Gents, this is about as good as it gets

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mortification8
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Gents, this is about as good as it gets

Post by mortification8 »

There hasn't been a quality "old school" RPG like this for years. For an indie game the production values are superb. There is very little that could be changed to make the game better. It's too bad it's so expensive to get on the shelves at a major chain because this game could easily be a best seller. There is a "silent majority" of old-school CRPG'ers out there who will eat this game up. Hopefully sales will be strong enough to warrant the sequels.

GREAT JOB.

A couple of suggestions for the future:

1. I liked the mouse-driven walking system of Ultima 6/7, which is similar to Eschalon. However, in the Ultima games the distance of the cursor from the PC changed the type of arrow and walking speed - at close range, it was a short arrow for walking, and at long range, it became a long arrow and the character "ran". If you implement running this might be a good way to do it.

2. I think Survival should reduce damage taken from Needle bushes. Perhaps it does at high levels, but I haven't seen any effect at low levels.

3. Alchemal recipes should be recorded once the character "knows" them in a book similar to the spellbook or journal. The Might and Magic games had a good way of doing this in an "auto notes" section of the journal.

4. Speaking of, there should be a "notes" section that lets the player type in notes, and/or record parts of key conversations a la Spiderweb Software's Avernum-type journal.

5. An "auto-arrange" button for inventory management might be nice.

6. A "keyring" which you can find in-game (a la Ultima again) which allows you to stack keys might be nice.

7. It would be interesting to add a spell and/or item which allows you to either rest unadulterated, or provides you with sufficient warning when resting to start the bad guys farther away so you can sneak off. Similar to "Ghost Hound" as in the Wizardry games. Alternately you could make resting require consumable items such as Bedrolls or Tents similar to Final Fantasy. Also, an option to "auto awake at sunrise" might be good since I found myself resting usually just to reset the sun so I could see better.

Keep it coming!
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Aganazer
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Re: Gents, this is about as good as it gets

Post by Aganazer »

mortification8 wrote:1. I liked the mouse-driven walking system of Ultima 6/7, which is similar to Eschalon. However, in the Ultima games the distance of the cursor from the PC changed the type of arrow and walking speed - at close range, it was a short arrow for walking, and at long range, it became a long arrow and the character "ran". If you implement running this might be a good way to do it.
This could be as simple as changing the game's walk delay to make it appear to walk faster while still having the same turn based actions.
mortification8
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Joined: November 23rd, 2007, 1:51 pm
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Post by mortification8 »

This is a great idea; the main point is just to save "real world" time for players that are trudging back through previously explored territory, when you can't fast-travel. It should still take the same amount of in-game time and consume the same amount of in-game resources.

Hilarity can ensue when running using this system; for example you find yourself wandering into an unexplored area and in the middle of combat before you realize it.
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