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#361792 14/04/09 04:34 PM
Joined: Aug 2008
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HI, I just read a topic in which Raze said that "D2:ED has no mouse cursor during combat or moving around, just when the inventory is opened"; I don' t how work this but no mouse in exploration mode seems really a "console semplification"...that not allow us to exploring environment without move the PG (in DD we can explor for example a room only scrolling the mouse cursor)..., not to do flame, but how does work exploration system?

-Lynn said that there is no durability weapons in D2:ED, but it was very useful in DD because (as suggested in the game during loading) it was a method to give money to merchants and promote trade...: wasn' t it an error to delete "durability system" from D2:ED?

Thx wink

Last edited by juanpablo87; 14/04/09 04:36 PM.
Joined: May 2003
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I hope that instead of a mouse cursor there will be a "dot" or some kind of aiming graphic that you can use to interact with objects, characters and the environment. This may not be the case - anyways to me it's all inferior to using the mouse cursor.

Hopefully there will be other ways to promote trade with merchants - like identifying items. Dunno.

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I'm glad that I won't have to fix weapons all the time, and I like to think that my sword is unbreakable.

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Erm, if there's no cursor during combat, then how would combat work then? Something like you use keyboard to select a spell/combat thingy and then "select" the monster with your arrow keys?

Joined: Mar 2003
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IIRC Lar said the PC and XBox interfaces were fairly different. I don't think the 'no mouse cursor' was a result of there being a console version, but of trying to come up with a movement and combat system that was fairly consistent across a walking slayer and flying dragon. They said they tried a bunch of stuff out, and found that using the keyboard for movement and mouse for camera control worked best.

Stuff you can interact with may be highlighted, or something, when you are close enough and/or facing it. Lack of a mouse cursor would probably tend to limit world interaction, though.

For combat I would guess there is an auto-targeting system (to select the closest opponent directly in front of you), with key or mouse controls to cycle through the available targets, or to select more directly.


In DD I always repaired stuff (when required) myself before trading with merchants, to get the best price. However, after the beginning of the game this became more of a chore than a feature (not tedious, or anything, just not particularly fun if you have a chest filled with damaged equipment).

As for the roleplaying element of whether your character will repair or bring damaged equipment to a trader or blacksmith, it wasn't really that big of a deal in DD or BD. Every so many hours you could either take a time out to go pay someone to repair, or switch skills and click a couple times. It just wasn't required that much to make a big difference in gameplay.

If durability was going to be included it would have to be elaborate enough to justify the extra development resources and calculation time during combat. IMNSHO there would need to be fairly large differences in durability between different weapons, easily breakable weapons that work great on some types of creatures and/or certain creatures that adversely effect certain weapons (a hard shelled creature could damage edged weapons easily, while something that secretes an acidic slime could quickly damage any type of melee weapon).
If durability is not going to influence what weapons you can use in certain situations, then it is kind of a useless stat.

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I still vote against the flying question marks and against those stupid little red arrows floating over the heads of the people !


When you find a big kettle of crazy, it's best not to stir it.
--Dilbert cartoon

"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch

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