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#341432 13/12/06 02:09 PM
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I know that this works, but I consider it a bug. After all, what reason should there be that you become visible when attacking a foe the normal way, but remain unseen when swinging at several enemies close by? You can also cast Elemental Strikes at enemies from afar after becoming invisible, and they won't react, but I consider that a bug as well. Making use of it would make me feel I've cheated my way to victory.

FFS is a great spell, but it's my impression that a longer duration (or a lower mana consumption) isn't worth extra skill points if you compare it to the proposed effect increase of a fireball. An increase in the quality of the spell might be necessary, so at level 1 people might have a certain chance of still noticing you because they can hear you or your veil is imperfect. Whether additional effects for Wizard's Sight would be worth more skill points is hard to tell. My point was that if Larian finds it hard to balance spells and to increase certain effects, it would be better to have lower maximum levels for some spells than to have extra levels that aren't really worth the skill points.

#341433 13/12/06 02:36 PM
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I know that this works, but I consider it a bug. After all, what reason should there be that you become visible when attacking a foe the normal way, but remain unseen when swinging at several enemies close by? You can also cast Elemental Strikes at enemies from afar after becoming invisible, and they won't react, but I consider that a bug as well. Making use of it would make me feel I've cheated my way to victory.

FFS is a great spell, but it's my impression that a longer duration (or a lower mana consumption) isn't worth extra skill points if you compare it to the proposed effect increase of a fireball. An increase in the quality of the spell might be necessary, so at level 1 people might have a certain chance of still noticing you because they can hear you or your veil is imperfect. Whether additional effects for Wizard's Sight would be worth more skill points is hard to tell. My point was that if Larian finds it hard to balance spells and to increase certain effects, it would be better to have lower maximum levels for some spells than to have extra levels that aren't really worth the skill points.


And mine was that a spell can often be what you make of it <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> Sometimes a spell that seems to have a very limited use can turn out to be incredibly useful, after all, if just applied in the right way <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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#341434 13/12/06 08:33 PM
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#341435 13/12/06 09:10 PM
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locations where to finish quests should not be displayed on a map or something imo. Things should not be so easy as in Oblivion.

my overall statement: make it Gothic3/Divinity like and me = happy <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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


#341436 13/12/06 09:42 PM
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FFS is a great spell, but it's my impression that a longer duration (or a lower mana consumption) isn't worth extra skill points if you compare it to the proposed effect increase of a fireball. An increase in the quality of the spell might be necessary, so at level 1 people might have a certain chance of still noticing you because they can hear you or your veil is imperfect. Whether additional effects for Wizard's Sight would be worth more skill points is hard to tell. My point was that if Larian finds it hard to balance spells and to increase certain effects, it would be better to have lower maximum levels for some spells than to have extra levels that aren't really worth the skill points.

For the quality of Invisibility to increase, creatures close to you can see your blurred outline. You still gain a hefty defense boost, but can be targetted and attacked. The range creatures can see you within decreases each level. You're never be completely invisible, but medium-to-high levels will stop pesky archers and wizards from hitting you from afar.

I get your point with lowering skill maximums. Each skill level that can be bought must be of equivilent value to other skills. Don't bother offering moot skill levels just because "every skill should have x levels."

#341437 14/12/06 12:04 AM
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locations where to finish quests should not be displayed on a map or something imo. Things should not be so easy as in Oblivion.

my overall statement: make it Gothic3/Divinity like and me = happy <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


I don't have so much time to play... and often a few days between play sessions... so please make it as easy as in Guild Wars or Oblivion. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Where was this stupid quest giver I met two weeks ago? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

At least the quest log should contain all the info you need so you can look it up again later.

#341438 14/12/06 12:42 AM
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locations where to finish quests should not be displayed on a map or something imo. Things should not be so easy as in Oblivion.

my overall statement: make it Gothic3/Divinity like and me = happy <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


I don't have so much time to play... and often a few days between play sessions... so please make it as easy as in Guild Wars or Oblivion. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Where was this stupid quest giver I met two weeks ago? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

At least the quest log should contain all the info you need so you can look it up again later.


Well, imo it shouldn't show us where to finish the quests either, but I have no problem with a quest log containing all the info you got from your quest giver.

I wouldn't want the game to be too much Gothic 3 like, some things in the game were really nice, but some things really weren't (imo).
I guess I couldn't make enough choices to keep me happy.
And the side quests didn't give me the feeling they really were sidequests, It wasn't really possible to just leave the storyline for what it was for a while.
(and since this thread isn't about what I wouldve wanted to see different in gothic 3, I won't go into detail any further)


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#341439 14/12/06 01:27 AM
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Reading that really made me wonder what larian is planning with the game.
Because I really don't know what to expect from it.
Are we gonna get another RPG (with limited character choices) that is actually all about fighting and where imo the fighting is poorly done (=the reason I talked this much about fighting).
The fighting will never be able to keep everyone happy from what I read here.
Or as I said in my first post here, are we gonna get the choice to play a somewhat more peacefull role in the game.(if we don't like the implemented fighting system)
And actually still be able to really play through the game.

I would like to be able to play through the game in different ways:
For example as a diplomat, trader, a powerfull damage dealing mage or a fighter.
Doing quests differently and seeing the world changing accordingly.
I know it would be difficult to make this work but...is this a wishlist or is this a wishlist.


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#341440 14/12/06 04:13 AM
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Lepel...

What you describe is pretty much the first half of Lionheart, which was up to that point the best single-character RPG ever. Then it broke my heart by turning into one long slugfest for the entire second half.

From what I understand, Black Isle had to hurry up and finish it as they were being wound up, but as long as you are in or based around New Barcelona the kind of options you have for your character are second to none. In every encounter you can talk to you have options based on race, stats, abilities, and hosts of other things.

Yeah, there's fighting in the first half too, but it's in no way the main focus of the game.


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#341441 14/12/06 06:28 AM
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[color:"orange"]Hold the button to charge the spell and release to cast it.[/color]

In that case, a simple click should cast the spell a full strength (so you would only have to bother with holding the mouse button down when you wanted to cast something at partial strength).
I'd rather be able to select different versions of the spell for different magnitudes, have some kind of strength slider or use modifier keys when the spell is cast.


[color:"orange"]Proficiency gives players the opportunity to specialise in everything, which is an oxymoron.[/color]

I wasn't thinking of proficiency for determining the strength or level of a skill, just in determining the mage' ability to cast it (and perhaps an influence on accuracy). I mentioned being able to attempt to cast a spell at a higher power than normal, but there could be other factors which could interfere with magic. Noise, light or physical distractions (direct attacks, poisonous mists, extreme weather) could interrupt spell casting or increase spell preparation time. The more familiar a mage was with a spell, the easier it would be to cast out of habit or by reflex (lower preparation time), so the less distractions would hurt.

Perhaps spells learned from a book would have a higher initial chance of misfiring. If you learn from a teacher they can instruct you more closely and make sure you are competent. Perhaps some teachers could offer additional training (at a high cost) in their field of expertise to help you become more proficient. For example, a healer might be able to train you from a novice to a beginner, but you would have to find a master healer (after using healing spells a fair amount) to train further.


For offensive combat spells the proficiency could be based on the experience gained from defeated opponents multiplied by the ration of the damage done by the spell to their total number of hit points. Select trainers could help boost your proficiency, but in general you would have to earn it legitimately. You couldn't become more proficient in a powerful spell by casting it on weak opponents, since they would be giving little or no experience points.


The skill system I'm thinking of would still be based on skill points, so you could still dump a bunch of points into a new skill and have something effective, and wouldn't be penalized if you wanted to switch styles late in the game, from not having used a particular type of spell much before. Adding proficiency (as a lesser effect) allows the skill system to be more realistic and opens up some interesting possibilities, but it is also more complex than either a straight skill point or proficiency system would be.

#341442 14/12/06 08:42 AM
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Where was this stupid quest giver I met two weeks ago? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />


And what did he say ? <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" />

I regard an Journal as essential.

No modern game should be without it, I believe.


When you find a big kettle of crazy, it's best not to stir it.
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#341443 14/12/06 08:47 AM
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Where was this stupid quest giver I met two weeks ago? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />


And what did he say ? <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" />

I regard an Journal as essential.

No modern game should be without it, I believe.


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


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#341444 14/12/06 05:51 PM
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locations where to finish quests should not be displayed on a map or something imo. Things should not be so easy as in Oblivion.

my overall statement: make it Gothic3/Divinity like and me = happy <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


I don't have so much time to play... and often a few days between play sessions... so please make it as easy as in Guild Wars or Oblivion. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Where was this stupid quest giver I met two weeks ago? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

At least the quest log should contain all the info you need so you can look it up again later.


Well, imo it shouldn't show us where to finish the quests either, but I have no problem with a quest log containing all the info you got from your quest giver.

I wouldn't want the game to be too much Gothic 3 like, some things in the game were really nice, but some things really weren't (imo).
I guess I couldn't make enough choices to keep me happy.
And the side quests didn't give me the feeling they really were sidequests, It wasn't really possible to just leave the storyline for what it was for a while.
(and since this thread isn't about what I wouldve wanted to see different in gothic 3, I won't go into detail any further)


I agree the things should be in a questlog, but should not literarry be an arrow pointing to the exact location. Perhaps you can be able to place markers on your map as well (if you think it is hard to find a place again).

But please, let us play the game and not the game play us. Let us think on what to do. Dont make it dumbed up like oblivion or whatever (you seriously can follow the arrows and fight what you see to complete the game then)

Oh and another thing. If theres gonna be puzzles, please make them fun to do, and not ahhhww [nocando] , another one of this lame things <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" /> <img src="/ubbthreads/images/graemlins/down.gif" alt="" />


#341445 14/12/06 05:53 PM
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To add some fire to the discussion (which is quite interesting and reflects many of the discussions we had in-house) - how would your combat system look like if you could also fly ? Not that I'm saying you can fly in our next RPG, but suppose you could. You'd have to deal with things like air to air & air to ground, preferably with the same system in order not to confuse your players.

Lar

#341446 14/12/06 06:10 PM
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But then you need, besides de aswd buttens, 2 more buttons to go up and down, if you want to keep your mouse free for targeting right? If I think about the filghtsims I've played, fighting and flying at the same time would one hell of a job.
It might be fun and is certainly original, but I think it will be real hard to control your character (by means of controls I know anyway).

#341447 14/12/06 07:41 PM
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To add some fire to the discussion (which is quite interesting and reflects many of the discussions we had in-house) - how would your combat system look like if you could also fly ? Not that I'm saying you can fly in our next RPG, but suppose you could. You'd have to deal with things like air to air & air to ground, preferably with the same system in order not to confuse your players.
Lar


Well what exactly do you mean with "if you can fly".
With wings or on a dragon or another creature ? (or just superman style ? It's a bird! It's a plane! It's Larians next RPG!!)
Or maybe we could just after a certain time transform into a big cool looking evolved form of ourselves. (for a while, and offcourse be able to fly)
I guess we will have wings if that is the case.
There was this mmo"rpg" I used to play called muonline, after lvl 180 you were able to "wear" wings. It made your char look so cool and you could move alot faster.

Not really knowing how exactly you would make them fly, I'd say turn based combat has to be the easiest way to keep the same system for air to air and air to ground.
(different skills but the way to activate them remains the same)
But if we were able to have wings this opens tons of possibilities.(it might be abit weird though)
Well please let us know what exactly you mean with "if you could also fly".
Because imo thats very important to really be able to think about the combat system.

For an active combat system maybe your typical wasd keys to move and use another button (left shift preferably) to change the use of the mouse in fly mode/target mode.
But I guess I would still go for a Gothic 3 meets guildwars kinda combatsystem.
where the more close combat fighting options are enabled by using combos (preferably customizable so some people could just use the numeric or function keys)
and NO autoaim/autotarget system. (with maybe the exception of a few skills). So fly by and hit or grab as we get close.
The range combat really depends on what kind off skill you are using.
I want to aim with a bow myself or shoot a fireball in a certain direction rather than autotargetting it.
Some special skills/spells (curses for example or immolate or whatever) still have to autotarget your enemy. (since being able to "miss" a curse sounds abit silly to me).



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#341448 14/12/06 08:23 PM
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To add some fire to the discussion (which is quite interesting and reflects many of the discussions we had in-house) - how would your combat system look like if you could also fly ? Not that I'm saying you can fly in our next RPG, but suppose you could. You'd have to deal with things like air to air & air to ground, preferably with the same system in order not to confuse your players.
Lar


Well what exactly do you mean with "if you can fly".
With wings or on a dragon or another creature ? (or just superman style ? It's a bird! It's a plane! It's Larians next RPG!!)
Or maybe we could just after a certain time transform into a big cool looking evolved form of ourselves. (for a while, and offcourse be able to fly)
I guess we will have wings if that is the case.
There was this mmo"rpg" I used to play called muonline, after lvl 180 you were able to "wear" wings. It made your char look so cool and you could move alot faster.

Not really knowing how exactly you would make them fly, I'd say turn based combat has to be the easiest way to keep the same system for air to air and air to ground.
(different skills but the way to activate them remains the same)
But if we were able to have wings this opens tons of possibilities.(it might be abit weird though)
Well please let us know what exactly you mean with "if you could also fly".
Because imo thats very important to really be able to think about the combat system.

For an active combat system maybe your typical wasd keys to move and use another button (left shift preferably) to change the use of the mouse in fly mode/target mode.
But I guess I would still go for a Gothic 3 meets guildwars kinda combatsystem.
where the more close combat fighting options are enabled by using combos (preferably customizable so some people could just use the numeric or function keys)
and NO autoaim/autotarget system. (with maybe the exception of a few skills). So fly by and hit or grab as we get close.
The range combat really depends on what kind off skill you are using.
I want to aim with a bow myself or shoot a fireball in a certain direction rather than autotargetting it.
Some special skills/spells (curses for example or immolate or whatever) still have to autotarget your enemy. (since being able to "miss" a curse sounds abit silly to me).



Nah no turnbased...I'll think of a good way, cant think of any atm...

should i think about the transform into dragon flying, riding on a flying creature or both?


#341449 14/12/06 08:46 PM
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Flying would pretty much require a following camera perspective. First person would work, but why turn into a (hypothetical) dragon if you can not see yourself?

For flight you would need controls for speed, pitch (up/down - same controls as for forward/back on the ground) and yaw (left/right); roll should be handled automatically when turning, since there isn't really a need to independently rotate about the length of the dragon. Speed usually shouldn't need to be changed during an attack, but if you never need to change pitch (ie the angle of attack) fights would get kind of boring.

Between attack and flight controls, I think an automatic targeting system would be handy (without frequently pausing or turn based combat, I can not think of a way to fly and attack effectively if you have to select targets yourself). The closest opponent directly in front of you could be selected (maybe add a hotkey to cycle through available targets), allowing you to simply attack or left click an alternate target.

You can still click to move (fly to a point directly above the click), and ctrl-click to target the nearest opponent to the cursor, but that bypasses flight controls, and if your enemy has ranged weapons and decent aim, always flying in a straight line to attack isn't really a great idea.


It doesn't matter if you are flying yourself or on another creature for the purposes of the combat system, you still have to control both flight and attack.

#341450 14/12/06 09:15 PM
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perhaps there can be a quickkeys for diving, firebreathing and that kinda stuff (special attacks). I think autotargeting while flying is indeed a good idea.

Flying should be in 3rd person ye./


#341451 14/12/06 09:53 PM
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Imagine: You're flying while all of sudden you're attacked by harpies. you decide to fight them, and soon they got you totaly surounded, they're in front of you, behind you, at your left, at your right, beneath you, above you, and some on the ground. That means a lot of steering to kill those little bastards!
Still, love the idea to fly, kinda devil-trigger like in Devil May Cry (just love to fly around as Sparda)
If you would be flying on a dragon, would you need to click to let the dragon attack, or does it acts like henchman/partymembers, so you can set it to aggressive, defensive, passive,... cause like if you need to instruct the dragon, and you would like to fight yourself(I can already see myself on my black dragon, with my elven bow and my flame arrows and burning harpies everywhere <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />) it will be rather complicated.

About the invisibility, anybody thought about the 'Chameleon' spell of oblivion? It's with %. you could have different ranks then: fading for 30%, fading for 50%,...

Can't stop thinking about my wings, big black demon wings <img src="/ubbthreads/images/graemlins/devil.gif" alt="" />,drool, <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />


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