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13. Unicorns and other animals as "friends" ("familiars" ?)
14. Passive Skill : Harming Monsters through non-fighting Aura.


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"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Hmm suggestions for DD2... some of these will probably be repeats since I don't feel like reading all the replies

1. Martial Arts/Hand to Hand (bare fist or hand weapons)
2. Dual-wield
3. Katanas... Asian weaponry...
4. The option of using your DD1 character like going from Baldur's Gate 1 to
Baldur's Gate 2
5. Selectable character features... hair color, skin color, etc...
6. Multiple races.
7. Mounts... horses... drakes...
8. As there has been said Hirelings... and if there's mulitplayer... options for player made guilds... maybe a building editor....
9. Craft skills... weapon smithing, armorsmithing, fishing, hunting, trapping, brewing, tailoring, enchanting...
10. Seafaring. Deep Underground Adventure. Cities in the Sky...
11. Familiars.
12. Renaming of equipment.


Hi hellchyldx!

1, 2, 3: I like those ideas. I hope they're in RiftRunner as well.

4: I don't think it will work for either of the coming games. RiftRunner follows a disciple of The Divine One and [/i]Divine Divinity 2[/i] is multiplayer, so we can't have 25 Divine One's running around now. If it weren't for the story, it could be a good idea. The only other problem is the refurbishment of the skills into something more playable.

5: Done!

6: Maybe for Divine Divinity 2. I'd only appreciate it if it has more than a initial effect like the Divine Divinity classes.

7: Maybe. Gets fiddily. But that's just me.

8: Probably already planned in Divine Divinity 2!

9: Can you make them game worthy? Why would I buy these skills over a powerful spell or specialised combat skills? I did like the fact that you could hunt in Divnine Divinity, although it was made a bit redundant given that most of the food ran directly at you.

10: That would be cool. But I do like stories that have a base culture that you can settle into. I enjoy the personal feeling of gettint to know the locals. I don't like things like "Hi, my name's Geoff. I'll be your blacksmith for this town."

11: <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> Excelent idea! Would it be a party member (perhaps too risky) or like a special ability (perhaps too uninvolving)? <img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />

12: I liked how Diablo 2 had that as a reward, as opposed to renaming every last item you find. Although I didn't like the way they did it. It needs personal input, after all, it's a role-player!

This just made me think. With armour sets, it would be fun if the armour you finished the game with appeared as a set in your next game. When you acquire the full set it gains additional properties from your predecessors spirit (or something <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> ).

Good ideas there hellchyldx! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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<img src="/ubbthreads/images/graemlins/alien.gif" alt="" />
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I would just love to see the non-dupable cursor, so as to avoid duping as such.
I'd give a try on some dynamic saving system, like in Diablo2,- I already heard sth like this is in RRR, wonder if this is true. - this would make game saving/loading waaaay much faster. And playable with older, 128MB RAM machines(right now DD is unplayable with 128 DDR and winXP.). I kinda like the idea, dating back to Diablo 1 about leaving items on the floor, and having them untouched by the game, but I would sacrifice this, if game pace would become smoother.
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As far as plot, game menus etc, construction my feelings are almost the same as the ones of the other players:
-self destructing keys, that are not usable anymore(this was DD idea, but - didn't work fully, for some reason, some keys would stay in inv,. forever!!)
-self-organizing menus, like in Throne of Darkness(by Sierra),
-more combining abilities, even cross-section ones, like mixing a potion with a bit of food, an arrow with the rope to make "grab-link" hook, etc..
-learning languages is quite fun thing to do, but there will come some inconsequences here- I haven't seen a single school/kindergarten in DD, why should I see those in RRR or DD2??? - cause the comments on RRR/DD2 already suggest, that player would learn runic language by progressive reading nursery reading in such institutions. This is kinda incompatible with DD.
-I heard you've given up on Random Quest Generator... Don't do that!!! This is the most innovative idea I've heard about! If not in RRR, try to incorporate it in DD2!!! Waaaayy cool!!!
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-Allow books for passive abilities. It actually makes more sense to read/learn/eat passive skills, than active(maybe because passive tend to involve knowledge in practice, and other skills, active ones, involve almost only practice)
-Oh, yeah, and why not make magi schools? Like for some bucks you're able to learn some skills, not via books, but through special menu? I remember, that having seen Rob's propositions in Thieves' test, I had a lot better choice, and - every time I've chosen differently. More such quests, more such 'teachers'.
-Why not more items like Finnigans Lockpicks? like Diablos charms.
-How about more interesting sets? Take Diablo for instance- there are more sets than possibilities to use them, and that makes game very interesting.
-agree with the previous point, why not link characters from DD to DD2? like was already said - BG->BG2 converted smoothly.

BTW: aBOut martial (marital:P) arts: what did you use to beat Burleigh? not fists? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> it's already there, but they might add a leg kick, and some skills to use without any weapon. Oh, and weapon holstery should work not only when starting the dialogue. NPCs are rather likely to react to your bared weapons a bit earlier(LOL).


You will have a gun on you; but are not to use it under any circumstances- it's only to strengthen your authority. (EH)
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*I kinda like the idea, dating back to Diablo 1 about leaving items on the floor, and having them untouched by the game* = Poster: Propheet

You're right, but come to think of it, when you're running around in the game and you found yourself a nice armor you pick it up. Well you just have to imagine that when you leave something on the floor people are going to to the same to you!

<img src="/ubbthreads/images/graemlins/alien.gif" alt="" />


all ppl have the right to act like idiots sometime, but others just abuse that privilege
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In that case, given that the only other beings in the dungoens are monsters, you can find your armour again after defeating another monster. It's a small and worthy price to pay for leaving stuff lying around.

I'll be interested to see how STALKER: Oblivion Lost handles this, with numerous AI players running around as well.

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<img src="/ubbthreads/images/graemlins/alien.gif" alt="" />But do the monsters gain the bonuses that come with this armor, for instance? can they wear it? I'd like to see it come true, like Swen said in the RPGdot interview, that monsters level WILL adhere to the one you have, including the abilities, bonuses and stuff. But, this is an example for the static saving system, not dynamic. If that's what you meant, of course. Because if monster takes the armor, or sth, it won't keep it after reload, just as there will be no that PARTICULAR monster(it too, will be reloaded). My point about items not being manipulated by the game only considered the option of the items being deleted during load/save except for the places like stash and inventory. And I also said, I would actually consider this change as good, as I prefer a faster game pace, even if I am not able to have more items that I could carry/stock.
Anyway, why don't any of other Larians comment on this one???
They still have the time to take our brilliant ideas under consideration :P(almost 3 months!!!).


You will have a gun on you; but are not to use it under any circumstances- it's only to strengthen your authority. (EH)
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Speaking of multiple races; I thought of something. I mentioned this somewhere else in this forum but I'll write about it here too (edited) since this is the suggestions for DD2 thread. Here is the idea: Every race is good at somethething and lack skills at something else. For example, a goblin as a survivor would be able to advance all 5 levels at the skills of a survivor, and would be able to advance say, only 3 levels in wisardry, and 4 in worrior skills. Or a goblin as a wisard would be able to advance 4 levels in survivors skills, 4 in wisardry, and 4 in worrior skills.

Another example: An elf as a survivor; 4 in survivor skills, 4 in worrior skills, and 4 on wisardry. Or An elf wizard: 5 in wizardry, 3 in survivor skills, and 4 in worrior skills. And so on... you get the idea.

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Thoughts, ideas and desires:

(More?) Non-random items.

Perhaps some sets gain (or grant) (extra) magical capacities if all the pieces are worn/wielded.

The Dragon set could, when complete, give you some kind of fire spell, and raise your strength and constitution. (Only while all pieces are worn)

Reactions to impressive appearances:
Some specific items might have a set of comments like... like wow! (Get it?)
And sets too; people in full dragon suits don't come by every day.

If you come riding into town on a white mare, in a beautiful suit of armour, perhaps people could assume you were a knight, simply on appearance.

Perhaps people who don't know you well won't recognize you if you wear a closed helmet.

--

Oh, and correct the settings on offense/defense to 'traits'. I remember having 57 offense: "Since you're not likely to hit anyone..." (I walked through an army of orcs and left loads of loot for the way back. It looks rather amusing, in its own way, when an orc veteran comes charging and the hero doesn't even seem to stop walking, only swings his sword once and fells the beast...)

If DD2 is a continuation of DD, then perhaps the DO (Divine One) would have assembled a new council and ended the hostilities between orcs (and imps) and other races? Make it a bit more obvious that orcs are not evil. Bring foes from a new angle. But thugs could hail from any race, of course.

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I posted this somewhere else but I'll post it here too.

I got another idea for a sequel. How about being able to swim? Havin a skill like that that would allow the character to swim. For example, go into a secret, hard to find underground passageway, or into the sea to Atlantos (or whatever it was that Apolo called it):D.So lets say, the higher the skill level that further and faster the character can swim. Also, into how deep a waters the character would jump into and how long he/she can hold breath would depend on skill level.

Another thing:being able to throw rocks. One way to cross shallow waters would be to throw big rocks and make a passage way (And maybe cause an overflow ). Which would cost stamina as well as require certain amount of strength to pick up and throw certain rocks within a certain amount of distance. This would also be a good way to do some major damage to enemy.

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I think it would be nice if you lernd youre self up in to higher skills (lvl). (like in morrowind) Except mage skills (if you not start liken mage)

And different kind of armors, (Orcs can NOT wear imp armor) and woodelfs can easyer carry skinarmor (ligharmor, they get more def from light than hevyarmor(iron or metall))

And damage of a weapon should be where you hit the monster, in the throat it should die at once. (if you wher injured in one leg you should be limping around,)
You can't run if you have an arrow in you stomach.
It would be fun to snek up from bihind and put a dagger in the back, so the gards dont notice any-thing. (ambushes)

A MUCH bigger world, more citys and if you have noticed the human army is near half of all humans in the DD world (it should be more wifes and children)

One quest should lead to anothers.

Your you should only be abel to see infront of you.


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i don't know if anyone has said this yet but say that you exit the game, the next time you load, all of the mosters come back to life, like in Diablo2. in Divine Divinity you could only get to a certain level. and then you couldn't level up anymore.

but if you have the chance to level up to whatever, then i think the monsters should be harder to beat. more hit points and more strength.


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Don't focus so much on combat <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />. Try to add different solutions to problems (like sneaking past them <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />).

Übereil


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I agree with Ubereil. And i would be good if there were some more books and manuscripts. And the best thing in the game are the humour and the good ideas and that you can interact with most of the things around you... am i right?... <img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />


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Personally i like the fact that when you reach a particular level a new skill may be open to you.

If Larian choose not to pursue that path...maybe if our hero/ine could unlock these skill paths be reading several books.

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A mixture of the Divine and Beyond Divinity styles you mean? (DD: level for new skills + BD: learn new skills.)


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Hmmm yeah..say you have a few basic skills aviaable to you.
Then level up according to <img src="/ubbthreads/images/graemlins/div.gif" alt="" />.

E.g you have say skills for swords,daggers,bows,fireballs and say traders tongue. You level up in these skills only.

To obtain other skills you could say read books...which can be found anywhere.It may be fun like treasure hunt.

Explore a house..you might be able to find a mages building where you can further find books which allow you to invest say freeze,elemental hail or something.

Or after completing a quest your reward might be to unlock another skill(s).

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Yes I see what you mean. That might work, though it would limit the free feeling of Divine Divinity somewhat.


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Returning were as tedious as go o'er.
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Perhaps low levels of most skills could be available from the start, books could teach moderate levels, and to really become powerful in something, you would need to find someone to train you.
How much you could learn on your own might be linked to character stats. A high intelligence character could learn higher levels of mage spells without a teacher, while a high agility character could better learn thief and some combat skills.

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Yes, I like that! Especially the 'finishing' of a skill by means of either a teacher or an attribute your character greatly developed.
I was thinking of the Fighters Guild in Divine Divinity. When you defeat the trainer, that could be the only way of having 5 points in the sword or axe skill. (Now you get boomerang or something.)


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Returning were as tedious as go o'er.
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nice stuff <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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