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Yep,i ave to say that i am not well versed in Dungeons and dragons and many rgp games in general,i only have the daiblo series(yay!!) and DD.

I was thinking more of werewovles as an enemy.

Heres one which might prove funny.

You go to a werewolf village were all the poeple are human in the day and transfrom into a half human half wolf being,whereby their stats increase greatly.

The thing would be that in the day you wouldnt be able to attack them as they would be friendly and green on your mini map but as soon as night comes they transform and become red.

Obviously none of these cursed human beings would be able to offer any kind of quest.Nor could you trade with any of them. I think it would be fun and it would be slightly frustarting for a player who was just about to beat a wolf,to have him transform back into a human(har har har) and have to wait until later.

It would make a player play for a longer time.

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I'd like to see a more diversity of colours. Skin colours.
Hair is common, but not so much skin, I think.


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I dont like this werewolf village idea, its just stupid slaughtering in my mind. Would be better if you could cure their curse, far better, and it would interfer with the good alignment of most players, because even if humans turn into werewolfs it doesnt necessarily mean that they are bad guys, eg What about children that are bitten? I'd never complete such a quest cuz that wouldnt be rolegaming but a stupid diablo klick orgy...

And if the player is to wipe out this village, why should he wait until they are wolfshaped? Why not kill the humans? And why should you not be able to trade? And why does it make people play longer? Take out some werewolfs want take much time...

Ok, the sightradius idea...
Displing the lines of sight from all fiends around on the minimap would cause far to much confusion, alas in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> there are mostly multiple enemies nearby, not just 2 or 3...

@ Alrik:

In the Baldurs Gate series and the Icewind Dale series you can choose hair/skin colour, and you can either choose one of the premade voices for your char or even create your own, plus creating your own character portrait if you want...


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I dont like this werewolf village idea, its just stupid slaughtering in my mind. Would be better if you could cure their curse, far better, and it would interfer with the good alignment of most players, because even if humans turn into werewolfs it doesnt necessarily mean that they are bad guys, eg What about children that are bitten? I'd never complete such a quest cuz that wouldnt be rolegaming but a stupid diablo klick orgy...

I think there are two points to this question and i will answer them.

The first one is that it is some sort of slaughter. True but thats part of the game,if it were not,the sewers, dark forest and the wastelasnds wouldnt be in the game then,now would it?
Cause thats slaughter as well.

The second point is more difficult issue to answer becuase the interpretation of the person involved. From reading literature werewovles are said to be agressive creatures, sometimes they are not.

I mean look at the skeletons in the dungeon for instance. I am sure that they were nice people in life yet when they die by some means( a transformation) they become evil.Look at the vampire,im sure he was a nice guy in life yet when he was bitten he becomes a vampire and thus evil(Lol,i expect some poeple to shout "Angel " when reading this)

The whole point of the werewovles were to increase a level for the player and to make werewolves strong opponents so that the player would face a tough challenge.

And if the player is to wipe out this village, why should he wait until they are wolfshaped? Why not kill the humans? And why should you not be able to trade? And why does it make people play longer? Take out some werewolfs want take much time...

In general humans are friendly and so they would appear green on the map.

One thing i do agree with is that we should be able to trade with them but that they dont have much or that they dont have say a geoff,blake or any sort of trader becuase killing them would negitate this feature.

More opponenets or quests cause the player to play more <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

I have in my mind that werewovles ahould be like tutamans around 45 level and have a load of hitpoints so actually as i said above it would be more difficult.

Having said that i like the cure for werewolf quest but still the wolves would attack if it was at night.

In ending we have a day/night feature in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> and i was using this to that advantage when dealing with wolves. I mean there cant be many games where are night some poeple could transform and become evil.

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Tragic, could you please use the "quote" tag ? I have difficult reading your text (while constantly looking into the one above it).


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[...], plus creating your own character portrait if you want...


That was a thing I found *very* good (although I never used it). <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

That would be a thing for Larian's next game, I think. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Last edited by AlrikFassbauer; 06/06/04 08:09 PM.

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Me neither, and the sound feature as well...i just loved the premade ones <img src="/ubbthreads/images/graemlins/shame.gif" alt="" /> ...besides the ava kiya uses is from bg2 ...aint of any importance, just wanted to mention it <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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Is this better?


I dont like this werewolf village idea, its just stupid slaughtering in my mind. Would be better if you could cure their curse, far better, and it would interfer with the good alignment of most players, because even if humans turn into werewolfs it doesnt necessarily mean that they are bad guys, eg What about children that are bitten? I'd never complete such a quest cuz that wouldnt be rolegaming but a stupid diablo klick orgy...

[color:"yellow"] I think there are two points to this question and i will answer them.

The first one is that it is some sort of slaughter. True but thats part of the game,if it were not,the sewers, dark forest and the wastelasnds wouldnt be in the game then,now would it?
Cause thats slaughter as well.

The second point is more difficult issue to answer becuase the interpretation of the person involved. From reading literature werewovles are said to be agressive creatures, sometimes they are not.

I mean look at the skeletons in the dungeon for instance. I am sure that they were nice people in life yet when they die by some means( a transformation) they become evil.Look at the vampire,im sure he was a nice guy in life yet when he was bitten he becomes a vampire and thus evil(Lol,i expect some poeple to shout "Angel " when reading this)

The whole point of the werewovles were to increase a level for the player and to make werewolves strong opponents so that the player would face a tough challenge.[/color]

And if the player is to wipe out this village, why should he wait until they are wolfshaped? Why not kill the humans? And why should you not be able to trade? And why does it make people play longer? Take out some werewolfs want take much time...

[color:"yellow"] In general humans are friendly and so they would appear green on the map.

One thing i do agree with is that we should be able to trade with them but that they dont have much or that they dont have say a geoff,blake or any sort of trader becuase killing them would negitate this feature.

More opponenets or quests cause the player to play more.

I have in my mind that werewovles ahould be like tutamans around 45 level and have a load of hitpoints so actually as i said above it would be more difficult.

Having said that i like the cure for werewolf quest but still the wolves would attack if it was at night.

In ending we have a day/night feature in and i was using this to that advantage when dealing with wolves. I mean there cant be many games where are night some poeple could transform and become evil. [/color]

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Well then, let me think of what to reply <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

I dont think of killing fiends as slaughter, because they are bad.
But i think killing wolf shaped werwolfs as slaughter because they are partly human that happen to be cursed, or bitten.

I think i should define the term werewolf as i see it. I think of a werewolf as a beast that hunts humans, sometimes bites them, sometimes kills them. But as long there is any hope of rescueing the bitten human victim switches between the human and werewolf shape. As soon as he gives in to being a 'badie' he stays werewolf shaped all the time, becomes, lets say a true werewolf. But as long as he fights the curse he just turns into the werewolfshape when the moon is full...

But thats my definition of werewolfs, how I would want to see them implemented in a game...and that's just what this thread is about, right? <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

I didnt get what you said about the day/night feature...I mean it is already implemented in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> <img src="/ubbthreads/images/graemlins/think.gif" alt="" />


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im a previous game i played morwind they had wearwolfs out on the feilds and if you were biten by one every night you would change witch rocked cuz if you were in a town when that would happen you would of had everyone chase you <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> i enjoyed that.


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I didnt like Morrowind, neither its expansion packs...

<img src="/ubbthreads/images/graemlins/div.gif" alt="" /> is far better, more vivid, interesting and more fun to play...


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yes i agree morwind was more of a boring game but im saying they should steal that idea if they have wearwolfs that you should also be able to get the desies


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Ashen,

Interesting points i will explain the day/night feature in regard to werewolves.

In <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> we have a day/night feature.We all know that. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

My idea is that these cursed humans turn into werewolves at night( i.e at night according to the game) and turn back into humans in the day(i.e when the game states that it is daytime).

I think that there cant be many rgps who have a day/night cycle but also have harmless creatures turn into evil beings at night.

I think <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> should take advantage of the day/night feature by introducing creatures who are evil at night but by day are harmless..... and as such werewolves come to mind.


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This could make for a good quest. The town gates are closed at night and a strict curfew is imposed between dusk and dawn. If you are in the town at dusk, you are forced to the town inn where you are locked up until dawn. Of course you can resist and try to take on a town full of werewolves! Around the lands are rumours and the townsfolk act srtange when you mention it. Scouting around the town at night, you stumble across a pack of werecubs causing miscief outside the town. This gives you an avenue to question some of the townsfolk. You can then offer to rid them of the curse, or decide that they must all be destroyed.

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@ tracic:

Yeah i know what you mean, but your suggestion sounded to me like there is no day/night in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> and want to have it integrated because it would go allong well with the werewolf thingy.

And yes, most RPGs differ between day and night which <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> doesnt, eg Morrowind, Fallout, Baldur's Gate...


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This could make for a good quest. The town gates are closed at night and a strict curfew is imposed between dusk and dawn. If you are in the town at dusk, you are forced to the town inn where you are locked up until dawn. Of course you can resist and try to take on a town full of werewolves! Around the lands are rumours and the townsfolk act srtange when you mention it. Scouting around the town at night, you stumble across a pack of werecubs causing miscief outside the town. This gives you an avenue to question some of the townsfolk. You can then offer to rid them of the curse, or decide that they must all be destroyed.


tis a good one i say! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> nice thinking HandEFood


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Hand has got a geat idea there!!

Seriously the programmers must at least consider this idea!!

About the dusk thing. I think that before the game changes into day/night,there should be a 20 second warning,like the birds chirping or a rooster crowing,that way, the person would know at what exact time to enter or not.


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In Divine Divinity, there was a red sunset/sunrise which lasted a while.

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Really now thats interesting,i didnt seem to notice that.

Ok to expand on this werewolf thing,i say that to the right of Fui nimble, there is a river,where two elves who draw a brigde in the day which connects the forest the other part of the forest,i.e the place where the werewolves are.

In the surrounding woodland you have werewolves wandering around.

[color:"red"] I have said that werewolves should be really a challenge and so each werewolf(ww) should have around 2000 hitpoints and a level of around 48. [/color]

The good thing about them though,is that no more than 2 wolves would be able to fight you at a time even though there may be a few lurking around. Say its a kind of honour thing among ww. No ww will attack a "prey" if another 2 are doing so.Also they have terrible eyesight and since "smell" isnt a factor in dd it would work out pretty good. WW earing is rubbish cause of the constant wax....

Now nearby you find a safe heaven (a kind of fort) if you will where a couple of the inhabitants whom are trying to reverse the curse. These inhabitants say inhale a particular drug which prevents them from morphing into ww. However their supply wont last forever and they are not strong enough to venture into the ww forthold.
They say that the elves guard the brigde,making sure that no ww ventures into the elf world but the elves themselves are not strong enough to take the wolves on their own.
They also say that they suspect black magic,that somehow an old relic has been read out which grants the reader protection by transforming others around him into ww whom guard him.
They say the relic was placed in a tomb of a black wizard whom tried and failed to read the relic properly.

So they need a hero to venture into the mansion and find out who has the relic and read the second part of the relic which would reverse the spell.
The sneaky part is the person who read the relic isnt known yet(i.e you dont find out who read the relic). Lets say that he used this "relic thing" to gain extra time to do something else to spite our hero/ines.

That would basically be the quest.

I have a few more ideas about the controls of the dd game which i think would be really cool but im going to do that tommorrow.

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terrible eyesight and since "smell" isnt a factor in dd it would work out pretty good. WW earing is rubbish cause of the constant wax....


I like the idea of the quest.

As for my quote, Wearwolfs are very good with hearing, Iv spent much time reading about them and i know that sight,smell,hearing is what they are mostly depended on. just make them seperat from one another so you dont have more then 2-3 attacking you.




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Really now thats interesting,i didnt seem to notice that.

The dawn/dusk effect can sometimes be gained/lost by re-installing the game or by installing a patch.
Edit the '..\Divine Divinity\Run\config.lcl' file in notepad (or any other text editor), add the line "splotchproblem 0" to the end, hit enter (the game expects the last line to be blank) and save. When you start Divinity and load a save, the dawn/dusk effect should be restored.

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