Really anticipated ideas for A5??

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AuthorTopic: Really anticipated ideas for A5??
Councilor
Member # 6600
Profile Homepage #100
Originally by Arch-Mage Solburg:

quote:
The writing could look like anyone's. The only way it 'looks' like mine is because of the graemlins. Anyone can use those just like me. :cool:
Everyone has a slightly different writing style and there was nothing suspicious about "your" post. Someone would have had to been paying an awful lot of attention to get both the writing style and the graemlins down right.

Anyway, start logging out and don't post here whenever you are extremely tired or under the influence of any sort of drug and hopefully this won't happen again.

Dikiyoba.

[ Saturday, March 31, 2007 16:21: Message edited by: Dikiyoba ]
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Law Bringer
Member # 335
Profile Homepage #101
quote:
Originally written by Synergy:

Umm, whose phone number is that, Alo? If it is a phone number.
Call it and find out!

—Alorael, who does not, in fact, recommend calling it. That would be silly.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
? Man, ? Amazing
Member # 5755
Profile #102
quote:
Originally written by Dikiyoba:

hopefully this won't happen again.
How can you say that? That was one of the funniest pairings of messages on this board. :P :rolleyes: :cool:

[ Monday, April 02, 2007 13:05: Message edited by: Spent Salmon ]

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WWtNSD?
Posts: 4114 | Registered: Monday, April 25 2005 07:00
Apprentice
Member # 8466
Profile #103
Aside from tabbed character pages so you could quickly jump from inventory to stats to spells (or better yet, see inventory and stats together sho you can easily see effect of magic items), I'd like

1) better clarity on how spell and skill level trainings work as part of the game documentation (a pdf too, please!) rather than have it reside in the message boards

2) A better/more transparent leveling system for character development--more like Diablo where you can clearly see the paths for skills and spells.

3) Karma so stealing items/killing good or neutral NPCs have consequences.

4) More game "puzzles" so the challenge isn't always killing something. For example, maybe you need to use an acid spell to melt a crystal that has a key inside it. This would be a nice complement

5) a bit less linear plot where there may be conflicting missions--maybe even at the beginning you need to make a choice between inherently conflicting "master" missions and adhere to them thorughout. For example, improving relations with the non-humans vs. eradicating sliths vs. accomplisihing a specific task in a specific time frame (adding a game clock could add a very interesting/challenging dimension)

6) Greater consequences if you DON'T complete specific missions or kill certain NPCs. E.g. you don't eliminate the bandits, they steal a precious magic item in the game
Posts: 3 | Registered: Monday, April 9 2007 07:00
Law Bringer
Member # 6785
Profile #104
1 and 2) Jeff has always been a little weak on some of the game documentation. That's why there are topics usually linked to the header giving more information. Spellcraft and magery were supposed to have different effects on spells, but by the time the game was written they did the same thing.

3) There used to be a reputation system where fulfilling quests helped or hurt your reputation. There is a limited law level in towns regarding how much stealing you can do.

4) The older games and especially Exile series had more puzzles.

5) The older games had a less linear plot because there were more side missions that didn't related to the main plot and only a few missions that had to be done in order.

6) Jeff pretty much makes time stand still except in Avernum 3 where the surface world is falling apart due to plagues. You can still complete the missions, its just you have to hunt for the key NPCs.
Posts: 4643 | Registered: Friday, February 10 2006 08:00

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