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Old 03-10-2003, 08:37 AM   #11
Gnarf
Emerald Dragon
 

Join Date: February 6, 2003
Location: Norway
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Quote:
I like that movement depends on size. A giant Oomphaz should not be able to walk through openings made for pixies.
But the oomphaz will get through if the pixie goes first [img]tongue.gif[/img]
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Old 03-10-2003, 08:47 AM   #12
tater
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Gnarf, try looking down while you swim through the underwater tunnel. For some odd reason, it seems to work. And that book you can't get because you can't get through the tunnel is just the answers to the questions the Serpent Spirit asks you. It has nothing to do with becoming a Zenmaster.
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Old 03-10-2003, 08:56 AM   #13
Radek
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1. Really! Omphaaz is usually less than 6' tall so that it can pass that damned orifice! [img]graemlins/hehe.gif[/img]
2. The AI. Good point. I would appreciate, too, if the monsters were dangerous not only in the beginning of the game. The "phased combat" should be an option, not a default. The default should be: "Go and eat him! Make a short process with him!" as we know it from other games.
On the other hand, the "phased combat" seems to be a better solution than the "turn based combat" from the MM games. If the fight becomes too difficult, you should be able to switch from the "realtime combat" to the "phased combat". Well, there are no difficult combats in W&W.
3. Why can't you become a Zenmaster, Gnarf?
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Old 03-10-2003, 09:19 AM   #14
Wyvern
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Very interesting discussion! [img]smile.gif[/img]

I'm really bad at "arcade" type games so I guess I was fortunate that I didn't find too much of that in W&W. Probably the section in the Dragon Spire, crossing the broken bridge, was most difficult but it didn't frustrate me too much. It just took a bit more effort which was fine with me. (and I SAVED often!)

Obviously different video cards make it very difficult for players to deal with currents and get through tight places. Many of us have discovered that swimming backwards generally solves the current problem. The only hole that seems to be the big stopper for many players is the one in the Serpent Temple, which can be skipped altogether if necessary. I have taken some people's saved games and gotten through these areas for them on my own computer.

Identifying items is a pain and really should have been improved, not only in this game but all others that think that this is so very important. I don't think identifying items really adds that much to game play.

I do not care about resting. I don't like it. I've played games where you could rest and others where you HAD to rest and I generally hated it. I prefer to play on. In such games, I usually ended up using spells or potions to deal with fatigue. I like exploring at night, with a limited vision/view.

There are few items in this game which you really need to keep so having a place to store items was never important to me. I rather liked learning to streamline my inventory so that I carried only what I really needed and a few choice bits that might be useful when one character or another changed class.

Not being able to control leveling up, taking each one in turn, is my one of my few dislikes in W&W. I don't know if originally you were supposed to be allow this option and it just got dropped but many opportunities to train are missed as a result. This doesn't end up being critical because of the flexibility of the game over all but it was still annoying.

Not being able to get the same quest for all eligible characters at the same time IS my biggest dislike along with some quests being destroyed accidentally by prematurely killing the object of your quest. I could easily sit through Sebastio's long speech once, but having to do it six times? That alone is reason to try a solo game!

Over all, there is little in W&W that I dislike (such a surprise!).

Wyv

BTW - you do not have to go back through the Spire to get BACK to Ishad N'ha, you can just jump off the ledge near Torin. Getting back to Brimloch Roon without the use of portals would mean another trek through the Spire so it's a very good thing to try and gain these spells while in the Ishad N'ha area.

As for where you left your horse or ship - if I was unsure that I would remember, I just put a flag on the automap.
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Old 03-10-2003, 09:45 AM   #15
Dude 77
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what i hate the most is having to have a pixie in my group to fit through some areas. there should be a duck comand or something.

i also hate it when monster like bats bounce up and down its very anoying infact my record for longest time it took to kill some bats was 23minutes (there were only 7 bats)
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Old 03-10-2003, 10:24 AM   #16
Radek
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1. Resting. The decision to force a rest on you, espcially, to force a rest on you often, is equally bad as the decision not to allow you resting at all, especially, when the game implements the day-night cycle. The problem about resting is the problem of choosing the suitable time for an action. An example:
The well known Murphy's law of W&W causes that you will always go to fight mantraps near the Shurugeon Castle in the deep night. It's a stupidity - especially if you know that you aren't well prepared. A wise player would rest and choose daylight for it. But you cannot be a wise player. The stupidity is forced on you.
An example of well implemented resting is the MM games. First, you get warned (weakness). You can cure yourself and continue exploring the area. Now, if you will hesitate with the rest too long (another 24 hours, the time limit is known) then you can die, become insane, or become weak again. You can choose whether you will risk or whether you will rest.
2. The bats. I think the bats are okay [img]graemlins/hehe.gif[/img] Consider them monsters that are very hard to hit. Such monsters are completely possible [img]smile.gif[/img]
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Old 03-10-2003, 11:16 AM   #17
WillowIX
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Join Date: July 10, 2001
Location: By a big blue lake, Canada
Age: 49
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Quote:
Originally posted by Gnarf:
But the oomphaz will get through if the pixie goes first [img]tongue.gif[/img]
Yes but you ARE playing a game with a first person view. Not a 6 person front view. Perhaps the oomphaz was a bade example but you get the point Radek. [img]tongue.gif[/img]

Gnarf, the book of the serpent isn´t related to the Zenmaster quest. *hint*
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Old 03-10-2003, 12:55 PM   #18
Wyvern
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Location: Rural Paradise, MI
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Quote:
Originally posted by Radek:
1. Resting. The decision to force a rest on you, espcially, to force a rest on you often, is equally bad as the decision not to allow you resting at all, especially, when the game implements the day-night cycle. The problem about resting is the problem of choosing the suitable time for an action. An example:
The well known Murphy's law of W&W causes that you will always go to fight mantraps near the Shurugeon Castle in the deep night. It's a stupidity - especially if you know that you aren't well prepared. A wise player would rest and choose daylight for it. But you cannot be a wise player. The stupidity is forced on you.
An example of well implemented resting is the MM games. First, you get warned (weakness). You can cure yourself and continue exploring the area. Now, if you will hesitate with the rest too long (another 24 hours, the time limit is known) then you can die, become insane, or become weak again. You can choose whether you will risk or whether you will rest.
2. The bats. I think the bats are okay [img]graemlins/hehe.gif[/img] Consider them monsters that are very hard to hit. Such monsters are completely possible [img]smile.gif[/img]
I totally agree that the option to rest should be there for those who like to make use of it. Equally, I think there should be a way around it for those of us who don't want to rest. I was quite happy with the lack of rest in W&W.

I don't think I ever ran into that first bunch of Mantraps at night. I always remember fighting them during the day - but that's probably just a matter of how I play or something.

Wyv
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Old 03-10-2003, 01:17 PM   #19
bsftcs
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Join Date: January 23, 2003
Location: Denmark
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I believe there are only a few flaws in the game and those are the ones that come from insufficient testing. But then again they add to the fun of the game since they inspire all sorts of smart thinking to circumvent the flaws or to exploit them. Like the tree-surfing to circumvent the wizards guild seed quest and the joining of multiple guilds through the role-advancement-cancelling-bug. (Hmm. Nice word).
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Old 03-10-2003, 01:56 PM   #20
Wutang
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Join Date: February 3, 2002
Location: San Francisco
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Aye a rest button would have been very useful. I didn't like having to leave my computer on for 3-4 real hours just to become a monk

I do like the fact that you heal and gain mana fairly quickly though.

Yes seeing repeating questing dialogues by the NPCs gets annoying fast. It would have been better to see only a paragraph rather than 3-4 separate sentences displayed.

I also never figured out how exactly time-phased combat works. It seems to me the game doesn't stop until the mobs come in close contact with you. That means you have to be really quick reflexes to get off those missile weapons.

So I never bothered to develop any bow or throwing skills.

I like Wizardry 8 as it had phased combat as soon as you can pretty much see enemies or were alerted to you.

[ 03-10-2003, 01:59 PM: Message edited by: Wutang ]
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