What do YOU want to see in G4?

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Pages

AuthorTopic: What do YOU want to see in G4?
Warrior
Member # 5966
Profile Homepage #200
What do I want?
More realistic weights for items: Like 0.9 Kilograms and so on. (The use of the metric system would be cool as well)
A character Editor wouldn't hurt too, but puting some restrictions on editing your character would be a good idea so that they don't become to powerful.

-- Diarog Lethuta
Posts: 91 | Registered: Thursday, June 16 2005 07:00
Apprentice
Member # 6065
Profile #201
I liked the weight system, but using the metric system would be really hard for jeff to do, a character editor would be nice but I've never thought of a character editor once when playing either of the 3 games, so there isn't much use, having a locker in which you store stuff is kewl thats an aewsome idea, something I just thought up now is why not have a "movie" but in geneforge fight sequence of shapers versus rebels or something, or a buch of humans got mad and challenged a shaper and his creations etc.

--------------------
I like swords!
-Fighter
Posts: 20 | Registered: Sunday, July 3 2005 07:00
Shaper
Member # 32
Profile #202
How would it be difficult? All he would need to do is apply the constant value which converts from lbs to kilograms. Now if he decided that it wouldn't have the same acceleration of gravity as earth does, a bit more work would be necessary. It's still simple though...

--------------------
Lt. Sullust
Cogito Ergo Sum
Polaris
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Warrior
Member # 3629
Profile #203
Yeah, I think that the weight system should be done away with, or modified to be a armor restriction thing or something - it's just more of a pain than its worth. I mean, why would anyone carry their backpack full of junk during a fight?? Also, there needs to be a weapon switch button :P
Posts: 51 | Registered: Friday, October 31 2003 08:00
Warrior
Member # 5731
Profile #204
There *is* a weapon switch button.
Four of them, actually.
Posts: 107 | Registered: Tuesday, April 19 2005 07:00
Warrior
Member # 3629
Profile #205
no there isn't. and no, the quickslots keys are not weapon switch buttons.
Posts: 51 | Registered: Friday, October 31 2003 08:00
Warrior
Member # 5523
Profile #206
However, they do work the same.

[ Tuesday, July 05, 2005 15:27: Message edited by: Harlequin ]

--------------------
“Medicine, Law, Business, Engineering - These are noble pursuits and necessary to sustain life. But Poetry, Beauty, Romance, Love-These are what we alive stay for.”
Posts: 150 | Registered: Sunday, February 20 2005 08:00
Agent
Member # 2210
Profile #207
Here goes some thoughts on equipment.

1) There is no agent weapon. A spell sword would be neat -- increases spellcraft +1 and battle magic +1 but does very little damage 2-20. Blade of defense +1 blessing magic +2 parry.

2) Our companions should have the ability to buy defense as well as offense. Alwan would have been better if we could have bought him a breastplate.

3) A shaped pack mule creature would be cool. If it dies all the items would be dropped on the ground. It would have no attack ability. Basically an armored critter. Occasionally as its level of strength and intelligence increased it could carry more and would randomly cast heal or defense spells.

--------------------
Wasting your time and mine looking for a good laugh.

Star Bright, Star Light, Oh I Wish I May, I Wish Might, Wish For One Star Tonight.
Posts: 1084 | Registered: Thursday, November 7 2002 08:00
Shaper
Member # 5450
Profile Homepage #208
I want to see more creations. More spells. More everything. GF is great.

--------------------
I'll put a Spring in your step.
:ph34r:
Posts: 2396 | Registered: Saturday, January 29 2005 08:00
Infiltrator
Member # 878
Profile #209
What should be done is make it so that when you learn a creation at higher levels, besides the third level enabling the advanced type and +1 level at creation per level, it should give you the option to spend extra essence to give it a special ability, with a new type at each level, here are some examples:

fyora level 2: add extra fire damage to mellee attack
fyora level 3: deal small amount of fire damage to mellee attackers
fyora level 4: can hit 2 enemies at once with ranged attack
cryora level 2: adds slow effect to ranged attack

thahd level 2: increase chance of stunning
thahd level 3: adds a few points of parry
thahd level 4: adds 1 extra ap
thahd shade level 4: adds curse effect to those who attack and miss.

artilla level 2: adds acid damage to melle attack
artilla level 3: immunity to acid
artilla level 4: can hit multiple targets with ranged attack
searing artilla level 4: increased amount of acid levels caused on hit

roamer level 2: increased mellee damage
roamer level 3: +1 ap
roamer level 4: increased acid levels from ranged attack
pyroroamer level 4: explosion causes stun effect

clawbug level 2: increased stun chance
clawbug level 3: increased poison levels from attack
clawbug level 4: immunity to stunning
plated clawbug level 4: adds several points of armor

vlish level 2: adds curse effect to ranged attack
vlish level 3: increased chance of status effects from attacks
vlish level 4: can hit multiple foes with ranged attack
terror vlish level 4: adds small chance to charm with ranged attack

drayk level 2: high resistance to mental effects
drayk level 3: adds a few points of armor
drayk level 4: can hit multiple targets with ranged attack
cryodrayk level 4: adds slow effect to ranged attack

battle alpha level 2: adds several points of armor
battle alpha level 3: adds a few points of quick action
battle alpha level 4: adds +1 ap
battle beta level 4: adds several points of parry

glaak level 2: mellee attacks cause poison
glaak level 3: adds poison immunity
glaak level 4: increased stun effect
ur-glaak level 4: adds several points of armor

drakon level 2: mental effect immunity
drakon level 3: increased targets for ranged attack
drakon level 4: increased armor
ur-drakon level 4: small chance of causing terror in nearby foes each round

rotgroth level 2: adds constant hp regen effect
rotgroth level 3: increased parry
rotgroth level 4: increased quick action
rotdhizon level 4: greatly increased parry

gazer level 2: adds stun effect to ranged attack
gazer level 3: chance to charm with mellee attack
gazer level 4: increased armor
eyebeast level 4: greatly increased energy regeneration

--------------------
Warning: Posts may contain misspellinks and typo.s
Posts: 409 | Registered: Sunday, March 31 2002 08:00
Infiltrator
Member # 5785
Profile #210
Another good post with idéas about how the game can be improved.

Just one thing; Gazers are allready powerful as it is, no need to give them higher stats.

--------------------
"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Warrior
Member # 3629
Profile #211
quote:
Originally written by Harlequin:

However, they do work the same.
No they dont. The whole point of a weapon switch is so that you save keystrokes/mouse movements. The way its set up, it takes MORE effort to drop a weapon in the quickslot, and then press the quick-key, since you have to do it everytime.
Posts: 51 | Registered: Friday, October 31 2003 08:00
Warrior
Member # 5731
Profile #212
How would you propose a weapon-switch button to work then? Would the game just decide to use whichever weapon in your inventory you wanted when you hit the button? You'd have to set up the weapons you want to switch between beforehand anyway, right?
Then, you'd still have to use a hotkey or click a button to make the switch.... so what's the difference?

You put a weapon in the quickslot and then click that button or use that key and your weapon changes. Click again, and your weapon changes back. Click a different slot for a 3rd weapon.... why is this so difficult?
Posts: 107 | Registered: Tuesday, April 19 2005 07:00
Infiltrator
Member # 5785
Profile #213
Make use of them F buttons, maybe?

--------------------
"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Infiltrator
Member # 5754
Profile #214
I want the overwhelming parry skill again and use the old guardian graphics again.
Posts: 626 | Registered: Monday, April 25 2005 07:00
Agent
Member # 2210
Profile #215
I would like to see a few sneak type quests. Sneak in and steal x item for me without alerting the guards and I will give you x. I was able to sneak into the guarded rebel camp area and steal everything by running from door to door with my character hasted. I got both the swamp maps and the wooden ring doing this. I was also able to slip into Lord Rahul's chambers and side chamber and steal all of his items.

Another cool quest would be an area where the initial goal is not to kill everything in the area but get past the guards, killing only the sentries if possible. Wipe out the patrols only. Basically time your characters party to run past guard checkpoints until you finish the area-- either to deliver a message or bring some necessary component to clear an area. You get a much better reward for doing this than if you just went in and killed everything.

An idea would be to deliver an item like a piece to fix a summoning platform, etc.

[ Tuesday, July 12, 2005 10:41: Message edited by: I'll Steal Your Toast ]

--------------------
Wasting your time and mine looking for a good laugh.

Star Bright, Star Light, Oh I Wish I May, I Wish Might, Wish For One Star Tonight.
Posts: 1084 | Registered: Thursday, November 7 2002 08:00
Shock Trooper
Member # 3716
Profile #216
Please Jeff include a decent Character Editor. I remember the old games included one which was very user friendly and came with the game. That would save us the "mess" caused by *.txt scripts that do not always work and make our games to display errors.

Thanks.

[ Tuesday, July 12, 2005 12:51: Message edited by: Marcelo ]

--------------------
"Inspiration comes from hard work" -Charles Baudelaire.
Posts: 292 | Registered: Sunday, November 23 2003 08:00
Infiltrator
Member # 5785
Profile #217
Jeff don't read this forum. Send him an email.

--------------------
"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Warrior
Member # 3629
Profile #218
quote:
Originally written by mok:

How would you propose a weapon-switch button to work then? Would the game just decide to use whichever weapon in your inventory you wanted when you hit the button? You'd have to set up the weapons you want to switch between beforehand anyway, right?
Then, you'd still have to use a hotkey or click a button to make the switch.... so what's the difference?

You put a weapon in the quickslot and then click that button or use that key and your weapon changes. Click again, and your weapon changes back. Click a different slot for a 3rd weapon.... why is this so difficult?

Because when you use the click that button to switch, the weapon disappears from the quickslot.

quote:

I want the overwhelming parry skill again and use the old guardian graphics again.
I second that. Anything is better than the current guardian graphics :)
Posts: 51 | Registered: Friday, October 31 2003 08:00
Infiltrator
Member # 5785
Profile #219
I want a new guardian graphic. They both suck.

--------------------
"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Triad Mage
Member # 7
Profile Homepage #220
quote:
Originally written by Marcelo:

Please Jeff include a decent Character Editor. I remember the old games included one which was very user friendly and came with the game. That would save us the "mess" caused by *.txt scripts that do not always work and make our games to display errors.

Thanks.

I believe his reasoning for not including a character editor was the fact that Geneforge has cheat codes that do almost the same thing.

--------------------
"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Warrior
Member # 5731
Profile #221
quote:
Originally written by Travers:

Because when you use the click that button to switch, the weapon disappears from the quickslot.

Well, I dunno what's up with your version of GF3, but when I use the quickslot, the weapon goes to my hand and the one in my hand goes to the slot.... and back and forth and back again as many times as you care to do it -- tho' it does take an AP each time if you're in battle mode. I never go back into my inventory in battle mode unless I want to use a different crystal than I have loaded into a slot.
Posts: 107 | Registered: Tuesday, April 19 2005 07:00
Agent
Member # 2210
Profile #222
Here goes. I would like to see more outsiders developed into the next game. It is clear that if they survive-- at least the more powerful ones in Geneforge 3, they will be pretty angry. I can imagine some outsiders seeking some kind of revenge on both the shapers and drakons.

I can imagine a few different things which could be added to the game-- new spells and units. Two types of magics which were not fully developed in Geneforge 3 were rune magic and chanting and meditation(this is how serviles get their power) also spellsinging magic.

Three new outsider units which would be interesting would be runed warrior, chanting mage-- access to battle roar, and spell singer-- access to mass madness.

Another thing which is not fully developed is the conflict between magic and shaping. This could be developed further. It would be interesting to get a bit of history on how the shapers gained control over regular magic.

I can also see them losing control over the outsiders mages-- this would happen when they started to learn to enhance their mage skills using the meditative and chanting skills of the serviles cultists. It would make outsider mages much more powerful because they do not have limitations built into them like serviles. It might be possible to get some really cool powers in the next game if your character uses the techniques of the servile cultists. (strictly forbidden of course).

[ Wednesday, July 13, 2005 11:41: Message edited by: I'll Steal Your Toast ]

--------------------
Wasting your time and mine looking for a good laugh.

Star Bright, Star Light, Oh I Wish I May, I Wish Might, Wish For One Star Tonight.
Posts: 1084 | Registered: Thursday, November 7 2002 08:00
Infiltrator
Member # 5991
Profile Homepage #223
What would be really cool is if the battles werent turn-based but more like the real-time battles in games like Baldur's Gate

--------------------
George Bush is a Nazi - Eric Cartmen

I'm not as think you stoned I am
Visit the RIFQ Forums
Posts: 462 | Registered: Tuesday, June 21 2005 07:00
...b10010b...
Member # 869
Profile Homepage #224
quote:
Originally written by Hellbringer195:

What would be really cool is if the battles werent turn-based but more like the real-time battles in games like Baldur's Gate
*weeps*

--------------------
The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00

Pages