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Arx 2 Wish List!
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RPGDot Forums > Arx Fatalis

Author Thread
thartanian
Guards Lieutenant
Guards Lieutenant




Joined: 20 Sep 2003
Posts: 156
   

-All those requests I agree on except making key npc's invulnerable. I'm sure there are other ways.

-I would like to see more atmosphere. The wilderness and the stars for one.

-Some rainy nights with intermittent lightning and thunder.

-A 3rd person view would also be nice.

-It would be cool to see the shield blocking the hits (like in morrowind).

-Spells were awesome. Some more would be cool (mana regain, meteor storm, burning hands, etc).

-More bows and different types of arrows.

-Huge epic monster bosses would be cool. Big ones with vulnerabilities, like in zelda 64.
Post Tue Sep 23, 2003 12:05 am
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Ence Fatalis
Village Dweller
Village Dweller




Joined: 22 Sep 2003
Posts: 9
   

I love the first game (which easily manages to work its way into my list of top 5 best games I've ever played), but my biggest problem with the game was a lack of inventory space (I only found the backpack later on). This ultimately lead to a problem... to make room for other items I HAD to have, I ended up ditching Akbaa meteors (required to finish the game) because, in my infinite stupidity, I didn't think they were crucial items. I suspect I'm not the only Arx player who did this and lost a handful of those stones beyond any hope of finding them short of starting the game from scratch. So, in Arx II, I would most like more room in my inventory and important items to be more clearly identified - nobody told me I was going to need the meteors in the game world, after all. I wasn't sent on any quest to specifically find them. A heads up could have been a real lifesaver.
Post Tue Sep 23, 2003 3:59 pm
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Cm
Sentinel of Light
Sentinel of Light




Joined: 26 Jan 2003
Posts: 5209
Location: Missouri USA
Wish List Additions
   

We need a save game to go to if main quest items are lost. Or make it so while doing battle, you cann't throw stuff out of inventory while trying to cast or change weapons. I have lost stuff that way several times.

P.S. Also no run and jump junk. It is a pain and not fun in my opinion.
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Post Fri Sep 26, 2003 1:20 am
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Cm
Sentinel of Light
Sentinel of Light




Joined: 26 Jan 2003
Posts: 5209
Location: Missouri USA
   

Just thought of another one. Have all the item use functions be the same or have specific discriptions of how to use an item. Using F or double click or place the item on the object. It does get frustrating at times and there is no apparant rhyme or reason for the decisions. Might want to drop the different ways and stick to one. The game is good enough without that little playing with item controls.
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Post Thu Mar 18, 2004 6:35 pm
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RPG Frog
Blade Runner
Blade Runner




Joined: 02 Jan 2004
Posts: 748
Location: the Matrix
   

Killer game...once you realize you need a FAQ to enjoy it.

1. Obviously this will happen in the VOID. There had better be living Dwarves in this VOID. Not 1 dead dwarf. I think it would be cool if you use a reverse design for this game. You start at the very bottom of this Huge dungeon and go to the surface and fight Akbaa...thus restoring the heavens. Since this is in the Void you could have this upward journey using the same inter-connecting level design...just make it more complex, with large varying(ice, fire, jungle, water, desert) open/close air environments with some anchient ruins to explore with cool puzzle elements. Respawning enemies might be cool. There should be multiple strange cities in this altiverse known as the Void. Maybe everything should be kinda alien looking...familiar yet strange.

2. LOTS of Weapons & Armour. There was not nearly enough weapons & Armour in this game.

3. Customization of your Avatar. Male/Female. Many face-types/body-types. Weapons, Items, and Armour again show-up on Avatar.

4. Keep the ambient music. Your ambient music was really dark, trippy, and atmospheric. Use more of this type of music(many tracks instead of 2 or 3). the Lich Lord scared the living crap out of me at 3am with a pair of headphones!!!!

5. Keep the Darkness of the game. Don't make a cartoon sequel.

6. Less linear...give us more choices.

7. Higher level cap. My character was only 8 when killing that bitch Akbaa(who was a hard mo-fo to slaughter). More depth to Skills/RPG system.

8. Maybe, re-spawning enemies. This depends on how you design the game.

9. Dialogue trees

10. More races/monsters to slaughter.

12. Better voice acting and sound effects. Way too much Echo when people talk.

13. Encumbrance instead of item slots for inventory.

And most of all, use your own judgment. I hope your sequel is a true Successor to the original. That means you don't need to make a Morrowind or Gothic clone...this would be foolish.
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Between the years when the oceans drank Atlantis and the gleaming cities…there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars…Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand…to tread the jeweled thrones of the Earth under his sandaled feet. - Robert E. Howard
Post Thu Apr 01, 2004 8:24 am
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piln
High Emperor
High Emperor




Joined: 22 May 2003
Posts: 906
Location: Leeds, UK
   

Arx 2 is a prequel, right? Set before the the sun got blotted out, with lots of above-ground stuff. Haven't looked on the official site for a while, don't know if their plans have been changed. When rumours of a sequel first appeared, I was kind of looking forward to seeing some Travellers' Guild action on the frozen surface (super-harsh environment, learning how to survive & navigate to other underground settlements), but that looks unlikely. Still, I'm not concerned, I have a lot of confidence in Arkane (especially after hearing they licensed the Source engine ), and hopefully this will turn into a long-running series which will take us up to the time of Arx 1's story and beyond.

I posted tons of stuff on the official Arx boards about possible ways to tweak the magic system & other parts of the interface, things I'd like to see in the game, etc. so I won't regurgitate it all here. I'd just say the same as CM, it just needs polishing up to get rid of certain clunky or inconsistent elements, and I think game balance needs careful attention (it was seriously misjudged in some parts of the first game). Apart from that, I don't mind what they do, I'm confident they'll make a good game.
Post Sat Apr 03, 2004 1:42 am
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Puppetmaster
Village Dweller
Village Dweller




Joined: 06 Apr 2004
Posts: 1
Location: Belgium
   

I think AF is GREAT, but I have to admit that I'm missing some spells, apart from the things already mentioned. Ill use the Wizards of the Coast Names:

knock: opens locks (level-dependent)
freedom of movement: (counters paralysis)
banishment: attempts to unsummon summons
lower resistance: attempts to lower the magic resistance of opponent.

all sorts of death magic: finger of death, wail of the banshee, horrid wilting etc...

furthermore I don't think 'heal' should be an area spell.

but hey, fantastic game. congratulations to the arkane dudes.
Post Tue Apr 06, 2004 6:51 pm
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Jabberwocky
Noble Knight
Noble Knight




Joined: 06 Nov 2003
Posts: 208
Location: New York, USA
   

quote:
Originally posted by Gig
I loved Arx--I thought the magic system was outstanding! One thing did stand out to me though... echos. It didn't seem like there were enough echos for the environment.


Gig, I know what you mean and I totally agree that in 'real life' the echoes in those caverns would be incredibly pervasive. However... while I'm for anything that makes an environment seem more realistic, I think most people would be driven insane by that kind of constant ambient noise. (and it would make sneaking rather difficult, wouldn't it? )

Still, here's a tip if you haven't tried already... if you have a sound card that uses EAX, enable it and in the EAX config menu, apply a preset environmental effect like "Cathedral" or "Concert Hall." It greatly amplifies and stretches out the echoes already in the game, and is a really cool improvement!
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Post Fri Apr 16, 2004 1:40 am
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Jabberwocky
Noble Knight
Noble Knight




Joined: 06 Nov 2003
Posts: 208
Location: New York, USA
My two cents...
   

...which isn't worth much because I JUST started this game:

1) I don't need 25 different armor types, just make the choices I DO have look less generic, and much more imaginative. Please consult the GOTHIC series for examples of some really cool armor/weapons.

2) Please keep up the quality level of the voice acting, it is excellent. (And I for one LIKE the hero's voice)

3) Please keep the sequel WITHOUT music. I've never played a game like this that didn't have music, and although I don't think it would work for most games, it was perfect for ARX. - Real life doesn't have music, and that makes it a lot more creepy.

4) Please give us more spell slots.

5) Please don't make the game terribly long. I'm too busy in the real world to be able to 'live' in another one.

6) Keep the atmosphere dark and gritty.

7) Keep up the good work!
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Post Fri Apr 16, 2004 1:52 am
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Jbeck
Village Dweller
Village Dweller




Joined: 14 Apr 2004
Posts: 5
   

Maybe it is my computer, but

QUICKER LOADING TIMES!!!!!!


it takes 5 mins just to load the city of Arx, which gets really annoying.
Post Sat Apr 17, 2004 4:18 am
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piln
High Emperor
High Emperor




Joined: 22 May 2003
Posts: 906
Location: Leeds, UK
Re: My two cents...
   

quote:
Originally posted by Jabberwocky
4) Please give us more spell slots.


Yep, this one came up on the Arx boards quite a lot. Here's how I'd do it: have the number of slots determined by the character's INT (or maybe their casting skill, but INT would probably make more sense), so you can have, say, 1-10 slots depending on character. Then, I also thought that hitting a hotkey for pre-cast spells and not using the rune-drawing at all was a bit of a waste of a good feature, so I'd have the quickspells triggered by drawing a single rune (simplest solution: draw a "1" for quickspell 1, and so on). The actual pre-casting sequence could be the same as the spell, with the "number" rune added on the end.

One other problem was that you ended up doing loads of pre-casting, which could get pretty tedious, especially if it was the same spell over and over. Here's an idea: If you pre-cast a spell that is quite high-level for your character, it would load one shot into the quickslot, just as it is in Arx. But let's say you pre-cast your most basic, low-level spell (eg, a level 7 mage pre-casting Magic Missile) - this spell is so easy for you that the quickslot you load it into will hold maybe 5 or 6 shots before it expires. To balance this out, a really high-level spell that you are only barely able to cast might be impossible to pre-cast until your abilities improve.

To make it more complex, you could have a specialisation value for each individual spell (so, if you cast loads and loads of lightning spells, you'll get a slight bonus for specialisation in that spell, which could perhaps spill over into all lightning-based spells) - specialisation bonuses could increase spell effectiveness and/or pre-casting capacity.
Post Sat Apr 17, 2004 11:31 pm
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Jabberwocky
Noble Knight
Noble Knight




Joined: 06 Nov 2003
Posts: 208
Location: New York, USA
   

Piln,

I think all of those ideas you have for spell slot management are very good.
Ahem.... *hint hint* Arcane studios....
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Post Tue Apr 20, 2004 2:17 am
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piln
High Emperor
High Emperor




Joined: 22 May 2003
Posts: 906
Location: Leeds, UK
   

Why, thank you
Post Wed Apr 21, 2004 9:27 pm
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pantheon
Village Dweller
Village Dweller




Joined: 14 Sep 2004
Posts: 3
   

I hope the developers are still reading this thread - bit late in the dev cycle I guess but anyway - here are my recommendations:

Thank you for a great game in Arx - so many things are good about the game however, some things were also frustrating:

Please keep the puzzles but provide better clues on solutions - eg Golem puzzle: why not provide a book hidden somewhere in the hideout that explains the solution in a riddle? I don't think the average gamer would ever be able to come up with the solution without using a walkthrough!

Much more ingame documentation - books/notes about secrets. How about a hint system ingame - click on an icon and get a hint based on where you are in the game.

More people to interact with - side quests.

Better music/atmosphere created by music - the whistling wind/wind instrument started to irritate after a while.

Spell system - excellent - I enjoyed drawing out the symbols on the screen but isn't very affective in combat - too slow - so provide 12 spell slots instead of three. More thought given to spell balance.

One thing that got me in Arx was how the Ylsids took over Arx and then just as quickly dissappeared again - why? Makes no sense to me that they would just leave like that - I saw this as a major flaw in the game, but I may have missed something .

Have a difficulty slider - I found Arx a hard game (combat) - and enjoyed this aspect but I can imagine it would turn some people away - especially adventure gamers. A difficulty slider makes a lot a sense - player can set/change it to fit their preference

Layout of save game system - should always have most recent save on top.

Things I really enjoyed:
Game engine - 1st person/graphics/interaction with environment
Atmosphere - character models eg goblins/architecture/dialogue/sounds
Post Thu Mar 03, 2005 10:04 pm
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Dez
King of the Realms
King of the Realms




Joined: 08 Jan 2003
Posts: 455
Location: Fortress of Tell Halaf
   

oh my god this thread is still alive! =) Why did i decide to post, is the fact that I'm playing Arx through 2:nd time now, after 2 years and this game is STILL a total blast!

Things, which i really LOVe in Arx:

First and foremost the brillaint magic system.I have never had so much fun being a mage.Don't ever change Arx's trademark!

Complexity of the dynamic gameworld.I mean you can mix things, make new items, allmoust nothing is purely static.It is so damn brlliant to see how many different things you can do in the game.

Goblins and trolls, oh boy they are so hilarious The best voiceactors ever in any rpggame.you knew how to write some funny dialogs allright!

The fact that most puzzles made us actully THINK and use our brains.It is so refreshing nowdays, when most games can be played with left hand..The one in the crypt was awesome.It is such a fresh experience that a game doesn't hold my hand all the time.Still few puzzles were allmoust impossible because lack of information what are we supposed to do :/.I mean seriously the akbaa meteor stone puzzle shows one of the poorest gamedesign i've seen ages or the labyrint in the crypt was merely more annoying than hard..

Things that were not so great.

-Why on earth did you decide to put that stupid and unlogical meteor stone puzzle at the end of the game, Seriously without walkthrough, it would have been impossible to solve.It is even worse as the game does not ever hint that you need those bloody stones.That kind of puzzle does not prove that you devs are clever, it is a great example of the worst gamedesign.

-More armor and weapon choises this time.Only one type of bow was such a joke.Because of it, no point playing a ranger type character.

And no more uber armor.I felt like i was cheating when i got Yseld armor.

-Some of the voice actors were plain horrible(particularly the king's alchemist, Am shegal and CArlo)

-Let us use the shield on our own next time please..OR atleast add a blocking animation!

-More options to the dialogs -> dialog trees

-finally I'll hope you are able to make character develoment more diverce and BALANCED.I just don't see any point to play a thief's or a warrior's path.Then again if you play a full time mage, challenge is nonexistent.One fireball killed the lich in the akbaa temple, how depressing.

-ofcourse more gametesting this time.

-Better guestlog and map.

-Bigger world, living drafwes. more npcs .
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Post Mon Mar 07, 2005 9:57 pm
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