861129
Cipher
Also how does BG2 stack up? It's Bioware which makes me a bit uneasy...
Solid as a rock in terms of gameplay/UI.
Also how does BG2 stack up? It's Bioware which makes me a bit uneasy...
Well, I'd say it's a bit of a bread and butter RPG, but a good one.Also how does BG2 stack up? It's Bioware which makes me a bit uneasy...
Technically yes, practically it still makes Morrowind look like supreme ruler of all C&C in comparison.BG1 is a better game in some ways since it actually has some sidequests that have alternative solutions (shock!) with mechanics beyond "kill guy, deliver mcguffin" (horror!).
Also how does BG2 stack up? It's Bioware which makes me a bit uneasy...
Also, you should stop confusing the Bioware of the Black Isle days with the modern one.
One unlucky crit and you have to reload. Awesome combat.BG1's low level, high fatality play during the first couple of acts is great.
Also, you should stop confusing the Bioware of the Black Isle days with the modern one.
I dunno, I seem to recall my male PC having three simultaneous and equally unwanted romances foisted on him just for the sin of allowing the following to join the party: the widow-in-mourning (Jaheira, cf Sky and Thane), the broken bird (Aerie, cf Tali and Merrill), and the evil one (Viconia, cf Morrigan, Jack and Morinth). The decline may not have started with Baldur's Gate 2, but it did set the stage for it.
'Foisted' might be too strong a word (to that extent this is true of all BioWare romances), but is there a way I could avoid a romance with her in the party without being a complete jerkass? While playing a male PC, of course.The romances weren't foisted on you in the slightest. You could kill Aerie the first time you met her or tell her to gtfo the first time she started talking about her fucking wings.
One unlucky crit and you have to reload. Awesome combat.BG1's low level, high fatality play during the first couple of acts is great.
Alternatively you kite with op ranged weapons. Awesome.
but is there a way I could avoid a romance with her in the party without being a complete jerkass?
Genuine curiosity. I soon got fed up and restarted with a female PC, but from what I gathered the only way to avoid a romance with Aeire as a male is through the 'jerkass' conversation options. Yea, for sooth, he that hath naught but good in his heart and courtesy on his lips shall never escape that whining harpy's talons.but is there a way I could avoid a romance with her in the party without being a complete jerkass?
Is this a joke? No, really. 0/10 trolling?
Low level and high fatality is fun, but less so if you effectively have no diverse means at your disposal.I disagree--I could never get into BG2, but BG1's low level, high fatality play during the first couple of acts is great. By the time the hordes of spawning gnolls are easy to beat, then it feels like there are trash mobs. By the time you have six party members with magic gear and you have more spell slots than you know what to do with, then it loses its charm.
Powerful ranged weapons are quite realistic, but the solution is shit, because even more trash mobs is hardly a good thing.No denying that ranged weapons seem to break the IE games a bit. I guess I consider it only fair as there're no AoO or grid to block enemies' forward progress in a meaningful manner. Bio's only solution to kiting seems to be enemies that respawn behind you when you're not looking, which is not much of a solution in my mind.
Well, typically when you have to take something from someone reluctant diplomacy, stealing and combat are default options, then there may be scripted alternative solutions as well, especially with stuff like FG (subfaction branch), hlaalu and so on.Morrowind... i can think of raising the disposition of "weird" normally-hostile factions like necromancers, slavers or boethiah cultists to be able to talk to them.
Yes, definitely better for party based and better for D&D.tl;dr They should've made it turnbased and I'm still butthurt.
There is pretty much no excuse to not implement spell ingredients in D&D cRPG. Computer takes the burden of keeping track of all the shit while it would be an extremely nice cheese limiter and add depth to the gameplay.Oh, and I feel like even low level parties have some nice tools available to them in the form of spells. At level one, you've already got access to Charm, Colour Spray, Grease, Sleep, and Entangle for your tactical options and a decent array of different damage dealers from Magic Missile, to Burning Hands, to Chill Touch and Shocking Grasp (you know, weak but ranged and guaranteed hit, good damage but medium range with risk of FF, and good damage w/o FF but touch only, one target only), not to mention buffs for trickier fights. The magic is best in DnD cRPGs before you get Fireball, in my opinion.
Bio's only solution to kiting seems to be enemies that respawn behind you when you're not looking, which is not much of a solution in my mind.
I am not. I actually prefer directly controlled single character (possibly with followers) RT with first person view and would like stats strongly influencing stuff, but on lower than usual level.I really don't get it why people on the Codex are so obsessed with turn-based combat.
Which is something I don't think any TB advocate would actually object to.AD&D 2nd Edition, in fact, was not turn-based in the strictest sense, as you could get equal initiative rolls for combat sides and shit would happen simultaneously.
That's only half-truth and as such a full lie.Turn-based is an excuse for tabletop games, where it's difficult to simulate real-time action, but computer games don't have this issue.
What.Besides, turn-based spellcasting is way too easy - you can always avoid a fireball to friendly fire, for example.
Except IE has dynamic RT pathfinding that sucks horribly and often requires much more frequent pauses, so this option is irrelevant except for showing that IE games fail at implementing the ruleset they seek to.Even if you must have turn-based, IE has the "pause after end of turn" option, which brings the game as close to AD&D 2nd Edition combat as possible
Enemies only respawn if you load the game while being in a "respawn-enabled" area. This is a sort of anti-reloading measure the game uses, although a crappy one. It's a good thing they got rid of it in BG2.
I think it might, but it requires very specific (and difficult) approach. First, the underlying mechanics must be completely smooth RT. Second, the game needs very sophisticated autopause and notification system that can detect any event you might want to pause upon, and no, not the crude clusterfuck IE games had.I got ninja'd by DraQ with the TB explanation, but I mostly support it. I don't feel that RtwP can ably handle basics like positioning and movement speeds well.
Also high hedge.Not true. It occurs, at the very least, in the gnoll fortress, the xvart village and with the kobolds in the Nashkel mines. It will also happen with other trash enemies out in the wilderness.
DraQ said:Add to it the fact that D&D mechanics is TB, so any game using it should also be TB and the fact that AI in BG sucked balls, and you have no reason to go RT in any of the IE games.
Now let's see how two game engines - the GoldBoxes and the infinity engine - handle this. In GoldBoxes, initiative is rolled and THEN characters move, cast spells, or attack. This clearly swaps 2 and 3 phases of a combat round. On the other hand, in the Infinity Engine, you direct your characters, and THEN actions happen according to their initiative. The conclusion: Infinity Engine games do a better job implementing AD&D 2nd Edition rules than GoldBoxes. Real-time combat clearly is more in accord with the combat sequence quoted above than turn-based combat.The Combat Sequence
<...> These steps are:
- The DM decides what actions the monsters or NPCs will take, including casting spells (if any).
- The players indicate what their characters will do, including casting spells (if any).
- Initiative is determined.
- Attacks are made in order of initiative.
As in Knights of the Chalice, when your mage gets a turn, you pinpoint the fireball precisely to hurt only enemies and do your devastating click. In the Infinity Engine, you must evaluate enemy movement while your mage is casting and aim optimally as not to hurt your characters. The later is an obviously more challenging and realistic combat mechanic.Besides, turn-based spellcasting is way too easy - you can always avoid a fireball to friendly fire, for example.What.
No, seriously - what.
How does one even follow from the other?
Then I must have been mistaken. Ok, now I'll have this in mind in my next playthrough.Not true. It occurs, at the very least, in the gnoll fortress, the xvart village and with the kobolds in the Nashkel mines. It will also happen with other trash enemies out in the wilderness.