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Incline Gothic turns 15 years

Gnidrologist

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If the above posts are about ''Returning'' mod then.. Well, i like challenge and have beaten NotR fair number of times, but the version i tried just left me in ''fuck it'' state. The first ''young wolf'' you meat on the way from X tower to Khorinis eats you with two strokes, which means you simply can't take a single hit with anyone from the start. I'm kinda used to Gothic combat mechanics and can time my strafes and swings okay, but not to THAT perfection. I get hit sometimes. Therefore i couldn't play that mod any further as reloading several times in every single combat situation even with starting monsters like molerats is a bit too hardcore for me. They could at least give some difficulty sliders, but i don't remember any.
 

Old One

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That's the beauty of it! The dialogues clearly reflect the inner integrity of the protagonist's character.
That's true. One of the things I noticed about Gothic 1 was that, as you progress through the story and Ponytail Dude gets more powerful, he gets progressively more irreverent and cocky. I hadn't realized it before, but he bites his tongue a lot in the beginning. At some point around chapter 3 or 4 he stops taking crap from people.

Another funny thing: his interactions with NPCs in the Swamp Camp. You can have him join the sect loonies, but it's obvious to the player that he never buys into their nonsense.
 

sullynathan

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I dislike people who believe gothic 1 is better than 2. I love Gothic 2 + NOTR a lot, its one of the best sequels to a game you can find and I would like a remake in the future if possible. I wanted to try one of the graphic mods but man, it is difficult as fuck to find English translations for some of these games.
 

Old One

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I like Gothic 1 better than Gothic 2.

Anyway, I got a Gothic 2:NotR install up and running again, with some interesting results.

I started out with the fix patch, the playerkit, the systemkit, the D3D11 mod, and the L'Hiver mod. Performance was quite poor, and after exploring Xardas's tower and killing the first goblin on the road I decided I didn't quite like the L'Hiver mod. For one thing, I question the wisdom of radically changing the combat mechanics of a game like Gothic 2, which is already very good to begin with. I've played through G2 a few times, and I don't ever remember thinking, "This would be more fun if only the combat was a lot harder."

After I uninstalled L'Hiver (actually I reinstalled a fresh, vanilla copy of G2, but without L'Hiver) and looked at the wilderness from the top of Xardas's tower, I realized that I liked the original graphics a lot better too. They're not as dark and they're more colorful too. However, performance was still a dog, so that was not the fault of the L'Hiver mod.

Next, I uninstalled the D3D11 mod. What actually caused me to do this was that I could not reload saved games properly. I would get a blank black screen and a complete lock-up requiring a shutdown to overcome. The instant the D3D11 mod was gone, performance improved from sluggish to absolutely, flawlessly butter-smooth, even with all settings maxed out. To be honest, I don't think the D3D11 mod even makes things look all that much better than the old graphics. Maybe it does look better if you know how to tune it just right and you have a really new system, but I don't see why I should have to bother with that.

From my experience I recommend sticking with the fix patch, playerkit, and systemkit, and that's all. Nothing more is needed. If L'Hiver is to your taste, you can go for it. I may give it another shot if I decide to do a second run after the one I'm doing currently.
 

Carrion

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^ I don't really know anything about G2 mods, but I was just looking into the mods myself (just couldn't resist the urge of installing the game after watching some of those videos), and almost every mod that I found with quick googling seemed to change the lighting somehow, so that it either looks too clean, much blander than the original and/or goes straight into "have you come seeking the light?" territory. Some texture changes also seem to be for the worse, for example giving the castles a more Disneylandish vibe unlike the original textures with their slightly worn-out look. I don't thing G2 was ever visually that impressive, to be honest, but seriously, why would you want it to look like goddamn Oblivion? Are there any graphics mods for Gothic 2 that still retain the original aesthetics and atmosphere?

Just wondering, I'm thinking about going with vanilla anyway.
 

Junmarko

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The instant the D3D11 mod was gone, performance improved from sluggish to absolutely, flawlessly butter-smooth, even with all settings maxed out. To be honest, I don't think the D3D11 mod even makes things look all that much better than the old graphics.
From my experience I recommend sticking with the fix patch, playerkit, and systemkit, and that's all. Nothing more is needed. If L'Hiver is to your taste, you can go for it. I may give it another shot if I decide to do a second run after the one I'm doing currently.

I agreed with you at first, I didn't see all the fuss with DX11, but after playing though it, I think It definitely makes the game look nicer especially the interiors. I have tried various texture packs and L'hiver, I would suggest staying away from both. Texture packs caused the most problems for me, as it seems the game engine does not respond well to realignment of assets. Playing though with only the Fix Patch, Playerkit, System Kit and DX11 worked fine for me.

Gothic 2, being as old as it is, is not optimised for newer hardware. I had the exact same problem, then I adjusted the Gothic2.exe profile through NVIDIA Control Panel. The settings I altered, gave immediate changes to the performance.
*Threaded Optimisation - On (Allows application to take advantage of multiple CPUs)
*Vertical Sync - "Adaptive" (After enabling Threaded Optimisation, the game jumped between 60-120fps causing mass screen tearing. Setting VSync to Adaptive locks the max at your monitors refresh rate, and disables it should it slip below that)
*Power Management Mode - Performance
There were various other settings I played with after - but those above were the major ones, for me. Play around with others and see what works for you.

Also, DO NOT touch the view distance settings via the in-game menu, leave them at 100% (they can go up to 300%) - DX11 already overrides this, so adjusting it will cause conflicts, thus a performance hit. You can also press F11 in-game to manually adjust DX11 settings.
 
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tormund

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I don't get the dislike for DX11 either, I actually had better performance with it that with patched vanilla. It just seems like pointless purist stance to me. I am not kidding, I still had slowdowns in Khorinis with only systempack & co, whereas with DX11 game runs butter smooth. I can only imagine performances being even better now, given how author keeps updating DX11 render on a regular basis. You can even make visuals looks p much like vanila+ if you want, by turning out HDR, ambient occlusion and the like, and by messing with lighting/contrast and sunlight strength & color options. (only problem for me was that advanced option refused to stay saved, so I had to adjust them every time I start the game). I replayed the game last year with Vurt's graphic mod (made by same guy that made bunch of graphic replacements for SS2, and this was as polished and faithful as them). It looked great, run butter smooth, and was completely stable.

Only "big" overhaul mod i tried was Requiem back in december, and I dropped it pretty fast. First, it was unstable as fuck and I kept getting access violation crap on my saves every now and then (this is even something that was recognized by author as common major issue, and he recommended some impromptu solutions on ModDB that don't always help) and second it looked like he both really amped the difficulty and tried to turn combat into something similar to Risen 1 (he even added shields, but I didn't play long enough to unlock actual sword & shield combat, and until then they served not much different than parry from vanilla).
 

Goral

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I've finally got around to play Gothic 2 with the expansion (haven't played Gothic 2 before) and I'm not impressed. I tend to agree with this GOG reviewer:

sjd said:
Although it is obvious that there is a wealth of content available in the game, many minor flaws and a number of critical ones mar the game to the point of near-unplayability. These flaws appear early on in the game and thus will deter most players from continuing to the point of their resolution, if any. Some, like the problems with quest design, seem to be endemic--it is tough to believe that there is some point after which the quests will stop being breakable and badly designed. The combat system has been mentioned by numerous other reviews. The fundamental problem with the combat system is that critical hits are entirely too important. Your character may defeat a monster in one swing, or he might do 1/20 of its life again and again.
Enemies are the same way: trying to fight a number of enemies at once is impossible, as they will by sheer weight of numbers critical more often than you--and remember that a critical can kill you in one shot, even if you have dozens of HP above the base for your level. Furthermore, you may not move while performing most attacks including the vaunted combos, yet enemies dance in and out of range easily. One-on-one fights with human enemies can, at times, boil down to attacking, pounding block, and then attacking again. It feels very arbitrary whether or not you will have one of these attack-block-attack fights or one where the enemy swings fast enough to kill you between your blocks. Ranged combat is no better: one click is one arrow shot (no drawing back or meaningful manual aiming), and then your skill with a bow entirely determines if you will hit or not. Combat performance would not be so important if there weren't many quests early on in the game that require the player to fight multiple strong opponents.

The camera is another major failing point. Judging melee ranges is extremely difficult. The player is larger than many early enemies, and therefore he will block the camera's view of them. Enemies can easily see you before you are aware they are there, whether because of the third-person view or, at times, because the camera is stuck in a tree. You can use a first-person camera to rectify the latter problem--unless you would like to use your weapons, when the camera pulls back automatically to third-person. The camera will "lock" onto enemies and NPCs even if you have not used the lock function on them. The camera will not break away unless you move the mouse. This means that if you navigate by running and strafing, you will find yourself attaching to NPCs and even enemies again and again. Speaking of strafing: you cannot move on a diagonal. You can either run straight forward, or to the side. If you stop strafing and start to run forward, your character must come to a complete stop and start running forward from there. This sounds like a minor quibble, but it is a pointless annoyance in a game whose controls are already unimpressive. Navigating menus may be annoying to those unused to using arrow keys for a graphical menu, but unless you have to use an item quickly it should not get in your way often.

The game does feature an impressive jumping system, including mantling and even mantling above the head. Very many modern games, even with their empty emphasis on "environmental interaction" don't do so well with simple but fun exploration assistants. However, there is no mid-jump "ledge grab" mantling--which you will regret not having--and the clunky-feeling running controls make the jumping controls almost moot. You will, after all, run and walk far more than jump.We now enter the meat of any RPG: quests. Quest design is probably what will always make or break an RPG. The quests in Gothic 2 are standard fare for an RPG, but suffer from very flawed design. There are many points in the game--even just in the first few quests--where you are able to fail or otherwise lock yourself out of content without any notification that this was even possible, or even that it has happened. This was a hallmark of older (and shorter) adventure games, but in an epic-length RPG that can span dozens and dozens of hours, having this happen in the first few hours does not bode well for the rest of the game.
Not all of these appear to be intentional: one questgiver offers to escort you to a site where the expansion pack content apparently starts, but that option disappears if you accept his escort to another site first. Another representative example: one character offers to sell you items--but will only do so one time, without any indication that you are using up your one chance to purchase from him. It feels as if the player runs into these situations constantly--the player is punished for exploring and trying to work through all his options. In a relatively short adventure or platformer, this is forgivable; in a massive RPG, the constant loss of content is infuriating. The player becomes scared of everything--will this trigger close off some other quest? If I give this thing to this guy, will I lose an entire quest-line? Can I sell this pearl I found? If I kill these wolves now, will I be able to find enough wolf-skins later? If I talk to this person, will he run off and die two quests down the road? If I walk into this town, will the guy in the previous one wander away and refuse acknowledge that I completed his quest? These kind of questions will always be in the gamer's mind, and even keeping 20 saves, nobody really wants to restart hours back to try to figure out why they can't do a certain thing any longer. It's stressful and, frankly, not much fun.

A particularly frustrating quest involves telling a character to go from one point to another. He will take the shorter route there despite it being clogged with bandits. At the level at which you would reasonably take the quest, the player and NPC together will have absolutely zero chance of defeating the bandits: three bandits with sticks are extremely hard for a low-level player, and these are six bandits with swords and bows. You cannot tell the NPC about the bandits, and there is no way to stop him once he starts off on his trip. There is an alternate route to his destination that is no longer than the one he takes, but you cannot ask him to go around the bandits. He is doomed to die if you proceed to a certain point in the quest, and you naturally fail the quest then. A person can cluck their tongue and say the player should've been more careful, but it is simply lazy quest design that the player cannot warn a person he is walking into a trap when the player and even the NPC can see the trap practically from where they start the journey. It is also implied (but not stated) that the player has a time limit for the quest, which means leveling up and coming back later to beat up the bandits is out of the question. Normally these sort of time limits are not really time limits at all, but Gothic has shown itself not to be shy about punishing a player for slacking off--you can lose one of the earliest quests in the game if you take too long doing it, and are not warned that the man will wander off and end the quest at some point.

And the player has to ask himself: this is the first quarter of the first chapter of 5. How many more times is this going to happen to me? What makes this problem so galling is that it is obvious there is a lot to do in the game. There are all sorts of things hidden in the environment. There are caves to explore. There are quests aplenty even in the first town. The roads are lined with shrines and rock circles. Even after just a my first couple of hours of play, my inventory was full of stuff I'd gathered just from poking my nose around. Now, it's brimming over. The player, however, is so severely punished for exploration by weakness and arbitrary quest design that it discourages him from trying anything at all. Here is an egregious example: in the main town, I was exploring a tent city by the docks. Suddenly, from nowhere a giant lizard woke up and killed me instantly with a charging attack. I didn't even have time to draw my sword. It's perfectly and even admirably fine to have dangerous enemies, and I DO respect the developers for taking a path that doesn't hand things to the player. It is, though a testament to the poor design of the game that there are hostile enemies INSIDE the first town that can trap and one-hit-kill an exploring player without his knowing they are even there, and nobody in town says a word of warning about it. The player is just expected to realize by being slaughtered that he shouldn't walk in that one particular part of town. The part of town that the player IS ACTIVELY warned to stay away from? You MUST go there early on to get anything done.

In a game plagued by annoyances, the scenarios I have mentioned are stand-out examples of either exceptionally poor design or exceptionally poor quality control. They are huge red flags; Gothic shoots itself in the foot by having such glaring problems crop up in the first couple of hours. These are not problems that it is clear will be resolved if the player sticks with the game; these appear to be fundamental problems that will crop up again and again. These issues aside, the quality of the game content itself is actually fairly high. There is a very good game somewhere in this title. The NPC characters are, honestly, bland in a way that you would expect from a bunch of run-of-the-mill fantasy peasantry. They are voice acted reasonably well, although there are translation errors and some German haunts the subtitles. The graphics are functional with nice touches: blacksmiths grinding down metal in a spray of sparks; guardsmen practicing in formation; character faces don't seem to repeat too often, or if they do you don't immediately notice it. The ambiance is surprisingly very high: the much-vaunted Radiant AI of Oblivion didn't create a single town that feels as lived-in as Khorinis. Even single farms don't have the "randomly-generated" feel that places in Oblivion did. In some aspects, the game is a satisfying success, which makes the problems in actually getting to that content all the much more regrettable.

I have read in places that some of the difficulty of the game is attributable to the expansion pack being installed. Lists of changes to the game mention making stat increases more difficult among other things. These changes should have been made optional. A working gamer may have time enough to enjoy the additional content offered by an expansion, but will probably not want to deal with pointless hindrances added for the sake of making the game harder. Simply asking if the player wants to play with "hard mode" numbers or not would satisfy Gothic fans looking for a challenge, while also catering to gamers who simply want to experience everything the game has to offer without having to attain extra levels before they can do so.At the end of the day, I would not compare Gothic to a modern RPG except in places where Gothic shines. In atmosphere and exploration, the game should be a proud contender. However, there are frustrating design problems that are not merely artifacts of the game's age, which could be overlooked for that reason. An extremely patient person with a wealth of free time might be able to hack through the game to the point where it "becomes fun." The average gamer, however, will probably not want to put as much effort into the game as it deserves--especially if told seven hours in that they have to start over from the beginning, when they were too weak to kill a fly. Gothic 2 does itself absolutely no favors, offers no apologies for being difficult for silly reasons, and demands the player conform to its meanness in order to experience its wealth of content. Therefore, I can't feel too sorry for giving it a low rating, but I can be sorry that I can't take what it holds in outstretched hands.

First of all, this game is VERY BUGGED, even with the latest official patch (v2.7). I've only finished chapter 1 so far but I've encountered so many bugs it's mind boggling. For example one character was starting conversation whenever I got close enough to him and I had difficulties to escape the loop. Some enemies would just disappear (a lizard on a small island to be exact), sometimes I or enemies would jump super high when attacking, at one of the bridges there is an invisible wall and there are invisible walls in general. Bugs are just everywhere and some of them prevented me from finishing a quest (sometimes reloading to an earlier moment would help but that's still super annoying). There are also invincible NPCs and there is a very, very annoying bug with Greg.

What's more the game is not balanced well, you need to meta-game in order to progress. After over 20 hours I realized that I shouldn't have invested LP to more than 29 STR or that I shouldn't have used Innos statues or that stone tablets shouldn't be given to Vatras or that you should invest in dexterity first because you can get a much. much better weapon that way (either Master sword from Martin that requires 60 Dex or a sword near trolls which requires only 50 Dex but deals 100 damage). On the other hand strength based weapons require insane amounts of LPs invested and at the start at least are shit. Which makes the game a slogfest.

I haven't played Gothic 2 before playing G:NoR so I didn't have the meta knowledge and by the time I realized my mistakes I was too far ahead to restart. I assumed that min-maxing won't be necessary in order to progress but in reality it is. I've managed to defeat most opponents in chapter 1 despite not doing an optimal build but only thanks to some cheap and obvious tactics and awful AI of my adversaries. People annoyed by metagaming in Age of Decadence should play this game for comparison. In AoD you have to try really hard to mess up your build to the point where finishing would be either impossible or very hard. In Gothic 2:NotR you have to try really hard to not mess up and it's basically impossible to not mess up without meta-knowledge. In AoD you can at least save SP for later use, in Gothic 2without spending them right away you won't be able to get more XP.
 

T. Reich

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Fucking noobs, decline enablers, the lot of you.

I regret wasting every minute I spent reading on that insipid review and your comments as well.
 

J_C

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In AoD you have to try really hard to mess up your build to the point where finishing would be either impossible or very hard. In Gothic 2:NotR you have to try really hard to not mess up and it's basically impossible to not mess up without meta-knowledge.
What a load of bullshit! Have you even played these games?

I mean:

it's basically impossible to not mess up without meta-knowledge.
What the fuck???
 

Anthedon

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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
The only real meta-knowledge I can think of is saving the stat boosting herbs for use in alchemy potions and not eating them raw when you find them. That won't make or break your playthrough though.
 

Tacgnol

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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Yeah, it's pretty hard to fuck a build up in NOTR. The easiest thing to do is to fuck it up early game by wasting LPs, which can make things difficult until later.
 

Carrion

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The only real meta-knowledge I can think of is saving the stat boosting herbs for use in alchemy potions and not eating them raw when you find them.
And even that is stated outright in the manual.

I do love the "working gamer" argument, though. It gets me every time.
 

Tacgnol

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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
or that stone tablets shouldn't be given to Vatras

Also, the only stone tablets you can give to Vatras are the old stone tablets which are useless. He doesn't take the stat increasing ones.
 

Doktor Best

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-If youre running into a group of enemies, that are acting as a group, then you better be overpowering them because Gothic likes to teach you constantly that running into a GROUP of equal opponents leads to you, the player, eating dust. Its not even that hard to grasp that concept if you think for one fucking second. Stop telling us its the games fault that you are a moron who lost your sense of avoiding danger by playing moron games that dont put real obstacles in your way out of fear you might get super sad that you cant win any fight by the getgo.

-Reviewer also cries about quest failstates. Probably coming from Skyrim and now is super depressed that by clicking random answers he could fuck up maximum exp gain :lol: Read through that paragraph for maximum amusement. He even said he was anxious playing the game because "he could fuck up".
Im picturing a naked Bethestard lieing in a corner crying himself into sleep because the game made him feel bad.

-While there are many glitches, i didnt run into ONE gamebreaking bug the probably dozen times i played through Gothic2: Diego not leading you to the digging site after you asked him to bring you to the farm is mentioned. Its as far as im concerned the most severe bug in the game right now.


Seriously man, why am i even discussing this? Burn anyone on the stake who dislikes Gothic2. Liking the game is not optional. If you dont, you are not worthy of playing RPGs, because you are the reason decline is happening.
 

T. Reich

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or that stone tablets shouldn't be given to Vatras

Also, the only stone tablets you can give to Vatras are the old stone tablets which are useless. He doesn't take the stat increasing ones.

I guess is that he's referring to the fact that if you turn in a whole lot of old stone tablets, you will get an actual stat boost (+ max mana, IIRC) instead of random minor boosts.
That does require meta-knowledge, but the difference is actually so miniscule as to be irrelevant.

Goral is obviously a typical case of brain-dead sperglord who can't even fathom thr idea of just playing a game on the go and thinks that a playthrough must be PERFECT, or the game is imbalanced and therefore shit.

Not worth arguing with morons, just move on, fellas.
 

Goral

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(...) Fucking noobs, decline enablers, the lot of you.
Gothic 1 was a breeze in comparison (although I didn't finish it due to a bug - once I reached the Sleeper he didn't react and everything got broken - Piranha devs never learn apparently). I was investing in 1-handed weapons only + strength + thieving (and increased dex to 20 so I could use thieving skills to some degree) and the best weapon I can use is a pirate's cutlass. 2-handed weapons are a joke, to be even remotely usable they require ridiculous amounts of strength and the damage ratio is 1:1 (so 75 str-75 dmg as opposed to 1:2 for dex based builds, e.g. 50 dex 100 damage or 60 dex 120 damage). Except I didn't know that all the shopkeepers would only have either shit or godly weapons and nothing in-between (for str based builds). As a result defeating more powerful enemies takes ages, so it's quicker for me to lure them to other NPCs and then attack (saves like 90% of time it would take me otherwise).

What a load of bullshit! Have you even played these games?
Yep, have you? In Age of Decadence there is always an alternative option or an option to just escape from a fight (it's not possible in a game where quests are either kill or fetch ones).

The only real meta-knowledge I can think of is saving the stat boosting herbs for use in alchemy potions and not eating them raw when you find them. That won't make or break your playthrough though.
The same goes for Innos statues and for tablets and for spending LP so that you always get as close to the next LP tier as possible (i.e. 29->34, 59->64, etc.). And if you don't make an optimal build from the get go, earning XPs takes much more time making it a slogfest. It's a slippery slope once you mess up.

Yeah, it's pretty hard to fuck a build up in NOTR. The easiest thing to do is to fuck it up early game by wasting LPs, which can make things difficult until later.
And that's the point. If I were to restart I would be earning XP much faster knowing how to invest LP, what weapons will be available, where opponents I can win against are, etc. I find it hard to believe that you would do an optimal build in your first run in G2:NotR (UNLESS you've played Gothic 2 earlier and had meta-gaming knowledge, Gothic 2 without NotR is much easier from what I read).

If youre running into a group of enemies, that are acting as a group, then you better be overpowering them because Gothic likes to teach you constantly that running into a GROUP of equal opponents leads to you, the player, eating dust. Its not even that hard to grasp that concept if you think for one fucking second.
No shit Sherlock. You're stating the obvious, of course I'm not taking on a group of enemies, never said I did. The problem with Gothic 2 is that even a single opponent takes a very long time to kill and the method to defeat is really, really primitive (attack-parry or attack-parry-parry-parry depending what opponent you're facing, for monsters it's often attack-attack-backstep or attack-attack-strafe, etc.). Also, that's one of the things you can use against your opponents and lure them to farms or to immortal NPCs and just wait for the right moment to earn XP. But the backtracking and slow running make it annoying nonetheless.
Goral is obviously a typical case of brain-dead sperglord who can't even fathom thr idea of just playing a game on the go and thinks that a playthrough must be PERFECT, or the game is imbalanced and therefore shit.
lol
Nope, hence I haven't restarted and am playing with the build I have. I'll see how far I'll go but having to fight a single opponent for 10 minutes or more is not fun. On the other hand if I had invested in 60 dexterity the same opponent would be dead after a few swings. If I have to seek opponents and basically grind in order to level up then it's not a good game. I'm not saying that enemies should just drop dead once you click on them but clicking for 10 minutes just so 1 opponent would drop dead is at least as stupid (and fighting with humans, in duels for example is much easier than fighting wargs for example).
 
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HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
i finished gothic 2 + NOTR few months ago. been thinking of playing campaign mods in it and installed velaya. how good is it? buggy? any comments?
 

MasPingon

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Castle Rock
I've got to retrieve my login password to intimate that as I'm getting older, the more shocked I am how many retards show off their ignorance. Goral, your dumbfuckery is undisputed, you should now go to bookandreader forums and say Crime and Punishement is frustrating page-turner mess, just to prove yourself. Your points are so retarded that I feel insulted by a thought I could spend one more minute answering this faggotry.

 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,368
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
i finished gothic 2 + NOTR few months ago. been thinking of playing campaign mods in it and installed velaya. how good is it? buggy? any comments?
I think SCO played, it's okayish, though bugs here and there, if my memory is right. Well it was either SCO or someone else with a Dune avatar at that time.
 

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