Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dizzard

Pages: 1 ... 20 21 [22] 23 24 ... 26
316
(to prevent cheap farming of HP and MANA in levels with level 1 enemies..)

What would really be the difference between heading to a level 1 chunk for health and just going to a nearby settlement to heal by the hearth stone?

In fact going to fight any monsters at all for health and you'd be going out of your way. If you can go to a level 1 chunk you can just as easily go to a hearth stone, it doesn't sound like you'd be caught out.

317
A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 16, 2011, 02:00:05 PM »
Quote
Lastly, I'm a little confused about the whole Environ business. I thought we could name our own worlds?    I thought the save file name we created at the start "was" the name of your world....

This is a device that has been used in many games (though if you over analyze it, things can get a bit trippy...it's Environ and your world!?!?).

Still, consider old JRPGs - In Phantasy Star II, the main character is 'Rolf' - unless you give him a different name. Or Shining Force, where the main character is 'Max'...unless you give him a different name.


Yeah but if you edited those characters names, they never showed up in YOUR own game space. Just outside in the main canon stream. I could name one of those characters and be perfectly happy that in my game he's called Bob.

With Environ it's popping up in text in-game sometimes. It's just sort of strange. Is my world called Environ or Zironia (the name I gave it)

318
A Valley Without Wind 1 & 2 / Re: Why are the lights on?
« on: October 16, 2011, 06:11:23 AM »
I always assumed since these regions were sort of like snapshots of different time streams. So things like lighting would stay working if they were working at the time of the cataclysm.


319
A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 16, 2011, 05:17:14 AM »
Is it normal for vortexes to appear over wind shelters you've already built?


I have another question, since that update that changed the way regions appeared and a whole bunch of new regions appeared. Does that mean no new regions are going to appear until I'm like lv 100 (some of the regions that appeared due to that update were around lv 100) Or will there be new regions appearing every time I level up?

I miss the whole fading in of regions, it was easier to know what was new and what's been there for a while. Maybe there could be a special parimeter scout npc that when you clicked on him told you what regions appeared since your last level up.....or have completely new regions glow or something.

Lastly, I'm a little confused about the whole Environ business. I thought we could name our own worlds?    I thought the save file name we created at the start "was" the name of your world....

320
I'm a little bit confused about crafting higher tier suits too...

The quartz rocks don't seem to have any tier level. Oh well I'll just figure it out.


321
A Valley Without Wind 1 & 2 / Re: Magic general
« on: October 14, 2011, 12:25:13 PM »
I was thinking there should be a spell that shoots confetti in the air and nothing else.

There just should.

322
I think I know what the secret addition was. At least I've never seen it before now. :D

323
A Valley Without Wind 1 & 2 / Re: Share your boss ideas!
« on: October 13, 2011, 05:33:27 PM »
I had an idea rolling around in my head for a monster, it's not specific to any game though but I guess I'll post it here.

Lock Spider / Spiderlock

A large metalic spider that covers the entrance to a small room that contains a very rare item/chest. They are found underground and are incredibly rare. The body of the spider is round and metallic and it's legs are actually chains that are attached to the wall behind it.

It can't move (because it's guarding the entrance). However it occasionally unlatches a chain and shoots it towards you. Being a spider I bet it could shoot some kind of poison or even call baby spiders to fight for it. (I haven't done much thought on attacks)

---

Again the idea isn't one I thought of for AVWW, just a general thought.

324
A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 13, 2011, 02:07:28 PM »
Just wondering, when conciousness shards do become global. Will the shards go straight to the global pool as soon as you get them?

At the moment it's a little off putting doing the process of actually giving all my settlements the shards. Which means there's a lot more I could be doing with shards (like rescue people) that I'm throwing on the back burner for now. Or maybe I'm just really lazy. :P


325
A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 10, 2011, 12:23:19 PM »
If I change the names in the files found in folders "Names" and "Region Names" I should be able to change names that appear right? Can you add a name to the list or is there a limit so if I add an extra name it'll flow over the edge? I'm pretty sure there should be no big problem but just double checking because I'm paranoid like that.

Also, which name folders relate to which settler types? (apart from the skelebot ones that are obvious  :P)

I'm guessing the villain ones relate to the bosses....

Also I noticed in some of the location noun files it has some of them down a few times. (like Junkyard appears three times) Is that just to make some more likely than others?

(Lastly, on the African/American woman first names....is there supposed to be a ' in the middle of a name? Like A'isha)

326
A Valley Without Wind 1 & 2 / Re: No Rush For Multiplayer
« on: October 09, 2011, 04:19:47 PM »
I'd have to agree I'm not too fussed about the multiplayer.

At least not yet, I'd like to see the single player get attention and then multiplayer afterwards.

327
So I guess the feel we're hoping for is that you can put up a lot of turrets and focus on pushing outward, but every once in a while you're still going to wind up dealing with a cross-planet attack?

Maybe not exactly a cross planet attack.....but just for there to be a divide between attacks that can be handled without you and attacks that are bigger (like a mob of bosses) and would likely require you and other nearby settlements to try and lend a hand.

328
If there's ever going to be sense that my civilization is thriving, the individual settlements (could be 100+) are going to need to have some ability to take care of themselves and not need us to hold their hand every 3-5 turns. Perhaps make it possible to develop guard towers for settlements, beef up it's defences in general and make it less likely for the mobs to be a bother. Giving these guards better spell gems (I hear the devs want to make it so you can give your old items to npcs) and other items would increase their effectiveness in battle.

Also the mobs that would appear at a settlement can sometimes be of a trivial level compared to the civ level and would be easily dispatched while some mobs would then come along and really challenge the defences of a settlement. Randomize it up a bit...from what I can tell about fantasy/medievil type civilizations in games the mobs in the surrounding area aren't always threatening to engulf the entire settlement but they're still a danger to innocent defenceless citizens who might be in the wrong place at the wrong time.

As for the hostility of the world, I'm not really sure if a civilization has any place to grow if this world is as hostile as people say it is. Maybe the world is incredibly hostile, but that's why you grow as a civilization....you develop ways to take care of the problems. If you can take care of a mob of monsters then surely there should be npcs in the world who can do the same or be trained/helped to do the same. Plus you could have more mobs attacking settlements at once if you had it so you weren't expected to take them all on.

There could always be boss mobs that are very rare that even the strongest of settlements would struggle to defeat. So they might send out a desperate plea to you through the illari stones.

This is all mostly for when  your civilization has gotten huge and a message comes up saying "settlement is in trouble at (-458, 788) and you're just staring at it in disbelief because it's so far away from you and you were just about to go after the overlord.

329
I'm in  a similar situation with one of my settlements, there's a group of fire bats coming up to one of my settlements that I can't get to yet. Plus (I think this was fixed in the update) there is another lv 50 mob about to attack one of my settlements. At the moment I'm leveling up to try and combat them. No end turning for me.

I do wish you could hire guards so they could look after themselves against the majority of mobs. It's not that crazy a thought that there might be one or two people living there who are competent with a few spells.

330
A Valley Without Wind 1 & 2 / Re: Q & A
« on: October 08, 2011, 11:49:27 AM »
I just visited the lava flats underground and found a neutral illari stone sight but I didn't have an npc this time.

Is that a bug too....it's the first time there hasn't been a person in the room. Although it's the first time I ever went underground in the lava flats.

Pages: 1 ... 20 21 [22] 23 24 ... 26