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> A Few Suggestions, Suggestions
wowsher
Posted: Mar 16 2007, 08:42 PM
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And maybe add some pots at the very beginning... stupid wolves and el weako person with very little chance..... I was starting a new game the other day and it was very frustrating to get my butt kicked by a couple of wolves...

oh and I agree about the outcast being a little to much to be fun in the beginning... Good idea to tone them down a bit.

wowsher

This post has been edited by wowsher on Mar 16 2007, 08:43 PM


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Giovanna del'Arco
Posted: Mar 16 2007, 11:50 PM
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QUOTE (Monsoon @ Mar 15 2007, 03:43 PM)
I tend to agree with you now that I've thought about it. This part of the game has always had a feel of real struggle. My parties have always been in really haggard shape when they finally arrived at Crossroads. I can defend that method by saying that this makes getting there a real accomplishment and proves you ready to continue with the game. However, at this early stage in the game it may be more beneficial to gain a sense of adventure, teamwork (for your party) and plain old fun. I can tone down the Outcast somewhat so that you can perhaps make your way to Crossroads with a little bit less loss of life. I can also reduce the likelihood of spawning a Medicine Man (mini-boss).
I don't plan to get rid of or modify the spawn programming as this I feel is integral to the gameplay of Abstraction. But if the spawned mobs aren't so strong as to be as major of a threat as they currently are it may make more sense while playing.
I will try to incorporate some of these changes and see about getting an update released in the next couple of weeks.

Huzzah! One hundred thousand thanks! May the fleas of a thousand camels always avoid your armpits!

I was planning to mess with my computer a bit and see if I could find why I was having trouble with the game, but hopefully the update will fix it, so I'll wait for the new update (and in the meantime, I'll start playing DS2 in Vet again now with the new content from BW).


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sjr
  Posted: Mar 18 2007, 12:37 PM
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I am not sure about why it wouldn't run since you said ds2 was working fine. Are you able to get other ds1 setups to run? Either the regular setup or with other mods?

I have been sent a file with some updates for the Outcast and another fix or 2, plus I have a bunch of changes/additions that I have been doing all along so there should be a newer version soon. I wanted to update the sets down in power a bit and then weaken a few monsters such as the Pit Fiends, Blood Elves, and maybe the Sucubbi as they are hard now and without a full or 3/4ths set can be next to impossible with certain character types. Such as with an all mage party.


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ghastley
Posted: Mar 18 2007, 01:52 PM
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I confess to running past the Outcast the first time I encounter them. When you get down the mountain with Penny and Denaisia you have some stuff you can't use, and other equipment that's too weak, but very little that's just right, and you need to trade in Crossroads before you can take the Outcast on. So I just run past them into town, shop and come back out ready for a fight. If Denaisia got herself killed, you can buy more Rez scrolls in town and go back for her, but she runs faster than the Outcast, so there's a good chance she'll get through with you.

They're still nasty at that level, but starting from the town side, you can lure the first few back to the gate and have the guards help. As you get a few more levels, they get easier, as long as you don't leave the area, they're still spawning with the same stats, so you work up past them. You want to either gather the drops and sell the stuff or transmute it, so that you can afford better armor, and then you don't have too much trouble with them. I generally wander around and complete a Hand set, which may take more than one circuit, as they'll never be this weak again. By that time you can afford any oher stuff you need.
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Giovanna del'Arco
Posted: Mar 18 2007, 10:04 PM
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QUOTE (sjr @ Mar 18 2007, 12:37 PM)
I am not sure about why it wouldn't run since you said ds2 was working fine. Are you able to get other ds1 setups to run? Either the regular setup or with other mods?

I have been sent a file with some updates for the Outcast and another fix or 2, plus I have a bunch of changes/additions that I have been doing all along so there should be a newer version soon. I wanted to update the sets down in power a bit and then weaken a few monsters such as the Pit Fiends, Blood Elves, and maybe the Sucubbi as they are hard now and without a full or 3/4ths set can be next to impossible with certain character types. Such as with an all mage party.

I can run DS1, LoA, Yesterhaven, Return to Arhok, DS2, and DS2BW, with no problem (I haven't tried LoH in a while), modded or unmodded. Abstraction wasn't opening even before I downloaded and installed the playable SQ mod, but it's only been since February that it hasn't opened for me. I'm not sure what's the matter (I did have to take some stuff out of the startup menu to get DS2 to open, though, probably because of recent updates to some of my security programs, since a lot of games include rootkit software and disk-check software, which have recently begun to be included among things some of my security programs check for).

Yes, I would like to see the Pit Fiends and Blood Elves (and their summoned creatures) weakened a bit. It's quite challenging in those areas (although the Summon Powder Kegs spell from Kane's FX Spells, combined with Improved Invisibility, does help in there -- if you can avoid getting taken out by the kegs yourself).


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