While my malkavian struggles with the same amount of points...how is that possible?
Malks talk to themselves constantly.
Are you playing the original game or the basic patch? Because I made sneaking somewhat harder in the plus patch so you are only practically invisible when it's maxed out at 10.Now, one thing I found strange is that my tremere with sneaking of 4 could be undetected while stealthing by basicaly everyone.
While my malkavian struggles with the same amount of points...how is that possible?
Are you playing the original game or the basic patch? Because I made sneaking somewhat harder in the plus patch so you are only practically invisible when it's maxed out at 10.
Are you talking about points in Stealth or Sneaking, because for the later Dexterity is important too and that can be lowered by armor or raised by an occult item without you noticing it...
Obviously I moved on using obfuscate since I couldn't hack the PC, but I don't get why this happened.
I have the same problems with the game. It is quite a railroad, especially if you want to play a person with any smidgen of ethics. You can't even investigate things for yourself and take a third option like the thing with Nines. Unlike Fallout 2, where you can take a third option when trying to figure out who killed Richard Wright. If that quest was in Bloodlines, it would be Renesco or Renesco.You're also forced to do thinks like tell LaCroix that you saw Nines (even though it's obvious something is up with that), or that you have to tell him you know about his alliance with Ming. Oh, but they give you 3 different ways to tell him the thing they force you to tell him! C&C felt pretty weak in general, and at the end of the game I was simply asked which of the 5 endings I wanted to pursue.
Not really. The original setting has a lot of the ideas of the Beast and the Machiavellian politics, but it did NOT have to be gothic. You can basically play it like any other secret organisation fighting another secret organisation trying to take over the world without the normal people knowing about it. Or you can play politics and drama or any other method of playing. The emo goth nonsense is the Bloodlines take on it.I've tried to get into VtMB from time to time, but the goth emo teen style/mood/etc is really off-putting, I can't fucking stand it. I presume it was taken from the original source material?
I'd rather have new content.
Let's hope in a EE™ eXperience by Beamdog©
I've tried to get into VtMB from time to time, but the goth emo teen style/mood/etc is really off-putting, I can't fucking stand it. I presume it was taken from the original source material?
I have the same problems with the game. It is quite a railroad, especially if you want to play a person with any smidgen of ethics. You can't even investigate things for yourself and take a third option like the thing with Nines.
The original setting has a lot of the ideas of the Beast and the Machiavellian politics, but it did NOT have to be gothic. You can basically play it like any other secret organisation fighting another secret organisation trying to take over the world without the normal people knowing about it. Or you can play politics and drama or any other method of playing. The emo goth nonsense is the Bloodlines take on it.
Yes. Most of the quest don't really have different outcomes and in the end, all that matters is that final choice where you chose one of 4 or 5 endings. What you did in the meantime didn't really matter. Unlike, for example, Fallout, where your ingame choices do matter. Even NWN gives more choice and consequences than Bloodlines.Yeah. And it would be one thing if the game was simply linear and said, "Hey, you're the agent of the Prince, the game is about you doing a linear set of missions for him." But the game presents you with alternatives - the Prince even tells you to visit the Anarchs to hear their pitch (though it makes no sense for him to do so). You also meet with Strauss, and he tells you how concerned he is with LaCroix getting the Ankaran sarcophagus. But then the game forces you to do whatever LaCroix tells you, including getting the sarcophagus for him (even though it's obvious that it's a bad idea and that you're going to have to undo it in the end). You don't even get the opportunity to discuss the situation with Strauss (who, after your initial meeting, just sits there passively for the rest of the game).
Bloodlines also has you make a choice and then actively ignores them. For instance, the Voerman sisters told me that if I told anyone what happened in the office, they'd kill me. I immediately proceeded to tell Bertram Tung, who's their enemy, as well as Beckett. There were absolutely no consequences for doing so. Or the choices feel pointless, like with the slasher. It doesn't really seem to make any difference if you let him live or kill him (it was also an incredibly anticlimactic ending to something that was being set up through the first 2/3's of the game as on of the major mysteries).
I have the same problems with the game. It is quite a railroad, especially if you want to play a person with any smidgen of ethics. You can't even investigate things for yourself and take a third option like the thing with Nines. Unlike Fallout 2, where you can take a third option when trying to figure out who killed Richard Wright. If that quest was in Bloodlines, it would be Renesco or Renesco.You're also forced to do thinks like tell LaCroix that you saw Nines (even though it's obvious something is up with that), or that you have to tell him you know about his alliance with Ming. Oh, but they give you 3 different ways to tell him the thing they force you to tell him! C&C felt pretty weak in general, and at the end of the game I was simply asked which of the 5 endings I wanted to pursue.
Bloodlines is an overhyped game, which is a pity as the system it is based on is pretty nice and the lore behind it is extensive.
Yes. Most of the quest don't really have different outcomes and in the end, all that matters is that final choice where you chose one of 4 or 5 endings. What you did in the meantime didn't really matter. Unlike, for example, Fallout, where your ingame choices do matter. Even NWN gives more choice and consequences than Bloodlines.Yeah. And it would be one thing if the game was simply linear and said, "Hey, you're the agent of the Prince, the game is about you doing a linear set of missions for him." But the game presents you with alternatives - the Prince even tells you to visit the Anarchs to hear their pitch (though it makes no sense for him to do so). You also meet with Strauss, and he tells you how concerned he is with LaCroix getting the Ankaran sarcophagus. But then the game forces you to do whatever LaCroix tells you, including getting the sarcophagus for him (even though it's obvious that it's a bad idea and that you're going to have to undo it in the end). You don't even get the opportunity to discuss the situation with Strauss (who, after your initial meeting, just sits there passively for the rest of the game).
Bloodlines also has you make a choice and then actively ignores them. For instance, the Voerman sisters told me that if I told anyone what happened in the office, they'd kill me. I immediately proceeded to tell Bertram Tung, who's their enemy, as well as Beckett. There were absolutely no consequences for doing so. Or the choices feel pointless, like with the slasher. It doesn't really seem to make any difference if you let him live or kill him (it was also an incredibly anticlimactic ending to something that was being set up through the first 2/3's of the game as on of the major mysteries).
But, of course, if you tell that to the fanbois, you get stalked and lynched.
I don't recall any of the NWN forcing you to incriminate someone instead of staying silent about it. In fact, Fallout2 had one, where you can tell Tandi about the deathclaws in Vault 13 or you don't tell her about the deathclaws. Either way, her reaction is different but you get the choice. In Bloodlines, it is tell LaCroix or tell LaCroix.Name me an cRPG where the main quest is not a main road and where most quests are not of the same type.
I don't recall any of the NWN forcing you to incriminate someone instead of staying silent about it. In fact, Fallout2 had one, where you can tell Tandi about the deathclaws in Vault 13 or you don't tell her about the deathclaws. Either way, her reaction is different but you get the choice. In Bloodlines, it is tell LaCroix or tell LaCroix.Name me an cRPG where the main quest is not a main road and where most quests are not of the same type.
The fact that you think that this kind of railroad is normal and, more importantly, makes for a GOOD game speaks much of your fanboism.
In no way did I say you think railroading is good. I said that you believe that that railroad of a game is good and by extension railroading in it makes for a good game. It is a subtle difference, one that is amply demonstrated by Ultima 7 and 7:2. One is more railroady than the other but has a tighter narrative as a result.In no way did I say that railroading was "good". I said that railroading the main quest is common even among the best cRPGs and for understandable reasons because computers and programming are limited and when you add a new layer your extra work can increase exponentially. What you mentioned about the Deathclaws is irrelevant for the main quest. They could not be there and it would not matter one bit. It is nice if the game has a few more nuances but that does not change the fact that almost any cRPGs main quest is railroaded, including the one of FO 1 and FO 2.
I could easily make the same stupid comment by the way, you not accepting that the main quest is railroaded as well just more subtly makes you a FO fanboy.
But then the game forces you to do whatever LaCroix tells you, including getting the sarcophagus for him (even though it's obvious that it's a bad idea and that you're going to have to undo it in the end).
For instance, the Voerman sisters told me that if I told anyone what happened in the office, they'd kill me. I immediately proceeded to tell Bertram Tung, who's their enemy, as well as Beckett.
Has anyone revisited the idea of porting the game to a non-shitty engine now that CCP is a nonfactor?
In Fallout 2 the objective is to find a thing, the path doesn't matter. So there's no "main road".Name me an cRPG where the main quest is not a main road and where most quests are not of the same type.