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Joined: Dec 2014
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I have to agree with Baard on this, a randomized +XYZ skill % range, damage etc... would be awesome. As little as +1-5% damage on X skill, stack enough of them and you can have a specific skill / skilltree changes to have this unique feeling and sense of accomplishment of hoarding these items.

It would also bring more interest into putting points into lucky charm and looting all these random boxes to maybe find that extra piece of armor you're missing with % skill you want.

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Originally Posted by Fluffington
Valid point. Gear right now are just stat sticks. You don't even have interesting looking armor to look forward to. It's all bound to the racial sub-types and we only have the 4/5 types: Plate, Scale, Leather, Cloth, Mail.

Originally Posted by GrumpyMcGrump
In an unrelated (or perhaps very related) note, I do find that the limited selection of item appearance is jarring to say the least, as someone has already pointed out. Wearing the same outfit over and over and over gets pretty tiring, pretty quickly. Yes, I'm looking at you, leather armor brothers, you all look the same! While the RNG should indeed be improved, let's not forget that a little more variety in models would also be a godsend.

Same here. I like lots of variety with that sort of thing and I'm a bit meh with the same handful of armour types in assorted unpleasant colours. Even once the ones we see in the CC become available, there's still not that many choices.

Okay, in theory we can create our own (well, in reality: I've succeeded in adding some stuff; or perhaps more to the point, replacing it: adding more variety may well be more tricky) but it would be nice if a bit more choice was there to begin with.

If The Sims can have lots out outfits, D:OS II can too.


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Originally Posted by GrumpyMcGrump
In an unrelated (or perhaps very related) note, I do find that the limited selection of item appearance is jarring to say the least, as someone has already pointed out. Wearing the same outfit over and over and over gets pretty tiring, pretty quickly. Yes, I'm looking at you, leather armor brothers, you all look the same! While the RNG should indeed be improved, let's not forget that a little more variety in models would also be a godsend.


I agree, but we do have to keep in mind that since each race is radically different and has a similarly different body shape it will take a lot of time and resources just to add one alternate armor set for each race. We're talking four times the labor for each armor style they add over your typical game. This is one of the main reasons why so few games add many, if any, monster races. I'm personally glad they did it and am willing to put up with a more limited aesthetic as a consequence.

Oh...... I actually just thought about it and adding one new armor style would actually be twelve times as much work as normal. One for each race multiplied by the number of armor types........... Yeah, I don't think we can expect much more on that front. frown

Last edited by Kilroy512512; 24/10/16 08:03 PM.

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Originally Posted by Kilroy512512
Originally Posted by GrumpyMcGrump
In an unrelated (or perhaps very related) note, I do find that the limited selection of item appearance is jarring to say the least, as someone has already pointed out. Wearing the same outfit over and over and over gets pretty tiring, pretty quickly. Yes, I'm looking at you, leather armor brothers, you all look the same! While the RNG should indeed be improved, let's not forget that a little more variety in models would also be a godsend.


I agree, but we do have to keep in mind that since each race is radically different and has a similarly different body shape it will take a lot of time and resources just to add one alternate armor set for each race. We're talking four times the labor for each armor style they add over your typical game. This is one of the main reasons why so few games add many, if any, monster races. I'm personally glad they did it and am willing to put up with a more limited aesthetic as a consequence.

Oh...... I actually just thought about it and adding one new armor style would actually be twelve times as much work as normal. One for each race multiplied by the number of armor types........... Yeah, I don't think we can expect much more on that front. frown


It doesn't have to be all or nothing. Certain games (Guild Wars 2 comes to mind) have some armors that are cultural/change depending on race/are only available to one race or another, while others are the exact same thing aesthetically, just conforming to the individual shape.

Which makes sense to me. All the races, even the lizards, are humanoid; there's nothing wrong with some generic armor that can be worn by anyone. It adds realism if anything; even if elves are known for an organic/nature type of aesthetic in that clothes and armor, not EVERY ELF in existence is going to wear elf armor. Some might just wear normal ass metal plate.

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Some observations after beating the game and also looking in the code some more. Obviously a lot is subject to change, but I don't know what will change and what won't, so I can only offer my feedback on everything:

Double immunities on epics seem like it could get out of hand fast. I saw knockdown and cripple immunity, and mute and fear immunity, and other thematic combinations. I thought they should've maybe ditched immunities entirely, but now they're handing them out even more, even earlier in the game. Immunities are obviously very nice, but aren't very interesting. I suppose something like "Immune to burning" could make you play more aggresively with fire, but Immune to knockdown doesn't seem like it would change your strategy all that much (except allies could use knockdown grenades on you or something).

I saw Chilled Contact on a level 6 green armor piece. I thought that was neat that could appear on a green, but I'm still not quite sure if Chilled on Contact means 100% to chill when enemies hit you or what. I think percentages of chance to chill would help here, and would also make more leeway for more powerful effects (e.g., 5% chance to charm when struck).

Looking at the code, I saw they reduce the boost type of certain +skills on items from large to normal at level 11. This means +skills (e.g., the ability to cast flaming daggers) could appear on green items (I think), or on legendaries with other very powerful effects as well. I'm not entirely sure if +skills should appear on uncommons, but I suppose it could make finding greens with good skills exciting later in the game.

I'm still not a fan of lucky charm appearing on loot, especially now that lucky charm is pretty good. It encourages swapping out gear just to loot boxes too much, which is tedious. I also wish lucky charm would apply to nearby allies, so there'd be less of a need for a "designated looter." Finally, it doesn't seem like lucky charm is applied to bodies (at least, ones from fallen enemies in combat). That'd be nice, rather than just using lucky charm on random crates.

I'm often confused whether armor adds vitality, or is improving the vitality skills. Same with armor and magic armor skills/stats. It seems like sometimes armor has stats like "+2 magic armor," which only adds 2 to your armor, which seems really low for a raw value, but maybe it's actually adding to the skill since the percentages are so low too.

Often rares (blues) seem like they only have one stat on them (like +3 intelligence). I often can't tell if weapons or armor have a higher base damage as a magical modifier, or there's only one modifier on the item.

As far as limited visuals go, I expect that to improve over time, but I also get if the model variety is somewhat limited given the number of races. I think the easiest way to add visual variety would be to add a LOT of color dyes that you can find and buy or appear on armors based on their attributes, and hopefully aren't too garish, so you could customize how you look somewhat even if there isn't a lot of model variety.



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