Awor Szurkrarz
Arcane
- Joined
- Dec 11, 2009
- Messages
- 21,899
ToEE had a similar non-interactivity problem.
I don't have the will to rant about this game just yet, but holy shit, I think this is possibly one of the worst, most boring and repetitive games I've ever played.
are we really discussing the plausibility of forgotten realms?
This is D&D, so what happened to Cure Disease spells and potions? Pretty sure those still exist in D&D canon, yet of course I haven't actually found a single one exploring the game world, so is there a shortage or something? They never ever touch on this at all.
Okay, fair enough, I totally missed that because I rushed through the early dialogue since I've tried playing the game a dozen times in the past."Bioware game have bad writing" goes without saying, but writing a bunch of words about something to which you're not even paying much attention so you can get mad at made-up issues? Tsk tsk.
I never even got this far but spoiler alert the plague isn't exactly a plague.
Even so, I do find a full-blown plague rather unbelievable, as well as its effects on the city. It just doesn't seem nearly as viable in a world where modern magic is so capable as to basically render death meaningless. These days we have most communicable diseases dealt with and the limitations aren't scientific, but in distribution. The D&D world, "technologically" speaking, is far more advanced than ours. It also certainly doesn't excuse the lack of ambition in exploring interesting ideas either. "Oh, magic plague, conventional medicine doesn't work" isn't really an explanation so much as it is just a hand-wave and a way of saying "it's a plot device, dummy!" In other words it's just kinda lazy.
SRD said:Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Thats not how things go at all.Not to mention that if Sauron sees them flying above Mordor, the Nazguls would tear them apart in a minute.They didn't used the eagles to throw the ring into Mordor because one simple reason: their mission required secrecy and sneaking abilities. Even in the movies Sauron gets confused about who really has the ring due to random people using the palantir (which was something like his radar). Have you guys played a little game called Thief?
not a chance.. although nazguls seems to be far more massive and powerful for some reason they always losed the battle and another thing is that we dont know how many eagles are in total.. maybe there are like 300 of them
Lets just say that that "how it should have ended -end" is only possible if everyone knew how things are going to go, before any of those things happened.
Its simple case of being a smart general after the battle.
Nazgul did not always loose a battle either.
In short:
Tolkien does not scale to your level.
I think this assumed to be fact, not just theorized.- I might be remembering it incorrectly, but doesn't Gandalf theorise (after realising that Bilbo has had the ring for decades) that hobbits are somewhat resistant to the ring's effects?
I don't like this line of though because while magic users in DnD can achieve miracles, they don't really understand how it works. If you took away all the clerics and unleashed a plague, no one would have any idea what to do. In modern society on Earth, if you removed all the doctors and unleashed a plague, we would still know how do things like quarantine the sick, use soap, it would probably only take slightly longer to figure out if it was transmitted through the air, contact, or bodily fluids, etc. Without basic understanding like this a society is not technology advanced. Giving a caveman a rifle doesn't make him technologically advanced.The D&D world, "technologically" speaking, is far more advanced than ours.
I was pretty sure only 2 Nazguls get killed in the books, neither of them by eagles. I also got the impression that giant eagles would need to be pretty rare, because (putting aside that fridge logic isn't particularly vital to this kind of work) otherwise you'd have some fucking angry farmers.
Much more importantly (in that this IS relevant to the book's internal logic) it's heavily implied that:
- giving it to a powerful creature is the worst thing you could do, due to corrupting effects (note that Gandalf won't even touch the thing, and mere proximity is enough to corrupt heroic characters (giant eagle/nazgul hybrid ftw).
- I might be remembering it incorrectly, but doesn't Gandalf theorise (after realising that Bilbo has had the ring for decades) that hobbits are somewhat resistant to the ring's effects?
I just fucking hate it when developers unwarrantedly assume shit like this. It's the #1 reason why RPGs are so bug prone.Fuck this game.
I saved the Spirit of the Wood by giving it some cure for its poison, I return to the Archdruid, and all I can tell him is that it's dead. I think this is because I returned to the area it was in after the Spirit teleported me out, so I could collect its loot. I used the portal to exit, which made the game think that I killed it. Yeah, minor bug, but pretty lame. I'm sure the Spirit of the Wood being "dead" impacts absolutely nothing of course.
When you think about it, this bug is colossally retarded. When speaking to the Archdruid, all the game should do is check to see if the Spirit was killed (I'm sure there is a variable for that that updates) or cured, and gives the appropriate dialogue option. I don't even see why you would do it any other way. If it does do that, and the game sets the "Spirit = dead" variable when you use the exit portal, then... fuck it, what? So if you exit before talking to the Spirit, does the game just say it's dead without you ever having met it? No, you'd need to check to see if the player talked to it first to avoid that problem, which means that we are talking at least *slightly* complex logic to figure this out. Which means that someone would have had to put effort into doing that.
The real question is why the hell would you ever tell a plot variable to update when the plot conditions haven't even been met properly. So not only are we talking about moronic design, but moronic design put into play by someone who should have been smart enough to not do it in the first place. Brilliant.
And it is the main reason why Morrowind came out so unfinished...I don't have the will to rant about this game just yet, but holy shit, I think this is possibly one of the worst, most boring and repetitive games I've ever played.
No, it wasn't.NWN's visuals were indeed pretty disappointing. The comic-like item pictures. The sometimes simply surreal level design/tilesets, low poly 3D models, etc...
Coming from IE games, NWN 1 was an eyesore, with the exceptions of some spell effects, at least.
Rpgsaurus Rex:
Infinity Engine wasn't that different in matters of containers, I think, at least the Bioware IE games (not sure about IWD).
Backgrounds were pre-rendered and container functionality just added on top of it, afaik. Unless the level designer decided to add an container overlay to some visual feature, you wouldn't be able to interact with it.
On the other hand, the level designers probably were less lazy and made most chests, cupboards, etc. interactive.
Precisely. IE may have had its flaws, but every chest-looking container was... well, a chest (it may have contained trash, or valuables - didn't matter), not simply a decoration.
There were plenty of chests, barrels and stuff that were non-interactive despite looking no different from their interactive brethren. IE games were as inconsistent as it gets in this regard.
There were plenty of chests, barrels and stuff that were non-interactive despite looking no different from their interactive brethren. IE games were as inconsistent as it gets in this regard.
There isn't a single chest in BG2 that doesn't function as an actual chest (well... maybe 1-2 non-functional for 100 functional ones? like the mimic in Umar Hills), regarding other furniture - see my previous post.
There were plenty of chests, barrels and stuff that were non-interactive despite looking no different from their interactive brethren. IE games were as inconsistent as it gets in this regard.
There isn't a single chest in BG2 that doesn't function as an actual chest (well... maybe 1-2 non-functional for 100 functional ones? like the mimic in Umar Hills), regarding other furniture - see my previous post.
There are actually are - there are plenty of them. They just do not react to alt prompt so that's why you might not have noticed them.
Explain!And it is the main reason why Morrowind came out so unfinished...
No. It doesn't work like this. Why do you keep ignoring the points that people make?Even so, I do find a full-blown plague rather unbelievable, as well as its effects on the city. It just doesn't seem nearly as viable in a world where modern magic is so capable as to basically render death meaningless. These days we have most communicable diseases dealt with and the limitations aren't scientific, but in distribution. The D&D world, "technologically" speaking, is far more advanced than ours. It also certainly doesn't excuse the lack of ambition in exploring interesting ideas either. "Oh, magic plague, conventional medicine doesn't work" isn't really an explanation so much as it is just a hand-wave and a way of saying "it's a plot device, dummy!" In other words it's just kinda lazy.
No. It doesn't work like this. Why do you keep ignoring the points that people make?Even so, I do find a full-blown plague rather unbelievable, as well as its effects on the city. It just doesn't seem nearly as viable in a world where modern magic is so capable as to basically render death meaningless. These days we have most communicable diseases dealt with and the limitations aren't scientific, but in distribution. The D&D world, "technologically" speaking, is far more advanced than ours. It also certainly doesn't excuse the lack of ambition in exploring interesting ideas either. "Oh, magic plague, conventional medicine doesn't work" isn't really an explanation so much as it is just a hand-wave and a way of saying "it's a plot device, dummy!" In other words it's just kinda lazy.
Magic isn't omnipotent.
Also, there's a question of wealth. Daily worker's wage is 1 silver piece. Casting a cure disease spell as a service costs 150 gold pieces, that is 1500 daily wages of a worker.
Magic isn't technology.
Magic isn't omnipresent.
Magic isn't omnipotent.
Also, there's a question of wealth. Daily worker's wage is 1 silver piece. Casting a cure disease spell as a service costs 150 gold pieces, that is 1500 daily wages of a worker.
No. It's just a NWN1-specific things. D&D was thought through to be plausible, it's not its fault that players and DM want to engage in munchkinfesting and break the setting.Please, do not try to find plausibility in D&D, and specifically NWN 1.
It performs the same functions at much higher cost with much lesser accessibility. Also, there are still healers and alchemists using traditional means for healing - if magic would be the only means of healing people, most of ill/wounded people would die from lack of aid.But in D&D it performs the same function rendering technical devices useless. Communication at longe range distances? Transport? Military solutions (Fireball==Bazooka)? Medicine
That's munchkinfesting, raping the setting.It kinda is, and NWN ceratinly shows that with the hoards of magic loot, spells and enemies. Everyone has access to magic, and even by the virtue that you can
No, it defeats death at specific conditions and at specific cost.Well, when it defeats death it kinda is. BUT then again we have "magic is technology" argument, and neither technology on its own is omnipotent (untill one finds a solution using it - which is what happens in the game)...
No, it doesn't mean that. The price is sky-high because it's a service of a very rare talented individual.The sheer fact that you can buy yourself effective magical treatment proves that it is quite common service, which begs the question - why the prices are skyhigh? But's it's just D&D being derpy and undermining its plausibility.
Bethesda rushed to release before competition, for obvious reasons - what's there to explain?Explain!
Please, do not try to find plausibility in D&D, and specifically NWN 1.
No. It's just a NWN1-specific things. D&D was thought through to be plausible, it's not its fault that players and DM want to engage in munchkinfesting and break the setting.Please, do not try to find plausibility in D&D, and specifically NWN 1.
It performs the same functions at much higher cost with much lesser accessibility. Also, there are still healers and alchemists using traditional means for healing - if magic would be the only means of healing people, most of ill/wounded people would die from lack of aid.But in D&D it performs the same function rendering technical devices useless. Communication at longe range distances? Transport? Military solutions (Fireball==Bazooka)? Medicine
There are also firearms in Forgotten Realms and wizards are scared shitless of them. Khelben Blackstaff himself engages in blowing up of any gunpowder stores that he finds out about.
That's munchkinfesting, raping the setting.It kinda is, and NWN ceratinly shows that with the hoards of magic loot, spells and enemies. Everyone has access to magic, and even by the virtue that you can
Also, what "everyone"? Does the game show all the 23000 people that live in Neverwinter?
No, it defeats death at specific conditions and at specific cost.Well, when it defeats death it kinda is. BUT then again we have "magic is technology" argument, and neither technology on its own is omnipotent (untill one finds a solution using it - which is what happens in the game)...
No, it doesn't mean that. The price is sky-high because it's a service of a very rare talented individual.The sheer fact that you can buy yourself effective magical treatment proves that it is quite common service, which begs the question - why the prices are skyhigh? But's it's just D&D being derpy and undermining its plausibility.