Larian Banner: Baldur's Gate Patch 9
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lego Offline OP
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firstly, i would like to say how much i liked this game. there were/are many reasons for this, but i’d have to say the primary was the non-linear approach. designing the game this way allows us to play it within our comfort zones. some will race through, from quest to quest, others will go about it in a more section by section manner. all are right. please, please, please keep this in the future.
**the quests were outstanding, both in number and quality. and while there were some longer, more involved ones, there were also the quick, easily dispatched ones. this combination of styles allows the gamer to feel as though he’s accomplishing something (the excitement factor), while keeping him focused on the longer-term goals (quests). these smaller ‘rewards’ work quite well at keeping our interest, while propelling the story and quest-line along.
**i love the charms.
**please keep the % to be hit AS WELL as the armor class (i don’t want to be hit, but if i am, i wish to take the least amount damage possible).
**loved the whole combining thing for potions, honey, etc. well done.
**i really like the amount of ‘no-use’ items in the game. this keeps your focus away from simply looking for that which hi-lights.

following are just some things I’ve thought about since and during my play-through.
many have probably been brought up before – possibly all of them. sorry for that.
i also understand that people will disagree with some or even all of what i’m about to say/propose. this is quite all right. hopefully it will create dialog that will be listened to and perhaps implemented.
it appears the larian people actually pay attention through this forum. we (the gamers) have a relatively unique opportunity to help create the next incarnation of this game.
let me also preemptively apologize for the length of this post!!

**potions should only work one at a time. this should NOT happen - stacked strength potions
**no combining of same-type spells (bless and greater bless, for example). a bless should raise attributes, but then an additional strength bonus should not be given for drinking a potion. only the greater benefit of the two should take place. (so…let’s say a str. potion raises you 7 str. while a bless raises you only 3. you drink the potion and throw the bless, but only the 7 str. points from the potion take effect, while the bless helps your other attributes).
**rotating camera with mousewheel zoom.
**voice over for multi-player use.
**Not-so-easy to break quests along main storyline. breakable quests would be great as side quests (time, order or action dependant). this would also be a great place for some tougher riddles.
**stores that offer unusual (rare?) items for large sums of gold.
**Instant attack when in melee. Shouldn’t have to click each individual surrounding you. Should also auto attack anything hitting you (you can always click out of it).
**multi-part weapons (example – hilt, blade and guard of sword in different places)
**mana recharge items or skill.
**full keyboard control, not just the function (‘F’) keys.
**More items to combine.
**more riddles.

in multi-party play i would like to see a 'shared' inventory...but i realize that would be nearly impossible to implement.
**so i would opt for a button. this would be right after making the choice for multi-player and it would allow a 'sharing' of money. a real time, running, 'pooling' total if you will.
one of the only people i've truly enjoyed multi-play gaming (rpg) with is my brother. for this very simple reason. we have similar styles and ideals of play, therefore we've always done everything VERY co-operatively. we've always shared all resources (weapons, armor, spells, gold, experience, magical 'specials', etc.). this way neither of us has ever been but a slight bit ahead of the other in terms of power (armor and weapons) or experience. sadly, my experience with nearly all other multi-player situations was where it soon degenerated into a 'race' to not only see who could kill the next monster, but also be the one to pick up the loot. for me, this is VERY unsatisfying. with this button implementation, even if someone picked up an expensive (non-usable) item and sold it, it would immediately benefit each party member (the gold going into a party 'pool'). perhaps there should even be a 'split' button so that at any given time, all session resources would be divided between the players. this would also allow one player to leave with (let's say you’re playing 2 person) half the gold acquired to that point. and at which time, let's say 2 other people join in and a 'fresh' pooling of collected gold begins, divisible in thirds.
again, this would only be a checkable option.

personally, i really like the minimal attributes in DD.
i know that one of the biggest problems i had with Diablo II was the fact i far too quickly became untouchable. i was playing an amazon archer (surprise?!?) with nice hit points, armor, etc. but what made her unbeatable was that she had multi-shot (whatever it was called there) where she shot (what?) 15 arrows, EACH one doing hit point steal and a mana drain (it took mana to shoot the arrows). because of this, i was able to finish the last 1/3 (or more) of the game without EVER having to drink a single potion. things changed in the expansion, but not enough. i was BORED. and yes, the absolutely linear nature of the game was not thrilling either.
i’ve also played plenty of games where the characteristics (attributes) are substantially more and that does NOT necessarily translate into a better game.
on the one hand, it’s nice to create a ‘unique’ character (easier with more attributes), but on the other, the game creators are then forced to up the ante on magic items and ability modifiers to keep the game balanced. this would be great if they were designing a game for each of us individually, but these games are created for a mass market. just reading the forums you can see how some people have difficulties in areas where others do not, and vice-a-versa.
when too many points are available for the variables (attributes) we all end up with clones for characters anyway. everyone has a full skill tree. the only thing making us different is how we use the skills. this is really not creating a unique character as much as it is choosing a unique style of play. more is not always better.
and i think as is obvious by the way the forum members regard freezing and poison, that MOST really don’t wish the game to be too easy.
yes, we want to complete it. but we also wish a challenge.
**so…what I would propose to allow for a more unique character is to actually award far LESS skill points and make a couple things (skills) path specific.
i would opt to continue having books available that add to your skills, this is a great use for gold. i would also continue to have items that have skills attached…just not so many skills, and a bit more unusual.
i would also say that a skill point should be awarded 1 per every 3 levels gained (at the MOST 1 for every 2 levels gained), not 1 (or sometimes 2!) per each level. i’m aware that i’ll play differently than (most) anyone else, we all do – but I truly doubt i had any use for more than 45 skill points in the entire game (though I had well over 100). this would allow the individual to create a unique character…and also set them on a more specified path. skill points would have meaning. and value. but they’d also create a character in the individual’s image. specialization.

along these lines, i’d also like to see another reason for intelligence.
strength determines carry weight AND damage (handheld)
agility determines % chance to hit AND be hit
constitution determines hit points AND stamina
intelligence determines only mana.
**intelligence should account for more. something else of value.
i’d like to see ALL the attributes determine more, in fact.
perhaps intelligence could also determine % ability to ‘learn’ a spell (skill).
why not at a certain level of intelligence (say 50) have ‘lore’ kick in? and one point for every 10 intelligence points above 50? (60 = 2 pts or levels, etc.)
this would get rid of the skill identification. those with lesser intelligence must pay for an ID.
if there were familiars, your intelligence could dictate the ‘level’ of familiar you were able to choose/call.
why not have bow damage increase due to dexterity (agility) at a high enough level? at 80 or 100, you’ve now got a greater chance of hitting a specific spot – thus doing more damage.
this is the same as is already done for strength. the higher the attribute, the greater chance of slicing through an opponent.
dexterity could also contribute to lockpicking. without a high enough dexterity, you’ll not have the manual ability to lockpick the high-end locks.
constitution increases would contribute not only to the limiting of damage you receive by poison (etc), but also to the duration of effect. the higher the constitution, the less damage and shorter the duration.
i’d much prefer to see this type structure over having the 6 or 7 affected skills in the skill tree.
this gives A LOT more meaning to your choices of where to put your attribute and skill points. thus creating a unique character to go along with your unique playing style.

**i’d like to see stamina (or yet another ability, also potion driven) be the primary drain for archers and thieves. if you think on it, a lot of what is being done – picking locks, remaining motionless, firing multiple arrows at once would require precision. clarity would come greatly into play. if a thief hides in shadow, his stamina should actually go down, not recharge. this hiding (or hitting with multiple arrows) would depend on the characters ability to focus – clarity. my archer can’t just fire away (without being hit) as the handheld weapon bad guys approach and then run…she/he should definitely have lost some of her focus and now be a bit fatigued and easier to hit by these approaching bad guys.
besides, the warrior relies (mostly) on hit points (vitality) to bash it out successfully in hand-to-hand. the wizard relies on a mana pool to charge his/her spells. what (real) cost for the archer or thief?
yes, splitting arrows uses mana to fire…but I probably have plenty, and if the enemy gets too close, I run away. make it so my weapon choice also has a consequence for my (potential) survival.
and in all honesty, I think clarity (focus, stamina, whatever) is far more in tune with what would be actually required to pick a lock or fire multiple arrows.

**in all truth, even though i’ve asked for mana recharge above, i’d just as soon see no mana or health recharge skill at all. make us deal with our resources. don’t make it too easy.
if you want to have mana drain or health drain weapons, make it so they continue to do damage after the initial hit…they just don’t transfer the points to the weapon wielder.

that’s it for now. thanks for listening. thanks for the game. thanks for staying awake.
lego

Last edited by lego; 05/12/03 11:21 PM.
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"i’d like to see ALL the attributes determine more, in fact."

That may be the case in Riftrunner. One of the peeks of the week mentioned the possibility of the Polymorph spell backfiring (changing something into a stronger monster) if the caster was not experienced enough. That may mean nothing (like the warnings of healing potions becoming addictive in Divinity), or it could mean spell results are effected by intelligence (or possibly character level or number of times the spell is used, etc).

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Quote
One of the peeks of the week mentioned the possibility of the Polymorph spell backfiring (changing something into a stronger monster) if the caster was not experienced enough.


Mmm <img src="/ubbthreads/images/graemlins/think.gif" alt="" />
what if you polymorph an enemy into an even bigger monster?
would you get also the bigger amount of experiance if you kill it?
that would be nice


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Probably, after all it's a more difficult fight. Also realise that you're going to use three times as many resources then if you encountered it naturally later in the game.

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lego, after reading your whole post (albiet quickly), I cannot disagree with any point you've made!

Stores did have some rare weapons (rarely, though <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />). You wouldn't want them to have too rarer stuff or it would make adventuring less rewarding.

Perhaps with the potions, they can start poisoning you after drinking more than one (overdose). Interestingly, Poison Resistance could allow you to drink more potions... Also, I feel that healing/mana potions should have limits, like food. It would be a higher limit than food as they are magical substances and only liquids, but none the less, it isn't really rewarding to win combat by consuming 152 healing potions. Also, I think all potions should replenish you by a percentage and not a flat number. I didn't purchase any Constitution points until the late level 20s because the innumerous Small Healing Potions were sufficient to keep me healthy without wastage.

With the multiplayer aspect, I think that there already is a combined inventory in RiftRunner (not technially multiplayer). The only thing with this idea is that the party would have to play the same game throughout unless there's a suitable party splitting system. Perhaps a trading window could appear with each item valued. The splitting member would be given a credit amount - their fair share of the loot - and could take goods and coins up to that amount. The rest of the party (or perhaps 60% vote) would have to agree on the split. This may become relevent in Divine Divinity 2.

I really like your ideas. Keep them coming!

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Everyone has such great suggestions, I'll just roll under my rock.

Speaking of a rock, that's what I believe in! I am a true adventurer that loves action more than just clicking on everything on your screen. It's already been brought up in other posts that you should still keep the world alive with so much interactivity. That's right, your game has so many items that can be moved around, no one really knows what to expect. I think you should keep it that way and have alot of hidden secrets.

The reward of finding something extra is a treasure in itself. <img src="/ubbthreads/images/graemlins/party.gif" alt="" />

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thanks for the nice comments people!
hande - i also see the logistical problem with a 'party' inventory idea...especially if the game will/does have unique or quest related items.
this is why i would be happy with even just the money splitting idea.
also, i have to agree with how you proceeded with the potions. smalls were sufficient for quite some time, then large restores took over as they replenished the entire health/mana bar.

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I disagree that there should be time sensitive quests.. I love being able to take my time... I don't like feeling pressured... Especially when there are always tons of quests to do at any time...

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"I disagree that there should be time sensitive quests.. I love being able to take my time... I don't like feeling pressured... Especially when there are always tons of quests to do at any time... "

for the most part, i agree with you.
for me, the non-linear flow of the game was (probably) it's most attractive feature.
however, i also don't mind action or time dependant quests, as one of my favorite aspects of any rpg is keeping 'order' for myself. my guess is that this arose from initially playing text-only computer games (zork, etc.) where organization was paramount.
the key is to have enough 'choices' on where to go/what to do so that these 'puzzles' become part of the challenge.
and of course, this would be exactly what reload is handy for. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
the trick for me (in a rpg) is keeping my interest. by having a lot going on, and requiring me to organize/prioritize, a game keeps my focus and attention.
one of the LEAST favorite aspects of a game is when it contains riddles and the only (real) option available is of course the correct answer (example, treasue room in DD). no - make me think!
of course, this isn't going to appeal to everyone (and some younger people may not have the ability with certain things), so that is why these would only exist in a small quantity, and only constitute side, unimportant quests. the point of course being not to exclude anyone so much as to include even those who request/require greater difficulty in challenges.
keep in mind, that these people (who really like the challenge) should ALSO not be excluded from having a great game.
does this make sense?

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I wouldn't a mind a timed quest, have one that is either quite strict, or have several that are very generous. Too often in RPGs we are told to "hurry before the bad guy takes over the world" and then we cruise down to the mall and buy some stuff, check out the local hotties, rescue some captured merchants, get a cat out of a tree, and then cover the land with a fine tooth comb looting before we even reach the bad guy's hideout. In the mean time the bad guy has sat on his bum and only remembered that he was meant to be taking over the world five minutes before you arrived.

I'd rather have a generous time limit, (for example, one real hour to get from Aleroth to the Blue Boar Inn (near the farmlands)) so that you do have a chance to explore and prepare, but not so much that you can simply abuse the storyline. This would only be for key quests and, at the developer's descression, you may be able to go back over the ground you covered to finish off looting. But while the quest is active, you have to manage your time and resources as opposed to reaping every possible benefit.


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