Decado said:BGII > BGI, anyone who says otherwise is an idiot and does drugs.
After playing Fallout and Fallout 2, I couldn't imagine that any serious isometric cRPG could ignore the incline that it brought to the genre.
Volourn said:Oh.. you mean it lacked those billions of empty maps that had no purpose but to be filler as you a fanwanked your way through uncovereing every inch of them to kill every single last monster on the map? Oh.. how could we live without those. LMFAO
sgc_meltdown said:Volourn said:Oh.. you mean it lacked those billions of empty maps that had no purpose but to be filler as you a fanwanked your way through uncovereing every inch of them to kill every single last monster on the map? Oh.. how could we live without those. LMFAO
Jesus christ I believe I may be completely agreeing with Volourn on something. There's a good reason that nobody bitches that Fallout 1 and 2 didn't have endless squares of dead buildings and desert for you to kill radscorpions and molerats in.
Blackadder said:My take is actually different to you and the Princess: Keep the maps, but improve them!
Blackadder said:sgc_meltdown said:Volourn said:Oh.. you mean it lacked those billions of empty maps that had no purpose but to be filler as you a fanwanked your way through uncovereing every inch of them to kill every single last monster on the map? Oh.. how could we live without those. LMFAO
Jesus christ I believe I may be completely agreeing with Volourn on something. There's a good reason that nobody bitches that Fallout 1 and 2 didn't have endless squares of dead buildings and desert for you to kill radscorpions and molerats in.
Yes. You were forced to uncover the maps weren't you. They actually held quite a number of small quests and unique encounters, but we can forget all that and pretend it is just uncovering maps and killing goblins. They were not the final word in excellence, but the idea was sound, which leads me to my point.
My take is actually different to you and the Princess: Keep the maps, but improve them! Revolutionary idea I know. BG2 followed the first priority of the decline; get rid of things that can potentially be good instead of improving a good idea. Makes the experience a little more....welcoming eh? Very silly thought I know. Improving things instead of getting rid of them died off in the late 80's/early 90's.
Azrael the cat said:It's just that the whole thing is urban.
Volourn said:"Random encounter based exploration "
But, the BG1 maps weren't fukkin' random. And, theyw eren't encounter based either. They were just random monsters thrown in with one or two 'main encounetrs' added with the rare inetresting one thrown in.
BG2 maps - all of them - (except for the 4 'bonus' maps post UD) were all story/quest heavy and because of this were awesome b/c they fukkin' mattered.
Case in point: Firkragg's map could easily have been treated the same as BG1 maps but thankfully it wasn't, and actually fukkin' mattered.
BG1 was a good hiking simulator. Removing the ability to explore big pretty maps was removing the strongest part of the game.Volourn said:"I was dissapointed with one thing in BG II , it did not have those areas to explore on map like BG 1.
"
Oh.. you mean it lacked those billions of empty maps that had no purpose but to be filler as you a fanwanked your way through uncovereing every inch of them to kill every single last monster on the map? Oh.. how could we live without those. LMFAO
Except that Wasteland was a very different game than Fallout.Spellcaster said:Funny how some people around here tend to see FO as the ultimate bringer of incline and BG as a traitor that destroyed the foundations of the bright cRPG's future, as if Fallout wasn't a dumbed down Wasteland in the first place.
Fallout wasn't supposed to be a party cRPG. CNPCs were added at the last moment. When BG came out, I expected something that is better than Fallout but at the same time keeps the level when it comes to character development (there were so many stuff from AD&D like skills, talents, combat system improvements, etc. that wasn't used) and interaction. A normal party system and good encounter system could be a part of that "better". And select target and watch the character attacking on autopilot system from Baldur's Gate was even more minimalistic than in Fallout which allowed aiming each attack and doing stuff like conserving APs to get better AC.Spellcaster said:If anything, Fallout could've spawned as much decline as BG could possibly bring to the genre, if it was a more popular hit: a "no party control" trend. There you go, the shiny cRPGs future with tons of skills, perks, dialog trees with stats check for story fags... and a completely retarded party system with mediocre minimalistic combat and pretty much zero encounter design. God damn Baldur's Gate for preventing this great future!
I can't remember any goblins in BG1.crufty said:goblins
RIP GAMBLER NEVER FOSFGETElwro said:Back then, a good Polish mag "Gambler" posted a long and detailed conversation between their two editors regarding BG and Fallout. One of them considered BG as popamole, the other one praised the things that the game is usually praised for. Only now do I see that this was a blueprint for most of future discussions about BG :D
Blackadder said:I noticed a couple of people in here claiming that Baldur's Gate combat was better than Goldbox combat. If those people could step forward and explain, in detail, why they believe this to be the case, I would be very happy to debate this issue.
Bigger and more varied combat screens.
More variation in spells. In the IE games all spells are potentially useful; in GB most of the spells are never useful. Ever used Detect Invisibility in GB?
Basically I find myself using a much wider range of spells in IE than in GB.
More variation in enemies.
Generic enemies have indivual values for HP and there are far more unique enemies with unique equipment, uinque AI and unique spell lists.
Backstabbing is handled in a more "realistic" manner, in that the thief needs to hide in shadows or turn invisible first.
Ability to scout and thereby buff the party without resorting to metagaming.
The games can be modded and every NPC and monster can have combat scripts, which means a much wider array of tactics to use.
Wider array of special abilities and skills.
It feels more "realistic". I never liked the idea that in GB monsters could be insta-killed by one dart if becoming helpless due to Sleep, Stinking Cloud or Hold Person.
Although I must admit I'm not sure what is most correct according to the PnP rules.
Crispy said:Solid post, Octavius.