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Also, why do some Slogs attack Sligs but others don't? It really annoyed me, the inconsistency of it all. |
I really hope JAW just ignored this last page and a half and does whatever they think best...not that there's and doubt in that.
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I think there are definitely a few good ideas out there, such as chanting interfering with lighting, and it can't hurt for them to see what we think. The swinging boulders never felt fair or predictable and it's good to make sure JAW know that if they carry it into AOHD.
e: @STM |
Let's replace bats with Flying Sligs.
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I can't believe you are whining about Slogs, it's almost like seeing a stray dog on the street, you don't know if it's a friendly dog or if it's going to chase and attack you, stray dogs don't have consistency, and inconsistency in Slogs adds to the challenge :
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Why's that? Theres some good ideas, and inevitably some bad ones. What makes you decide which ones are which?
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But, it's pretty easy to tell when the slogs are going to be hostile. The only times they also attack you as a slig are when they're coming out of the kennels in waves. The only exception to this I can think of is in AE, in one of the sections of the Brewery, there's a kennel filled with sloggies. If you don't electrocute them before you possess a slig they'll be friendly.
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You don't get security right in the middle because they're penning the animals in, not exterminating them. |
There is a part in the middle of the paramonian temple where there are a ton of mines, but no sligs.
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The temple Sligs may have actually been in Exoddus, but my point still stands.
As for the Slog thing, I think it isn't unreasonable to ask for consistency. You make a point of referring to street dogs, but these aren't street Slogs - they are kept in the same kennels as the Slogs that are allies to the Sligs. Also, they only attack possessed Sligs. Also, the manual says that they are "a Sligs best friend", implying that any Slig is able to command Slogs. All I'm asking for is consistency, or some indicator as to which type of Slog it is (such as a collar or something for 'domesticated' Slogs). |
But they're all 'domesticated' slogs. If you haven't noticed, when sligs are around the kennels and aren't possessed, slogs won't attack them, they just come straight after you. However, if you possess the slig, the slogs will start attacking the slig because they know you've possessed them. Stand alone slogs don't attack sligs even if you've possessed them.
Also in AE, only the scrab temple has sligs and slogs in it. The run at the end of the Mudanchee Vault shows that the industrialists have already found the vaults and started invading it as well, while the Mudomo Vaults were completely untouched. In AO, both Paramonia and Scrabania had sligs/slogs/mines/etc spread throughout. Remember, paramites and scrabs are endangered. It's not exactly easy to find them any more so they're pulling them out of the heart of their nesting grounds. |
I dunno if they stopped wanting suggestion or not yet since I just came back after a year xD. But if Abe HD and such are going to be like the originals. Please stay with that 2.5Dish playground with the background moving 3Dish? That probably makes no sense, but I mean like with the 3D barrels moving in the background and such inside Rupture Farms?. Dunno, I enjoyed that when I was little.
EDIT: Also please keep the "Chump" spelling. Like for example: Bonewerkz instead of Bone works. Also that lovely chime that's music to my ears when you find a secret room :D |
How do Slogs know? As has been pointed out before, they have no eyes, and probably can't tell when a Slig is shaking around and being possessed (as far as I know, Psy powers don't have a smell...). Also, single Slogs DO attack Sligs if they were part of a group that attacked Sligs previously (still only possessed ones).
The Sligs and Slogs invading the vaults and temples is fine, though I'd think that Mudokon Trials wouldn't use, as crucial components, industrialist tech. :
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I'm pretty sure the slogs operate very much like dogs and can just tell when one of their "masters" are possessed. They're not deaf either. I'm sure if something was up they could hear it. The only times I remember slogs attacking possessed sligs if they attacked other sligs previously was in MO. We're not talking about MO, we're talking about AO. If we were able to communicate with slogs in MO like we were in AO/AE, then I'm pretty sure there would be a lot more 'inconsistencies'.
But those inconsistencies would only make them feel more alive. In a 3d environment this would probably work pretty well and add something else to the game. Abe HD, however, will not be a 3d environment so the point is moot. Mudokon trials wouldn't use industrialist tech. The industrialist tech is all there because the industrialists just kind of walked in like they owned the place. |
I stand by my idea of chanting affecting lighting etc, just add that in and I won't ask for anything else :)
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Orange?
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Yeah. You know, the levers all use the same sprite, even when try trigger things that are obviously ancient mechanisms
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Yes but, aren't they grey at the bottom and green at the top?
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I'm pretty sure the whole industrial levers being there kind of fits into the same category as the boardroom having a trapdoor right above it.
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They are orange with a green ball on the top in the PSX version.
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The levers are orange with green handles.
Edit: Speedy shit. |
Just keep the original levers in the temples, you can go all MO levers in RuptureFarms (red to green when activated) as it suits industry more
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In the PC version, the levers were brown.
A change happened with the trap doors, the caution tape on them in the PSX version was orange and black and in the PC version it was purple and black. |
Weird. The PSX colours make more sense, the orange stands out, as do the stripes on the trapdoor
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I think the land mines were also different in the psx version to the pc version. They had an orange glow to them on psx and on pc they looked like a still image..until stepped on.
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I noticed that. Was a strange change to make between versions, really.
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No, in the PC version they were grey with a red light, and on the PSX they were black with a red light.
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They also flashed more obviously
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Really? I didn't notice that.
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There were more animation details in psx version than pc version.
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Yeah, I've noticed that. Some of the changes made to the PC version on sprites were just damn weird and a tad pointless
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PSX looks better.
I just wish we could use the builds shown off in screenshots with the high-res sprites and cams, then the PC version might be worth a damn |
What about screenshots of the same screen? I think that would be more informative. Anyway, it is weird how they changed the sprites, maybe its because those PC sprites would run better on PC's at the time.
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I always preferred the PS1 sprites for mines, but then I'm biased, I only got a PC copy in 2011, courtesy of the beautiful Oddhunter. However, it's redundant now is it not? What with a complete remake of the game in 2.5 D.
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(...and I didn't want to rip my cd again) |
Psx felt more darker than pc, probably because you have the use of a wider screen. There's nothing I prefer more than dimming the lights, firing up my ps3 and playing the classic Oddysee on a wide screen TV with surround sound. It gives a pure, dark eerie atmosphere :)
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