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Topics - goodgimp

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A Valley Without Wind 1 & 2 / Is there any way to change the font size?
« on: February 08, 2013, 04:08:53 PM »
Had someone ask me if there was a way to change the font size so that they could play this from the couch via controller. I wasn't able to find an option in game, so thought I'd ask here.

Thanks!

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So, I bought A Valley Without Wind for something silly like $10 back in beta which is the cost of lunch at my local deli. While the sandwiches from that deli are indeed delicious, it only provides me under an hour of enjoyment whereas AVWW provided many multiples of that. What I'm trying to say is, it was an amazing deal for what I paid.

When I heard about AVWW2 I was pretty excited. When I heard it was going to be given to me for free, I was shocked. It shows what a stand-up group of guys Arcen Games is that they're giving away their sequel to their fanbase for free, but at the same time I wanted to support this project with my money! After playing around a little bit in the beta, it's definitely something I would have bought were it not given to me for free.

So after pondering the subject for a while, I've decided upon a course of action for myself. Since I'm getting AVWW2 for free despite already getting an amazing deal from AVWW1 and given the fact that the purpose of this project is to reach a wider audience than the first game, I have decided that I'm going to purchase AVWW2 at release and gift it to a friend. If my friend finds it to be a fun game they would have spent the money on, I'm going to ask that he "pay it forward" if he/she feels so inclined, and keep the cycle going. If not, no problem.

Would anyone else care to join me in my little project?

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A Valley Without Wind 1 & 2 / All Quiet on the Arcen Front
« on: October 31, 2012, 05:06:20 PM »
Alright, Happy Halloween, you hooligans!

Now that November is right around the corner, do we get any news/updates/tidbits/teases/infodumps regarding AVWW2 beta? Don't give me any silly excuse like you've been busy with the Ancient Shadows release or Shattered Haven development, that'd just be ridiculous and silly. I know for a fact that Chris and Keith have split their brains into multiple VMs that are working non-stop on all these projects, even when other portions of the brain are sleeping, so no excuses!

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AI War / If I buy Ancient Shadows now, can I add it to Steam later?
« on: October 01, 2012, 10:05:00 AM »
Apologies if this has been answered previously. If I own all the other AI War games on Steam but purchase Ancient Shadows direct, can I later add it to Steam once it releases? I'd like to purchase it now to support Arcen but I don't want to have to download different portions of it from different providers, etc.

Thanks!

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Hi all,

Just trying to play around with the new 1.105 patch. I'm trying the new mission system and must be missing something.

I went to a boss tower mission and completed it (said so in the log). The reward was to be a Miasma Whip spell, but when I completed the mission nothing showed up in my inventory and I didn't see anything to pick up in the boss tower. Could someone give me a hand and tell me what I missed?

Thanks!

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A Valley Without Wind 1 & 2 / Will AVWW get expansions?
« on: May 04, 2012, 09:03:34 AM »
I was wondering if it's too early to tell or not if AVWW is going to get expansion support down the road? Normally I wouldn't ask this publicly on a forum, but I know Arcen is really transparent so I thought it wouldn't hurt to at least ask. :)

I've been a fan of AI Wars and I love how new content keeps coming out for that game. That being said, I think the type of game AVWW is just screams for added content. I think added content to this title is even a bigger bang for the buck, so I really hope the game is doing well and that we'll see continued support and expansions for it down the road. Even the addition of explosive espers in the 1.1 patch was like "Oh wow, neat!".

So... fingers are crossed sales are satisfactory and some full-fledged expansions or DLC will be coming!

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A Valley Without Wind 1 & 2 / Good job, Arcen.
« on: April 21, 2012, 10:55:06 PM »
So, I bought this game the day the pre-order went on sale. I poked around a bit in the 0.500 versions for a day or two, but decided to pretty much sit back and wait for the release before really playing it.

Today was the big unveiling for a couple of my friends and I. We hopped in and just started playing and I have to say the game was a resounding success with everyone. We were all pretty stoked about the Diablo 3 open beta this weekend, but despite the fact that beta is only available for this weekend, we ended playing AVWW almost the whole time instead. Even while playing Diablo 3, AVWW is what we were talking about.

So kudos, this game really came together in a terrific way. It's a great game and an absolutely steal for $15. I can't wait to see how you guys add to the game like you have AI War!

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A Valley Without Wind 1 & 2 / Are crests in the game yet?
« on: March 08, 2012, 09:02:13 AM »
... And if not are there plans for them prior to 1.0?

Thanks!

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A Valley Without Wind 1 & 2 / Persistence and the infinite game.
« on: January 20, 2012, 03:41:31 PM »
So, as always, I'd like to preface my post by saying it's an honest request for answers rather than rhetorical in nature.

Persistence. It's been talked about a lot and seems to be a major design/selling point for the game. I could Grok it to some degree when there were more RPG elements, but what purpose does the persistent game serve? With everything being split into continents, and each one having an individual five tier system, why does a player want to continue a game as opposed to beating a continent and then "re-rolling" a new game?

Say I build my power,defeat the overlord, and then move on to start a new continent. What do my previous accomplishments mean in mechanical terms? What is the functional difference between generating a new continent vs just starting a new game?

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A Valley Without Wind 1 & 2 / Fire touch needs to be mana free.
« on: December 16, 2011, 10:58:41 AM »
I don't care if that means it needs to be weakened, but it absolutely sucks being out of mana and not being able to do anything, even harvest. I also hate expending a tactical resource to harvest.

In a fast paced schmup game, I should never be stuck unable to do anything unless I'm incapacitated or stunned by a creature.

Anyone agree or disagree?

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A Valley Without Wind 1 & 2 / Share your boss ideas!
« on: October 10, 2011, 09:58:07 PM »
I realize Bosses aren't in final shape yet and all, but I was thinking about some of those cool boss fights in the old NES days and wondered if something similar could be done in AVWW.  I'll keep it short and simple since I'm posting via my phone, but I'd love to see people's ideas.

-Armored Skelebot:  A heavily-armored skelebot immune to all damage on his body. His one point of vulnerability is striking him in his optical sensor - which also happens to shoot laser beams and fireballs!

-Battlebot: A heavily armed skelebot variant capable of carpet bombing areas with a wide arsenal of weapons mounted on its chassis. Blow off the individual weapon systems to slow down the onslaught before you move in for the kill!

-Tentacled creature: Similar idea to the above. A many-tentacled floating creature which can be slain by doing enough damage to his main body, but individual tentacles can be destroyed as well.

That's all very basic stuff but you get the idea. The Arcen staff and this community is way more creative than I, though, so I was hoping someone else would reply with an idea that makes me go "Oooh, that'd be cool!


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A Valley Without Wind 1 & 2 / Don't shoot! Another coop question
« on: October 07, 2011, 12:58:35 PM »
Promise, it's not about an ETA.  :)

The question I have is about licensing. In the ugly beginning phases of testing am I okay to install AVWW on my desktop and laptop if I'm the sole one using it? What about if a buddy drops  by, should I pick up a second license (most of my friends have already purchased but maybe one is living under a rock )?

Just want to make sure I do  things right, so thought I'd inquire about the scenarios above.

Thanks!

13
A Valley Without Wind 1 & 2 / Permadeath and character attachment
« on: October 06, 2011, 01:23:41 PM »
First off, let me say I like the permadeath feature. I like that when a particular character dies, he's gone, but you don't lose all your work as it's your Civ level that's increasing rather than an individual player level.

That being said, I think I'd like more ways of customizing and "working" (progressing?) a particular character, I think it would add to my attachment and make them feel more like individuals. I haven't advanced too far in the game yet so perhaps there's already ways to do so, but I was wondering if there were future plans to add additional character-specific advancement/customization?

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A Valley Without Wind 1 & 2 / Any update/ETA on coop? :)
« on: October 06, 2011, 11:51:49 AM »
I'm not trying to badger at all. :) Just curious if, with Beta patches rolling out at an awesome rate, if there was a feel yet for when Coop might be introduced?

Sorry for asking, just really really excited about exploring this game with my friends!

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A Valley Without Wind 1 & 2 / What is the purpose of leveling?
« on: October 04, 2011, 07:20:18 PM »
[Note: There is nothing implied in my question, it is not rhetorical, etc]

This is in reference to the following, but I had the question before these patch notes:

Quote
Enemies also have a certain amount of max health, magical/physical attack power, and so on. Their values varies based on their relative level to the civ level, however -- an enemy that is lower-level than you will have correspondingly worse stats off their baseline, and an enemy that is higher-level than you will have correspondingly better stats. But the general scale of the stats doesn't increase over time. Every time you level up the world, all the enemies stats get incrementally worse down to a floor, rather than yours getting incrementally better up to infinity.

Likewise, your equipment goes through the exact same process as the enemies do -- as your civ level goes up, your spellgems do progressively less damage down to a floor, until you craft a new one. This drop is exactly corresponding to the drop in same-level enemy health and stats, though, so you're not actually losing any ground; technically, since your stats stay the same each civ level up, you're still gaining ground on all the enemies each time you level up. But you still need new equipment every 5 levels or so to avoid losing ground against the enemies, same as it always has been.

Again, just to reiterate, don't take my question as a rhetorical "Well, what's the point?!", the question is genuine.  With items/abilities scaling downwards while leveling, necessitating that we continue to upgrade our spells (I realize that a lot of RPGs do this, like a typical MMO "level grind" where your numbers go up but so do the corresponding numbers of opponents you are facing), what is the main driver for the player to want to level? Some drivers that I could see for me would be:

- New equipment / abilities that only become available at higher levels
- New buildings/strategic options that open up
- Other new gameplay features that "unlock" the further you go in

I was just curious what Arcen's plans on were, or if there were no plans for that matter. Does anyone from Arcen or the community have any thoughts/information on the topic?

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