Can someone tell me how you remove the 'worn' condition on arms or
armor? Is the answer different between arms and armor or shields?
Please assume my armorer skill is sufficiently high to learn whatever
has to be learned.
Thanks in advance....
Hmmm...IIRC some items come that way when you find them. You can sharpen
weapons and make items, but not repair worn items. Just sell worn items,
I think. Items don't wear through usage fortunately.
Or I could just be hallucinating...
--
Michael Cecil
http://macecil.googlepages.com/index.htm
>This question concerns Gothic 3.
>
>Can someone tell me how you remove the 'worn' condition on arms or
>armor? Is the answer different between arms and armor or shields?
You don't. A worn sword cannot be converted to a normal sword by any
process in the game. You can sharpen it if you get that skill, but
it's just going to be a sharp worn sword.
>Hmmm...IIRC some items come that way when you find them. You can sharpen
>weapons and make items, but not repair worn items. Just sell worn items,
>I think. Items don't wear through usage fortunately.
>
>Or I could just be hallucinating...
I've got a worn paladin's shield that I'm pretty sure I got that way
through use. I can't equip it now and am REALLY missing the extra
protection it gave while trying to clear the southern sands.
(This is not my first game - I'm trying to win via getting into Ishtar
and am finding the developers REALLY shipped this part of the game
unfinished - a lot of the quests I'm finishing are completely
accidental - no clues at all that I can see and I'm hoping to do it
without making use of walkthroughs)
>>This question concerns Gothic 3.
>>
>>Can someone tell me how you remove the 'worn' condition on arms or
>>armor? Is the answer different between arms and armor or shields?
>
>You don't. A worn sword cannot be converted to a normal sword by any
>process in the game. You can sharpen it if you get that skill, but
>it's just going to be a sharp worn sword.
One thing I might add is that Gothic would be a LOT easier if you had
the ability to annotate the world map. Oblivion goes too far with the
compass arrows but being able to make notes would REALLY help
particularly where there are all kinds of quests in Gothic that are in
areas where it's easy to get disoriented and be no where near where
you need to be.
This is particularly true in Nordmar where due to the cliffs etc. it
takes on a lot of the features of a good 3 dimensional maze where two
sites that are geographically close as the crow flies are a LONG way
apart in travel terms. Ask me how I got to Xardas' castle if you want
an example. <grin>
Great game. For graphics and theme, G3 is the
top game in the world today. We need more
games like it to offset the stupid junk that is
coming out now.
johns
johns
johns
While waiting for Crysis, eh "johns" ? Not long now.
John Lewis
>johns
>
johns
Agreed ...If you dig around the gothic / Parania Web Sites download section
you can
get user made maps that show a lot more detail. Here.
http://forum.worldofplayers.de/forum/showthread.php?t=160812
The one named ..." Gothic3 Interactive Map - by AHO " should be type of
thing I think you want.
(\__/)
(='.'=)
(")_(") mouse
Pffft. Draw your own maps! Why else did gradual evolution from
blue-green algae give you graph paper?
/pity there were no Death Snares in G3 though.
When you say "Varant liberation" you presumably mean liberation by the
nomads - who in this game (as opposed to my previous efforts) I've
been hunting down and killing as soon as I find them. (Shakyor is alas
an ex-nomad in my game...)
I sprung the Ben Sala water mage but he got away before I could kill
him so we'll see if I see him again.
I'm trying to be the perfect Hashishin this game but have not got by
rep with them yet over 50.
And yes I >am< running the 1.4 community patch. I've got a fast dual
core and 3 gb of ram and am still crashing. Love the game but it's far
from stable.
>
>Pffft. Draw your own maps! Why else did gradual evolution from
>blue-green algae give you graph paper?
>
Ah, yes --- brings back certain glorious memories of ancient classics
like the original Bard's Tale series.
John Lewis
>>Pffft. Draw your own maps! Why else did gradual evolution from
>>blue-green algae give you graph paper?
>
>Ah, yes --- brings back certain glorious memories of ancient classics
>like the original Bard's Tale series.
Hmmm my memory of graph paper in computer games was the Temple of
Apshai series and Wizardry 1,2,3.
The fact that I can still remember 'tiltowait' should tell you
something about how much time I spent on Wiz 1!
Shudder.
The other day I found one of my old graph paper books I used for
mapping those old games. I looked though it a bit and my only thought
was "Why did I spend so much time doing this and how could they have
thought it would be fun?"
Actually my favorite was in the Wiz 1 games where there was a bug that
caused you to be able to move around in the areas which were
supposedly solid rock. According to the program only the walls were
solid so if you somehow got through you could explore all you like
with lots of 'random encounters'.
I agree, it was such a silly concept. And not just
limited to computer games; there was the section in
the pack of the AD&D books describing how to randomly
create a dungeon that was similar. Somewhere along
the way, the 10x10 room basis turned into a challenge
to the developers to make sneaky and devious maps.
Plus teleport and rotation traps designed specifically
to thwart the player's map making. Thankfully games
grew out of that.
Personally, I like the Thief series maps the
best. They look just like you'd expect a
hand drawn map of a place you've only heard
about but never visited to be - innaccurate,
vague, and abstract. With markings like
"exit to street?" or large question marks.
--
Darin Johnson
Thief would have been fine *if* it had drawn even a crude map of where
you had already been. Some of those levels where you had no map at
all were almost impossible to navigate through.
And then there were the Daggerfall & Descent maps <EG>
--
Nostromo
I was spared Descent (to Undermountain I assume you mean) but, yeah,
some of the Daggerfall maps were useless because they were 3D with
many layers stacked up and the overhead view just showed a jumble of
lines. For open areas without stacked layers they were OK, though.
I think he meant Descent, which was a game involving
flying a ship through a 3D map where there wasn't
any gravity. It had an auto map that was as baffling
as Daggerfall's. The problem was that the game didn't
really have an up or down and so confused a lot of
players who quickly lost their spatial orientation.
--
Darin Johnson
The part of the story that is most incomplete is
the tension between the Orcs and the Hashishin.
They are allies, but not friends. It seems that the
liberation movement, once it has begun for real,
triggers the Orcs into attacking the Hashishin, but
not to any useful degree. This part of G3 has been
deleted by PB, and makes no sense. I think there
is a connection here regards Hashishin rep points
... and it is badly broken. Maybe it represents the
ethical weakness of the Black Mages. They are
Zubens con men who blackmail the Hashishin
Merchants. Overall, you get to see the corrupt
mentality of the Hashishin, and that justifies
siding with Rhobar the King ... even though his
alliance with Innos is to become a thing of the
past ... maybe in G4.
My liberation goal in Varant is to get to Zuben.
Whak him and get the septer ( staff ), and tell
Rhobar that the rule of the Black Mages is broken.
I don't really have to have enough Hashishin rep
to get into Ishtar. I can just run in past the guards,
attack Zuben, liberate Ishtar, and return to Zuben
to pick up the staff. But, that is not easy. It would
seem more to the point, if I could stay in character,
but fool the Hashishin into letting me near Zuben
and attacking him in his bedroom ... and sneaking
out. All of that is broken, or was deleted by PB.
johns
That's the one! I think those 2 games were the beginning of the end of
automaps, heh. I could be wrong, but 3D games in general just became too
hard to map sensibly (Duke Nukem 3D anyone? ;), & as they became more
'realistic' with more detail, the maps actually became smaller & thus easier
to navigate, for most ppl with a basic sense of direction anyway. That's my
take on it. Either that, or the game devs just became too lazy to
interpolate their 3D engines into a map :)
--
Nostromo
>My liberation goal in Varant is to get to Zuben.
>Whak him and get the septer ( staff ), and tell
>Rhobar that the rule of the Black Mages is broken.
>I don't really have to have enough Hashishin rep
>to get into Ishtar. I can just run in past the guards,
>attack Zuben, liberate Ishtar, and return to Zuben
>to pick up the staff. But, that is not easy. It would
>seem more to the point, if I could stay in character,
>but fool the Hashishin into letting me near Zuben
>and attacking him in his bedroom ... and sneaking
>out. All of that is broken, or was deleted by PB.
That's precisely what I was originally trying to do but then got into
a fist fight with Shakyar, took his favorite item and then was
continually attacked by him any time I went near his town and finally
got fed up and whacked him.
I'm still trying to get my Hashashin rep up but am getting frustrated.
Because it was new, and a challenge if you liked puzzles.
BT went overboard with spinners after the first few dungeons, but I
quite enjoyed mapping on Dungeon Master, for example, and its congeners
such as Bloodwych and Black Crypt. At that point it was starting to
get old.
- Gerry Quinn
Yes, advanced 3D realism obviated the need for maps other than maps
similar to the kind we use in the real world.
In FPS games, I suspect Half-Life may have been the first to abandon
the map altogether. The evolution was more gradual in CRPGs, but
somewhere between Daggerfall and Morrowind there was a transition to
where a simple overhead mini-map was enough.
- Gerry Quinn