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Gig
Southern Spirit
Joined: 20 Feb 2002
Posts: 3226
Location: NFG Headquarters |
I hate it when the monsters respawn too. It feels like a cop out, like the devs have to make less game if they make you fight the same fights over and over. _________________ ''Perhaps I'm old and tired but I always think that the chances of finding out what really is going on are so absurdly remote that the only thing to do is to say hang the sense of it and just keep yourself occupied. Look at me: I design coastlines. I got an award for Norway.''--Slartibartfast |
Fri Jun 21, 2002 3:51 pm |
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DeathQuake
Guest
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Well if u had a respawn every 5min youde be higher lvl then you would normaly at the end of the game in gothicI ...and i dont know about u but i was lvl 46 by the time i finished and had like 200extra skill point...i think they need more skills and str dex mana go up higher since the worlds 5 times bigger.... |
Tue Jun 25, 2002 3:54 am |
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Erb Duchenne
Slayer
Joined: 08 Jun 2002
Posts: 987
Location: malaysia |
Yeah... I think there should be a solution for those who want all that extra skillpoints and build a super buff hero.
But I don't think a high respawn rate is the answer. In Gothic you can do the chromanin quests or spawn demons in the Sleepers Temple by turning the wrong switch. It was a good option, I feel.
This way people who want high experience can go on gaining it while others who just want to finish the game with minimum skill can also do so. |
Tue Jun 25, 2002 7:13 pm |
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Krzychu
Hidden Character
Joined: 25 May 2002
Posts: 1738
Location: It is my little secret. |
Gothic respawn system was nice but it could better...
When my char had a good weapon and a lot of str/dex
killing monsters was easy and soon there wasn't a single monster
in the colony...they respawned when a new chapter started
but in chapter 6 I didnt wanted to kill anymore cause I felt
it would be stupid to have the whole colony empty and silent
[ Camps not included ]. There could be a way for those monsters
to respawn..but not too often. _________________ =Member of the RPGDot Shadows=
=Member of the Nonflamers' Guild= |
Tue Jun 25, 2002 8:28 pm |
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Mercenary
Helpful Friend
Joined: 25 Nov 2002
Posts: 2874
Location: Chromanin |
Yea respawning was great in Gothic I it should be the same or even better in Gothic II _________________
-=Captain of Militia of RPGDot Shadows=-
-=Leader of Mercenaries of Gothic Rogues=-
-=Proud member of NFG=-
-=Forever one soul of Seekers of Chromanin=-
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Tue Nov 26, 2002 7:30 pm |
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Xerxes712
High Emperor
Joined: 01 Nov 2002
Posts: 605
Location: Uber die Welt |
Ja, laichen einige mit Monstrum in den logischen die Platze.
I can hear Jaz laughing I am learning quick.
Well, I do not not know all the odd plurals of five types (Umlets too)objective nouns (with articles) in German - it say: Yes, spawn some with monster in logical place.
Well, I can get the understand across, more or less.
I like to gain some extra experience if I wish to, but not monsters that are in the way of the plot so much. _________________ Wo ist mein Sumpfkraut? |
Mon Dec 02, 2002 4:44 pm |
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Jaz
Late Night Spook
Joined: 20 Jan 2002
Posts: 9708
Location: RPGDot |
Spawn some monsters in logical places?
Einige Monstren (~Ungeheuer) sollten an Orten respawnen (ummm... either there is no German verb used for respawning in games, or I haven't read about respawning monsters in German magazines in ages), an denen es logisch erscheint.
And no, I wouldn't laugh. Why should I? _________________ Jaz |
Mon Dec 02, 2002 9:12 pm |
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TheDarkside
Eager Tradesman
Joined: 23 Dec 2002
Posts: 46
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I wonder if creatures move around more or will they be as stationary as G1? I think bloodflies would wander the furthest but this was still very stationary.
I am waiting for a game where groups of like-minded monsters perform their own un-scripted actions. Like a gang of orcs in a mountain fort swoop down upon a village one day, kidnap a few kids, steal some food, murder some locals... before retreating back to their lair. This would provide for unique dynamic quests and lots of fun! Hell I hope I am working on this game in the near future! |
Mon Dec 23, 2002 4:40 pm |
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Daedalus
High Emperor
Joined: 04 Jan 2002
Posts: 2516
Location: Estonia |
well in gothic2 some big rats run sometimes away ( never seen in gothic 1 that creatures run away) |
Mon Dec 23, 2002 6:03 pm |
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Korzen
Forsaken
Joined: 02 Nov 2002
Posts: 3673
Location: The User Groups Section. |
As af as I remember the wolfs ran away in g1. If there was a pack of wolfs and you killed most of them, then the last living wolf started to ran away. |
Mon Dec 23, 2002 6:07 pm |
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Daedalus
High Emperor
Joined: 04 Jan 2002
Posts: 2516
Location: Estonia |
hehe one thing in gothic 2 what i really liked was that some orcs could swim and some not i was 15 level militz when i was in oldworld and couldent kill orcs that easy so i run all the time in the water and they came with me only that some died in there |
Mon Dec 23, 2002 6:17 pm |
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Srikandi
Noble Knight
Joined: 04 Dec 2001
Posts: 222
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I didn't like the Gothic 1 respawn system (at chapter breaks), since it felt artificial... some chapters took much more game time than others, but even if you finished a chapter in a few hours suddenly the monsters were all there again. To me the "right" kind of respawn would be gradual and measured in game time. So, in the spot where you killed all the scavengers, after a few days there'd be another scavenger there, then gradually several others would join it... possibly with slower rates for larger monsters.
Even more realistic, I guess, would be to have existing monsters move around to take over any "territory" that became vacant, add it to their own, and start patrolling it. Vacant spots at the edges of the gameworld would be filled by new monsters. But then you lose the strategically important aspect of having monsters at particular locations. |
Mon Dec 23, 2002 11:15 pm |
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