How about rather than a bird portal to get back to RuptureFarms, you use the Shurykul to fry the gates to the Stockyards, letting all the Scrabs and Paramites stampede the Slig guards to give you a way in?
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Land mines can't fly either. So whats the problem? I think it would make more sense.
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They're not land mines. They're floating mines. Clue's in the name.
So what, we just have some bear traps sliding around the screen where bats used to be... ? |
If we kept the bats and removed the boulders, those levels in the paramonian temple could just be booby trapped so that you step on a switch which activates an ancient timer which eventually shuts the exit door, releasing lots of bats which home in on you. Kind of like the boardroom without the gas and modern countdown technology
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I wouldn't like that, we never had a time restriction in the beginning, and having a timer on those levels would be ridiculous because they take a lot of thinking. With The Boardroom, working out what to do is rather straightforward.
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I was talking about replacing the landmines in the temples with other kinds of traps, not floating mines
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I was referring to what scrabaniac said.
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I know, but I forgot to click quote to specify who I was replying to :3
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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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