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#294322 13/07/05 04:13 PM
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Hadcore mode??? How many modes are there???

#294323 14/07/05 06:53 AM
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I agree with Morbo, no Starforce. use Steam or sth, but no SF.


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#294324 14/07/05 01:23 PM
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NO!
No Steam!
What about people, who don't have a i-connection with their game-machine (or even no i-connection in general) ??
I hate it to be forced to connect me with internet and pay additonal EUR and waste time with my 56k-modem, only to run up a programm, which I've paid for.
There's no reason to accept additional costs!

Starforce isn't fine too, but most of the time I had no problems.


Now to another important point, which makes for me the decision to buy or not:

[color:"red"]Movement only via mouse-click![/color]
Every usage of the arrow-keys is no innovation but a torture and - imho - with no deeper sense.

When I try to chill I want to play a game without having stress with the direction of my walk.
Of course I have no problem to use all kind of (F-)keys for herbs, potions and/or other abilities, but not for movement or picking up things!!

I prefer the good old Iso-perspective in which it's possible to set the direction of movement with only one mouse-click!

I'm not generally against innovations and for example a turnable camera is usefull in special moments and opens some additonal possibilities in game design, maybe, but that needn't .... no, must not end in a spasm while I try to find the right direction. Not to mention it's more relaxed to play with the mouse und add the keyboard only for more complex choices.

A free camera is a good thing, as long it's possible to fix and save a iso-perspektive. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

This two points are the most important ones for me, I'd say.


Action habe ich genug! Laßt mich in Ruhe vor mich hin latschen und rätseln!
#294325 14/07/05 09:42 PM
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Make <img src="/ubbthreads/images/graemlins/div.gif" alt="" />² mod friendly. Like it or not morrowind is very popular amongst modders (I believe 3 Ultima clans are using the morowind engine for there games(U-IX: Redemption,U-X: The New King, )). Now that is a also a reason why morrowind sold so wels since you needed morrowinfd to play those mods same goes for dungeon siege.

So I am not asking that Larian spend it costly time to create tools for modders (altough the dev would use those tools too) But little things like beeing able to change the skin of a person with the help of 3ds max (a convertor from 3ds files to game or something), adding new objects, changing stats of objects ... . Please do not make it mod hostile. Some where in between will be just fine. mod hostile < <img src="/ubbthreads/images/graemlins/div.gif" alt="" />² > mod friendly.


Not in the mood for cheese?
That excuse has more holes than a slice this fine Gorgombert!
#294326 04/08/05 03:36 PM
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One thing which has been bothering me......how come my chaacter...be it in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> or <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> cannot sit down...or we cant see him sleeping nor climb a ladder.

I mean to add realism to the game...if our charater left clicks on a chair he sits down...and since i say so he will replenish stamina/mana at a certain rate.
I feel sorry for my chaacter who always stands all the time <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />

When sitting down the character can still browse inventory etc. Also if you are in a tavern and you drink out of your own private drink...the bartender threatens to throw you out.

"If you are going to spend company and time here the least you can do is order something!!!"

Then an option for trading opens up and you complete the trasaction. Of course you can barter before sitting down.

Also it would be nice to see your charater raising his glass/bottle to his lips when drinking. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

To stand up again you merely point to the floor and the character will move towards that particular point.

#294327 07/08/05 02:52 PM
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Oh yes unlike others i do think that the complex skill system in <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> can work for weapons/shields.

I dont think this can be used in the case of magic becuase you could send 20 skill points on say a fireball but what happens if the creature happens to be resistant to fire.

No problem you can invest another 20 points in say a lightening bolt....oh dear what if the monster is resistant to both...in the words of the Americans...your screwed!!!!

So it makes sense to have the original 5 point <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> system.
It may not be fair in terms of the freedom of choice...so make offensive spells more powerful.

Also <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> 2 could have a few more assassin skills/druid or bard skills.
Oh yes Bard skills....like singing/entertaining/storytelling...or basically write your own story which you will narrate in front of people...oh yes every time you use this skill you need to write your own stories/poems..in return you will gain reputation or money. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

#294328 17/08/05 05:34 PM
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I hate it to be forced to connect me with internet and pay additonal EUR and waste time with my 56k-modem, only to run up a programm, which I've paid for.


Exactly. I can only stress that. I don't like steam. I'd prefer Starforce over that.


By the way, I've found a neat copy protection in King's Quest VI (which I installed yesterday or the day before). <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

There are riddles in the game which can only be solved by using symbols from a "Guide to the Green Isles" which came with the game ... <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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
#294329 18/08/05 01:20 PM
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Oh yes heres on for the theives/assassins amongst you.

I think that the divinity 5 skill suystem works well for traps and so i am going to add two more traps in addition to the three in <img src="/ubbthreads/images/graemlins/div.gif" alt="" />

1) Leg breaker....once you place this trap and the enemy walks into it..he suffers some damage and also begins to walk at a slower rate...so you can throw stuff at him.
Increasing in this skill enables more damage and a slower walk rate.
You need a bear trap for this to work.

2) Hanging man- you need to be in a dungeon or inside a house or in a forest for this to work.
Basically you place the trap and then when the enemy walks into it he finds himslef hung upside down for a peroid of time.
You need rope for this to work

This enables two things...1 would be to attack him..the other would be to loot him!!!! <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />

By the way...enemies can spot traps and disarm them or destroy them...well some can <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


#294330 19/08/05 01:39 PM
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i got another 2:
taunt= lurking enemies towards you or any other friendly creature.
higher level means that the effect lurks more powerfull monsters and increasign range of lurking.
MANAREGENERATION= i would love this ski!ll. just the same as the survivorskill survivor instinct but for your mana!


#294331 19/08/05 01:52 PM
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Ok heres a druid skill...

Assume that in Divinity there are places were you find a herd of animals.
Now most animals have thier own reputation towards you.

Using the 5 point skill system in divnity...each time you invest in the skill you gain two benefits.

1) the animals attitude changes towards you for the better(passive skill) and

2) you can persuade one(then one more after each skill you get) such animal to follow you.(active skill)

Obviously you would "recruit" such animals from the above places..it doesnt follow from other games that a bear just happens to be summoned from anywhere.

Of course if you kill all members of a herd then you wont be able to recriut these particular creatures. The theory being that these animals are in a constant number.....becuase assume that some animals die and new ones are born.
If you recriut all animals then again they will simply dissappear so be sure that at least 1 animal is there.

Of course if you happen to solve a quest which the npc has some animal then he may allow you to have an animal free of charge..that farmer imp guy in act 2 of <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" />.

If you dont have this skill naturually these animals might attack you.

Being a druid its your skill to get better at taming more and more wild animals.

#294332 03/10/05 08:46 PM
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Heres another one.

Someone mentioned armour..which got me thinking....there sould be 5 types of armour...robes,light armour,medium armour,tough armour and heavy armour.

When you wear all types of armour as in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> if you wear too much you cant run.

To expand on this idea the total of your weight(armoour) will fall into 5 categories...
fleetfoot/fastfoot/normal/slowfoot/snailfoot.

After your wieght reaches snailfoot you wont be able to run.

The others will determine a what rate your stamina replenshes...its hardly logical that if you wear heavy armour that you can run for long periods.

Also mages sould be able to wear mage robes in the game..you dont need to have any particlar stregnth but you do need a particlar mana amount.

Mage armour does not offer alot of protection but it may help you learn some spells/skills and more likely then not have some resistances.

#294333 15/10/05 03:49 PM
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Well about the trophy page...
It would be interesting to know more about the creatures which are killed.

E,g Skeleton..you see a pic of him then underneath:-

Behaviour:
They usually mind their own business but will attack you if they can sense you.They may follow you for a while until they lose track of you. They always obey the command of the necromancer.

Lore:
Skeletons are the walking bones of a deceased human being.

Location: Random in the land but always near a necromancer.

Now i argue that we can still have the skill "know creature" as in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> but the info on the trophies section will reflect the level of the skill learnt in the know creature skill.

E.g if you have no skill points in know creature then you will only see the above 3 notes.

If you have 1 level of know creature then you will see the hitpoints?(or whatever stats are revealed) of the creature in the trophy section.

#294334 15/10/05 08:38 PM
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I didnt exactly agree with your info abt skeletons in the "lore, behaviour and location" thingys, heres my version

behaviour:
They usually mind their own business but will attack you if they can sense you.They may follow you for a while until they lose track of you, this should be quite soon as they have no brains. They often are the minions of a necromancer, so if you see one...be carefull...

location:
Often found at graveyards or near to a necromancer. But practically, you cand find them everywere...
+++eventually a list with places you found them+++

Lore:
skeletons can be the revived bones of a being that still has unfinished bussiness in the world of the living. Or theyre the minions of a necromancer...


>>>stats<<< (based on lvl know creature)

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


#294335 16/10/05 01:16 PM
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Well Larian can use their own versions of what they might constitute the lore,behaviour,and location.

I like the list thing though.

#294336 16/10/05 03:12 PM
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yeah, just had to change it a bit for myself <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> i like it too tragic <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> <img src="/ubbthreads/images/graemlins/xmassmiley.gif" alt="" />


#294337 07/02/06 07:10 PM
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Summoning dolls:

Larian have done a good job of replacing this with the traditional necromancy.

However i think you need a summoning doll skill to be able to use the dolls effectively. Basically a 5 skill system.

But you are able with this skill to create new summoning dolls and change the class of your dolls.

E.g you get a skeleton summoning doll.
When you summon him he may be a fighter.

Say you want an archer. With this skill you place your summoning doll in a cauldron,add water,wait for it to boil and add say an arrow and 1-2 herbs.

You will get a message stating "It has worked"

And you can summon your archer. It is not enough that you have the skill. You need the recipe to change your dolls class.

The recipe can be found in books in a typical summoner,or by trade.

Now you can create your own doll of any monster you find.
With the above skill you can foage the corpse to find a bone.

With the bone and various herbs you can create your own doll.
The recipe for this is the same regardless of what creature you want as your doll.


#294338 08/02/06 09:19 PM
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Larian have done a good job of replacing this with the traditional necromancy.


To me, it was rather like Voodoo. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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
#294339 09/02/06 02:49 PM
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Very true <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

#294340 16/03/06 04:57 PM
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Ok as some of you know i am playing a barbarian character.

It bothers me that as a barbarian we have to learn lockpick..why?

We are barbarians were strong so..why cant we break the door down or bend the bars?
Of course this skill is lockpick for "warriors"

So you have the skill "demolisher" ooooo how macho.

You can demolish doors/bend iron gates/break locked barrels/chests with this skill and leave a great big mess or wood/iron in your wake.

The difference with this and the lockpick skill is that it makes alot of noise so if you you dont want to be surprised by a pack of enemies you may not want to use this skill.
But having said that some select enemies will be alarmed and scared that someone is trying to force their way in so they might nt attack..instead they might flee giving you time to dispatch of others in the nieghbourhood.

If you go down breaking friendly npcs doors you may lose some reputation(of course your not supposed to but who says you cant play the devil <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />)

Second thing: If you get a quest reward from a npc and dont like it you can sell it..but i feel that selling it to the same person is a kind of insult becuase they have given you the gift and your offering them to buy it off you!!

So i feel that if you do so..your rep decreeases in that persons eye's.

But you can sell to to another person.

This wouldnt effect normal trading items

Thrid: I like it when some NPCS move around..i.e the Healers in Aleroth or some appear where they werent there before.
It adds some welcome change to the game.

#294341 16/03/06 06:30 PM
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I like your idea of having skilss that do the same thing but oriented according to class.

wizard: walk trough doors (soft way)
barbarian: walk trough doors (the hard way)
thief: lockpick
...


Not in the mood for cheese?
That excuse has more holes than a slice this fine Gorgombert!
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