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The Watercrown posted:While we wait, does anyone want to explain some of the game mechanics with a bit more detail? I love this game, and have played it to completion a couple of times, but I've never really understood some things. For example, some powers cause a stench, or uneasiness, but I don't think I've ever found out what that means, mechanically. Sometimes I'll see mortals with a 'X2' particle effect, but I don't have any idea what caused it. Is there any way to get a Possessed mortal to gain fear without dismissing the ghost possessing them, as in all my playthroughs, they seem immune to everything, although they gain belief at a steady rate. Is there a way to make child-feterred ghosts suck less? There is no way to make child-fetters suck less. Fortunately, there is no way to make them suck more. The fact that possessed mortals don't gain fear is actually in the player's benefit, it prevents them from disrupting your plans by running away; the belief bonus makes it much easier to scare them away once you are finished with them.
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# ¿ Dec 17, 2014 14:12 |
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# ¿ Apr 28, 2024 12:04 |
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EclecticTastes posted:I can think of several specific fetters that are perfectly placed for Quake to work really well. That's the thing about Ghost Master, is that each level's fetters vary enough that there's always at least one map where a given ghost or power suddenly becomes useful. There's even a map where the Child fetter is viable! If you are referring to the one I think you are, there is also an added bonus for binding an earth elemental to it
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# ¿ Dec 19, 2014 14:17 |