions.
Enemies should drop more often the equipment they are carrying. In A1-3 it was like that but in A4 a band of thugs armed with swords, spears and bows only drop few coins and luckily one sword.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #8
quote:
Originally written by Schrodinger:

1. Yes. Check the SW.
But the panel near the golem making place does absolutely nothing. And there are two rooms filled with panels but they just open some gates or do nothing.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Avernum V in Avernum 4
Apprentice
Member # 6857
Profile #27
I think that dialogue with npcs should be more realistic.
Currently the situation goes like this: you are asking questions and choose insulting alternative. Then the dialogue ends but you can start it again, ask the same questions again and this time choose the non-insulting alternative.
It should go like in Fallouts. If you insult someone, there will be consequenses. The NPC would make your shopping prices higher, or wouldn't tell you something important. He even might tell someone about you and cause the whole town's dialogue to change.
Also everything that a NPC says should bear a meaning. If someone says he hates empire and then you say you love empire, there would be permanent or long-lasting consequences.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #6
Is there a way to shut down those golem makers in the place where Daemonslayer is being held?

How can I finish the quest where I'm supposed to kill graverobber Nikka? I have only met him once and then he disappeared and I haven't found him since.

The mage in fort Emerald says he can teach a way to dispel barriers but I need to ask permission from Tower Colony. Does he mean that I need to a get permission from tower colony so that he can train me or Kelner can teach me in tower colony?
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Changes for Better or Worse? in Avernum 4
Apprentice
Member # 6857
Profile #2
:D Animated models roxor and graphics are all the way much better.

:mad: There aren't enough character looks. Same models are used multiple times with only their colours changed. Also some creatures look a bit stupid, like drakes and town guards.
I really liked the leather bikini amazon in Avernum 1-3. Bring her back.

:mad: The fact that there is no out-and indoor sections don't fit for me. The world kinda feels much more little.

:mad: The cute pictures in characteristics sheet has been removed.

:mad: Only npcs can make potions. I really liked producing several hundreds of Knowledge Brews in Avernum 3.

:mad: No greatswords and spears fill both hands. Also infinite arrows is pretty stupid.

:mad: Those small mini-quests have nothing to do with the main plot and the reward is always money, potions, scrolls or wands.

I wish there could be bashing weapons and fighting with weapon in each hand.
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6857
Profile #0
I have difficulties with magic barriers. I have no dispel barriers spell and nobody sells piercing crystals. Jenn in Grindstone sells only one but I have used it already, aswell as all of those which I have found elsewhere. Where can I get the DB spell or piercing crystals?

There is door that requires special key west to Formello. What's behind it and how can I get in?

I have finished two testing caves, where is the third? I forgot what the tome said after I killed testing bones and now the tome wont say a word.

[ Monday, March 13, 2006 06:11: Message edited by: avv ]
Posts: 18 | Registered: Sunday, March 5 2006 08:00
Spellcraft vs. Magery in Avernum 4
Apprentice
Member # 6857
Profile #6
quote:
Originally written by Spidweb:

[QBIn the next game, I'll work out different bonuses for them.

- Jeff Vogel[/QB]
OMFG! Does this mean that Avernum 5 is going to appear one day? Or were magery and spellcraft included in Geneforge too?
Posts: 18 | Registered: Sunday, March 5 2006 08:00