Darth Roxor said:
Morgoth said:
wtf the gaem sux, I actually need to have ranks in some skillz!
is kinda a misrepresentation. first of all, if you ain't a high dex ranger or rogue, your hide and sneak skillz probably won't be good enough to get you snuck past many overland encounters. when Gromnir first made transition to the sword coast map, our high int rogue/swashbuckler/ranger leader were getting spotted by every monstrous band, enraged worg pack and wyvern flock we ran across. at level 10, with a maxed move silent AND boots of elven kind, Gromnir were able to travel maybe 20 seconds on overland map before getting detected.
second, what if you not want a ranger to be your party leader on the overland map? why should it necessarily have to be a ranger? doesn't work that way in pnp. overland map without a high survival skill and high hide or move silent is probably a nightmare. w/o survival you is moving as if stuck in amber. sure, you can uncover different stuff on overland map with lore, spellcraft, use magic device, etc, but how many players is ever gonna notice such stuff? is a good thread over at the bio boards discussing whether or not soz is playable w/o a Ranger leader. the fact that such a thread exists is probably prima facia evidence o' bad design by soz developers.
oh, and the sword coast encounters is pretty much as terrible and underdeveloped as the saramach static encounters. a hunter's cabin with a cheesed off druid? that is a noteworthy encounter? is one druid and his critters in a two room cabin, no? no dialogue or skillz checks with this one, eh? how is different from the kobold or ogre caves in saramach?
*shrug*
as noted even by roxor, the saramach maps were near universal crap... and that were between 1/3 and 1/2 of game. including battle on the beach, there were a couple o' batari enounters in saramach in which a single skill check might arise, otherwise you simply entered the cave/temple/tower and slaughtered all inhabitants and collected the phat 1007... little different than diablo.
the majority o' sword coast static encounters were no better than the saramach ones. mention the crystal cave is noteworthy because it is an exception. compare to the aforementioned hunter's cabin, or the oh-so-memorable gnoll cave. even major plot encounters that took place in sword coast were often so lame as to elicit a "wtf" from Gromnir. you gotta pivotal meeting in conyberry, but other than jon wright's cartoony villain monologing, followed by an ambush (omg!) you get 0 useful input. the bandit attacks at new leaf? some clown named mikul is the bandit leader, but am not sure why he were even given a name, 'cause 'pon entering the bandit lair we were simply attacked. okie dokie.
...
soz is a deeply flawed game. even folks who like soz should admit that it is broken... and unnecessarily broken at that. even 1 or 2 genuine developed locations woulda' improved soz greatly. not need every static location in the sword coast to equal motb's thaymount... but even ONE such encounter might have made considerable difference. otherwise what do you really get from soz? lots of very brief and largely repetitive combat encounters that serve little purpose save for providing leveling and 1007 gathering opportunities. personally, Gromnir demands more than the diabloesque 1007 & level cycle from his crpgs, but if that is all you genuine crave, then perhaps soz is satisfying enough.
soz does have its good points. the flowers in the openplam bazaar look fantastic. am serious. given how tired and dated the engine is, soz developers manage to create some genuine anesthetic artistry. try and paint the Sistine Chapel ceiling with a bucket o' house paint and a dirty mop? *snort* nwn engine not give the developers much to work with, but they did manage to occasional craft some very pleasing stuff.
HA! Good Fun!