It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I'm gonna list my top 5ish games of all time, one per series, and think of something on the fly...

1) Morrowind - Early walking speed is stupidly slow. Also you become an immortal god way too quickly, should be more of a slow burn like Piranha Bytes games.

2) Deus Ex - Voice acting needs to be improved, despite the memes. Some later missions could maybe benefit from being connected to a hub like earlier missions are.

3) Thief 2 - Other than graphics I'm having a hard time thinking of anything here... I did like the city hub in Thief 3, so maybe add one to Thief 2.

4) Fallout - I love Fallout 1 and 2 but the combat is pretty meh compared to a game focused on good turn-based combat. So that's an easy one.

5) Sam and Max Hit the Road - This game is perfect honestly... I could always say "add locations" or whatever but it doesn't need them. Maybe I'd make the three Snucky's restaurants look more different.

6) Dishonored - Enemies never look up, which was fixed (mostly) in 2. Add that to 1.
avatar
StingingVelvet: Morrowind - Early walking speed is stupidly slow. Also you become an immortal god way too quickly, should be more of a slow burn like Piranha Bytes games.
I actually like the initial slow pace, and I even tend to play without running most of the time, enjoying the scenery ;)

But I can not disagree with the "snowballing" effect of the power progress, that can thankfully be mitigated by using a "learn by failure" mod like the one I quoted earlier in this thread. If you only progress on missed actions, it makes the early novice state much shorter (lot of misses ⇒ quick progress) while the high-level progress gets much slower due to almost never missing.
avatar
StingingVelvet: 2) Deus Ex - Voice acting needs to be improved, despite the memes. Some later missions could maybe benefit from being connected to a hub like earlier missions are.
Well, the thing is, the Deus Ex we got was something of a smaller beast than the Deus Ex that Ion Storm wanted to make; originally they wanted to give the player the ability to choose to stay with Unatco or split off and there was going to be a mission on the moon and in Texas.

So seeing a Complete Deus Ex would be quite an interesting thing indeed.
Starbound, also here on GOG.

The first thing I'd do is remove it from the development limbo. Either by confirming it's no longer getting updated, or by saying what's actually being done in the game, instead of Chucklefish's latest PR flexing about the game (which is almost 1 year and a half old already), where they said "it is currently being optimised for console which means there's a feature freeze right now."

The other thing I'd do is to fix the long going optimization issues, or at least make the engine open source so someone else would potentially fix it. Or I'd try to make the engine open source even if I was to fix the game, so we could potentially get easier ports of the game or even new games using what the engine does good.
Aleshar: World of Ice. And time an enemy hits you it's a potential game over due to critical hits. Would have been better if armour pieces broke first, so that combat without magic is a valid option.
avatar
Matewis: Age of Wonders 1&2 : Severely reign in hero stat gain when leveling, to prevent heroes from becoming one-man armies from the mid-game onward. This should keep the use of clever tactics and strategy a necessary component during the entire campaign. Bam! Game is now perfect!
For SP the poor AI is a much worse problem.
The fact that the AI can't explore sites or even pick up and equip items is gross defect.

Aleshar: World of Ice. And time an enemy hits you it's a potential game over due to critical hits. Would have been better if armour pieces broke first, so that combat without magic is a valid option.
Or if they'd do something like Pathfinder: Wrath of the Righteois and include the option to control how deadly enemy critical hits are in the custom difficulty setting.

(Actually, it's hard to imaging a game that wouldn't be improved with a customizable difficulty setting like that in WotR and Fell Seal: Arbiter's Mark.)
avatar
PetrusOctavianus: For SP the poor AI is a much worse problem.
The fact that the AI can't explore sites or even pick up and equip items is gross defect.
Oddly enough, the AI seemed less flawed to me in 1 than in 2.
avatar
PetrusOctavianus: For SP the poor AI is a much worse problem.
The fact that the AI can't explore sites or even pick up and equip items is gross defect.
Hmmm I didn't realize / forgot that they couldn't pick up items / explore sites. Other than that I usually did not find fault with the AI, except on certain maps. Large water masses especially seem to confuse the AI.
avatar
PetrusOctavianus: For SP the poor AI is a much worse problem.
The fact that the AI can't explore sites or even pick up and equip items is gross defect.
avatar
Cavalary: Oddly enough, the AI seemed less flawed to me in 1 than in 2.
2 (Wizard's Throne) didn't even have ship AI; the AI could not use boats at all, and was in that way an unfinished game.
But if you mean Shadow Magic, in which the AI was improved somewhat, I'm not so sure (haven't played SM for ages). Fortunately maps made for WT can be used be SM.
avatar
Cavalary: Oddly enough, the AI seemed less flawed to me in 1 than in 2.
avatar
PetrusOctavianus: 2 (Wizard's Throne) didn't even have ship AI; the AI could not use boats at all, and was in that way an unfinished game.
But if you mean Shadow Magic, in which the AI was improved somewhat, I'm not so sure (haven't played SM for ages). Fortunately maps made for WT can be used be SM.
No, meant 2/WT, and yeah, add the lack of ship AI to that spell that floods the land and the AI won't do much in later stages overworld maps.