Darkness is a problem in Divine Divinity. We have to change our brightness from 20 to 50 when the lights go out. It is good for realism, but perhaps they should include only a slightly darkened background and decrease your Sight ability to compensate. You could also get "sight-areas" near torches where you can also see monsters in the dark (because it's not dark there).
I will always fondly remember the "Helm of Light" from Ultima VII: Serpent Isle. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
"play evil" (whatever that means....considering my character massacred everything that moved outside of the boundaries of Rivertown and Verdis (sp?), and some inside, I thought my character was pretty badass....)
What they mean is that people react to your character being evil. "I realise you've killed every human you've ever looked at, but we'd like you to take this magnificent sword as a reward for...
Eargh! Let go of my neck!" People want evil missions. As stated in the interviews for
RiftRunner, "evil characters won't be given a kinder-garden job".
I see your point. Although if someone was intelligently evil, they would find the means to conceal their activities. This was the major problem I had with the reputation system in BGII. Snuff out the life of an innocent when no one is watching, how can that affect your party's reputation? <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> I just find it problematic that sometimes people tend to carve moral dimensions in RPGs into "good and evil" in very simplisitic ways, which doesn't take into account that not only "good hearted folks" are capable of manifesting a nice or "kind" outward appearance. Although I do feel that something along the lines of Fallout implements a fairly good system of multiple moral choices. What do you think? (assuming you have played Fallout or the sequal)
Most welcome. Welcome to the forums!
Thanks again <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />