QFG2 Updates

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whoooooopi
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Re: QFG2 Release Update

#76 Post by whoooooopi » Mon Aug 25, 2008 2:38 am

So many people here :)

Everyone have their characters ready for import?

RogerKorby
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Re: QFG2 Release Update

#77 Post by RogerKorby » Mon Aug 25, 2008 2:39 am

i got mine ready :)

They Call Me Brutus
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Re: QFG2 Release Update

#78 Post by They Call Me Brutus » Mon Aug 25, 2008 2:41 am

I'm starting from scratch. I found that QFG2 on EGA was way too easy using an imported character, and I spent most of my time bonking around and maxing out my fighting skills at the practice arena and the desert... as a thief. I made so much money in fact that I had enough to buy the sapphire pin (but I couldn't). So, yeah, no import this time.

Eric Banyon
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Re: QFG2 Release Update

#79 Post by Eric Banyon » Mon Aug 25, 2008 2:41 am

Currently working on the stats for mine. Since I can't cheat the way I always have before when playing QFG2, I'd best get the stats up to max in QFG1, else I'll be in trouble.

Rocier
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Re: QFG2 Release Update

#80 Post by Rocier » Mon Aug 25, 2008 2:45 am

I spent the day on QFG1 also. Stupid climbing skill is impossible to max. Don't the chars in the next game start with higher stats than you could possibly get in the first game anyways? If so, the whole import situation stinks!

CrazyStalker
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Re: QFG2 Release Update

#81 Post by CrazyStalker » Mon Aug 25, 2008 2:47 am

I'm working right now on finishing QFG1. Right now I'm stuck because I can't sneak past the minotaur no matter how high is my skill... gotta keep trying.

LonemanX
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Re: QFG2 Release Update

#82 Post by LonemanX » Mon Aug 25, 2008 2:48 am

I have my thief with decent fighting ablity ready and waiting. I think I'm gonna play through QFG2 with him and then go back and make a Fighter and MU.

senjinore
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Re: QFG2 Release Update

#83 Post by senjinore » Mon Aug 25, 2008 2:48 am

I see how importing a character would be intriguing. But at least for me, it would be like starting a Gran Turismo career with all the cars. :\

RogerKorby
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Re: QFG2 Release Update

#84 Post by RogerKorby » Mon Aug 25, 2008 2:48 am

theres some kinda bug there where you try to climb over the wall sometimes you can get over in time but still have him catch you..... i dont know

They Call Me Brutus
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Re: QFG2 Release Update

#85 Post by They Call Me Brutus » Mon Aug 25, 2008 2:49 am

RogerKorby wrote:theres some kinda bug there where you try to climb over the wall sometimes you can get over in time but still have him catch you..... i dont know
Is that in QFG4 with Ad Avis? I remember being able to do that but I reeeeeally had to speed up the game.

RogerKorby
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Re: QFG2 Release Update

#86 Post by RogerKorby » Mon Aug 25, 2008 2:53 am

They Call Me Brutus wrote:
RogerKorby wrote:theres some kinda bug there where you try to climb over the wall sometimes you can get over in time but still have him catch you..... i dont know
Is that in QFG4 with Ad Avis? I remember being able to do that but I reeeeeally had to speed up the game.

naw i was talking the part where the minotaur is guarding the brigand outpost ... last time i played thru it i was seeing a bug trying to get over that wall without him seeing me .... sometimes i would climb over and then it would show the dying sequence

effendi
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Re: QFG2 Release Update

#87 Post by effendi » Mon Aug 25, 2008 2:56 am

I have nothing better to do then to sit around and wait for the release of this game...I'm bored and the drugs arn't helping.

RogerKorby
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Re: QFG2 Release Update

#88 Post by RogerKorby » Mon Aug 25, 2008 2:58 am

yah ive been blazin out for a while and im so excited i am still sober


anyone wanna get in a irc room or something untill it comes out

effendi
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Re: QFG2 Release Update

#89 Post by effendi » Mon Aug 25, 2008 3:00 am

puff...puff...pass...check the website....puff...puff...pass...check the website...puff...puff...passout

senjinore
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Re: QFG2 Release Update

#90 Post by senjinore » Mon Aug 25, 2008 3:04 am

drugs are bad mmmkay

superklown
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Re: QFG2 Release Update

#91 Post by superklown » Mon Aug 25, 2008 3:06 am

haha no kidding i just ate a cookie and the lighter's sitting on the table ready to light the *&%(*^$*^$#^$&* as soon as this damn thing goes live!

effendi
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Re: QFG2 Release Update

#92 Post by effendi » Mon Aug 25, 2008 3:09 am

update!!!

senjinore
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Re: QFG2 Release Update

#93 Post by senjinore » Mon Aug 25, 2008 3:11 am

Think about all that money you spent on dope, when you coulda supported AGDI and bought Al Emmo and the Lost Dutchman's Mine 100 times over! Think about all those super sweet QFG2VGA posters you'd have!! Who needs wallpaper!

RogerKorby
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Re: QFG2 Release Update

#94 Post by RogerKorby » Mon Aug 25, 2008 3:12 am

people would still think i was on drugs if i had the same poster covering every inch of my walls :rollin

senjinore
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Re: QFG2 Release Update

#95 Post by senjinore » Mon Aug 25, 2008 3:14 am

I guess your right.. But it would still be cool. If they were cool they'd understand.

effendi
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Re: QFG2 Release Update

#96 Post by effendi » Mon Aug 25, 2008 3:16 am

drugs make things so much better...and if you dont agree with that then your not on drugs...and if you are your not doing them right.

senjinore
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Re: QFG2 Release Update

#97 Post by senjinore » Mon Aug 25, 2008 3:20 am

Different strokes for different folks.. That was a good show.. what choo talkin' bout!

RogerKorby
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Re: QFG2 Release Update

#98 Post by RogerKorby » Mon Aug 25, 2008 3:20 am

ok im going to go watch some tv so i stop refreshing

Blackthorne519
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Re: QFG2 Release Update

#99 Post by Blackthorne519 » Mon Aug 25, 2008 3:33 am

QuestVR wrote:Hey Blackthorne good to see ya! :)
QuestVR, collector of fine art. Good to see you!

Are you as excited for the release as I AM??


Bt

effendi
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Re: QFG2 Release Update

#100 Post by effendi » Mon Aug 25, 2008 3:40 am

I think there just messing with the voices in my head...their is no game is there.

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