Excidium II
Self-Ejected
And then Obsidian didn't learn anything from it. What a shameBut it's no surprise that BG2 would improve upon BG1.
And then Obsidian didn't learn anything from it. What a shameBut it's no surprise that BG2 would improve upon BG1.
That says more about you than the game. It just means you are such a slow and pathetic RTS gamer, even a RTS with a pause is too hard for you.I feel like I have control in RTwP in the sense that a special needs teacher has control in his classroom
Like Edwin is done with his activity, I have to be on the lookout to give him another sheet to draw or he'll eat the crayons/sit there catatonic, all while I also keep watch on the other kids
I'll try bg 2 soon. I hear it's an RPG. I'll make my last post to say I never said Darklands wasnt repetitive I said that those three games engaged me as a player. These are all opinions, Jesus. I guess this topic is a dead horse circa20152005 though. It does bother me that criticizing BG for dullness gets me labeled popamole. Enjoy your echo chamber faggots.
Complains about trash mobs.
Complains about lack of balance, where some spells are superpowerful while others are useless.
Complains you waste too much time on nothing.
Says that if you don't have money to make a long game don't fill it with trash mobs.
Says he likes old games but isn't nostalgic and likes good design.
Complains about kiting.
Complains about shitty, exploitable Ai.
Complains about stat balance.
I didn't make this a thread. A few jabs at BG in a SitS thread turned into a huge off topic shit fling. The irony is that I was mentioning that peoples opinions on PoE have no reason to undermine their critique of SitS.
Thanks for the tag.oh boy, here we go againI remember half of those maps being filled with nothing but one or two gibberling/knoll mobs or a pointless scripted encounter (you find Drizzt killing a trash mob! Try to kill him for his swords if you want!).
It seemed like an amazing amount of effort (art-wise) for almost no gameplay.
GarfunkeL
I should just make a big post that I can copy/paste everytime some retard who played BG when they were 9 years old repeats this bullshit.
Talk to Neville. You can ask that his men come out of hiding and his troupe will attack, or demand all his gold in which case he steals 55gp and leaves.
Talk to the Ogre. He is not interested in fighting. If you want assistance you can tackle Laurel's quest first but do not talk to her once you have helped her. If she sees the Ogre (once he turns hostile) she will attack him. However if she kills him then you will not gain the experience. Talk to him again and he will attack. Kill him.
Talk to Laurel. If your Reputation is less than 8 she will attack you. Otherwise she asks for your help to kill some Gibberlings. Agree. Kill the Gibberlings that arrive. Once they are all dead talk to her again.
Jared will approach you. He is running scared of a bear over the bridge west of his location. Kill the bear. Return and talk to Jared.
Use the exact location x 166 y 177 to find a wand hidden in a hole in a tree.
Enter the cabin AR5406. Kill the War Dogs. Raid the two barrels.
Talk to Prism the sculptor. You can either tell him you will defend him when the bounty hunter Greywolf arrives, or kill him yourself, or let Greywolf kill him. If you choose to face Greywolf you will have to kill him, then talk to Prism who will die shortly after. Collect his emeralds. Return to Oublek in Nashkel.
Galtok is on the run from some Kobolds. Kill them.
Talk to Fahrington. He has lost a scroll to a thieving Tasloi. If your NPC Reaction is 1-7 he will not tell you his troubles but you can still return the scroll to him. Head east and kill an Ettercap (higher up the food chain) who now has the scroll. Return to Fahrington with the scroll.
Denak will hail you then these mages will attack on sight (unless Edwin from Nashkel is in your party).
Enter the cave AR4501. Kill the Wyverns. Search the corpse. Collect a Wyvern Head and take it to Kelddath at the Song of the Morning in Temple.
Hamadryad is not marked on the map, she's a fun encounter as well.
Pallonia will approach you and talk of forces at work.
Killing the Sirines is part of Cordyr's sidequest (from Baldur's Gate) but can be completed before you meet him. Sil will hail you then she and her Sirines will attack. Kill them. If you were sent by Cordyr return to him at the Baldur's Gate Docks.
Enter the cave AR3601. Kill the Flesh Golems. Raid the pool for treasures.
You will need a male in the party to talk to this Chaotic Neutral Human Thief. She wants to recover some treasure from a cave to the NW of this map. You can recruit her or dismiss her. If you do not want her then strip her of her possessions and dismiss her.
Talk to Arkshule who will read your palm. If you pressure her to reveal more when she pauses she will attack - dialogue options 2, 1, 1, 2, 2, 1. Kill her.
Talk to Ardrouine. Her son is trapped by some Worgs near the Lighthouse. Agree to help and go and kill the Worgs. Return to Ardrouine.
Talk to this Lawful Good Human Paladin. You can recruit him or dismiss him. If he leaves the party because of unhappiness he will attack any evil aligned members he sees. There is also a random chance he will attack evil party members while he is in the group.
Talk to Sonner. He will complain about a witch affecting their fishing. Evil people can agree to dispose of the witch for 20gp. Head north to Wyrm's Crossing and speak to Tenya. After her sidequest, talk to Sonner again and say the priestess had much to say. Evil people can ask him to sweeten the deal and he will add 100gp, in which case you should talk to him again after Tenya is dead. Good people will demand the fishermen (Sonner, Jebadoh and Telmen) hand over Tenya's bowl. Then kill them for being cruel to her. Return the bowl to Tenya.
Talk to Brun. He has lost his son. Enter the pit AR1401 to the west of his farm. Kill lots of Ankhegs. Collect his son's body from an alcove x 2460 y 140. Return with the body. Talk to Brun. You can offer him 100gp as an act of charity. Beware if you have any Ruby Rings as they will automatically be included in your gift to him unless you drop them on the floor before you talk to him.
Talk to Gerde. She wants you to cull some Ankhegs. Kill as many as you find. Return and talk to her again.
Yes. this exactly. Too many games pack their tiny maps full of "content" so that the ADHD generation doesn't have to pause to think or reflect. If there isn't AWSUM happening every 2 minutes, their attention span will burn out.If only it wasn't mandatory to explore them. Although I don't get why people can't see the design logic behind wilderness areas.
BG was about porting a traditional DnD campaign to PC, the game uses and laughs at most pnp games tropes and clichés with one of 'em being adventuring in the wilderness at low level until a deadly fumble results in a bear ripping your character apart. Wilderness areas in BG are about catching that feel (and imo is a better way to do it than simple random encounters), needless to say wilderness areas didn't have any reason to be present in the sequel as well, since a veteran party of adventurers need suitable challenge.
Still consider these wilderness areas to make perfect sense considering what BG wanted to achieve.
The problem is that the maps are far too large and open. Unless you are staring at a guide with names on it, 90% of the time is spent going back and forth in rows and columns like you're mowing the lawn searching for something that isn't a gibberling pack. A wide flat plain with trees dotted around is the absolute least interesting and most tedious to explore.
In comparison, here's some BG2 maps:
Note how there is major landmark to begin with and the rest of the geography is broken up by rivers, which guide your exploration. Instead of needing to memorize "NPC I need to report to is at x 2300 y 3600 standing next to a tree that looks like every other tree on the map" you know that they are on in the house on the west side of the river from the main town.
Probably the closest to a BG1 area you can find, but even still it's more compact with less wasteful ground to cover and the trees provide semi-paths to walk through.
Inside, but still. Holy shit, there's actually something to explore that's, you know, interesting to explore. Who fucking remembers tree #827 when they pass it?
in comparison, here is what exploring a BG1 area looks like:
Note how the wide open spaces and complete lack of landmarks to move through and locate NPCs by makes the whole thing a bunch of meaningless walking around and killing stuff looking for something to do.
Not wanting to spend the majority of your time walking around aimlessly in circles killing trash mobs isn't ADHD, it's called not being retarded.
Seems to me he wants maps with some basic thought in their designSo you want to be guided through an area. Next you will ask for a quest compass.
Seems to me he wants maps with some basic thought in their designSo you want to be guided through an area. Next you will ask for a quest compass.
Seems to me he wants maps with some basic thought in their designSo you want to be guided through an area. Next you will ask for a quest compass.
Bullshit. That BG1 map is filled with features including a river dividing it into two, a lake, rock formations and a row of cliffs.
What he wants is to be "guided" through an area in linear format. Last I checked corridor design was frowned upon in the Codex. That may have changed in 2015.
exactly lolz"Second, IMHO the Infinity Engine games in general benefited immensely from the AD&D license. The reality is that it's a lot easier to make a good RPG when the mechanics, setting, and lore have already been laid out for you."
So much easier that explains all the shitty unsuccessful D&D games out there. LMAO
\Once the GB games hit their wall and started being irrelevant, DnD video games were over. It got so bad that Interplay got so desperate that friggin' feargue had to bug the BIO Docs to take their RTS game/engine and turn it into DnD because Interplay (and others) had utterly failed at making a good DnD game.
L0L DTU L0L
The problem is that the maps are far too large and open. Unless you are staring at a guide with names on it, 90% of the time is spent going back and forth in rows and columns like you're mowing the lawn searching for something that isn't a gibberling pack. A wide flat plain with trees dotted around is the absolute least interesting and most tedious to explore.
In comparison, here's some BG2 maps:
Note how there is major landmark to begin with and the rest of the geography is broken up by rivers, which guide your exploration. Instead of needing to memorize "NPC I need to report to is at x 2300 y 3600 standing next to a tree that looks like every other tree on the map" you know that they are on in the house on the west side of the river from the main town.
Probably the closest to a BG1 area you can find, but even still it's more compact with less wasteful ground to cover and the trees provide semi-paths to walk through.
Inside, but still. Holy shit, there's actually something to explore that's, you know, interesting to explore. Who fucking remembers tree #827 when they pass it?
in comparison, here is what exploring a BG1 area looks like:
Note how the wide open spaces and complete lack of landmarks to move through and locate NPCs by makes the whole thing a bunch of meaningless walking around and killing stuff looking for something to do.
Not wanting to spend the majority of your time walking around aimlessly in circles killing trash mobs isn't ADHD, it's called not being retarded.
Seems to me he wants maps with some basic thought in their designSo you want to be guided through an area. Next you will ask for a quest compass.
Bullshit. That BG1 map is filled with features including a river dividing it into two, a lake, rock formations and a row of cliffs. What he wants is to be "guided" through an area in linear format. Last I checked corridor design was frowned upon in the Codex. That may have changed in 2015.