Delterius
Arcane
Yes, the real issue would be druid.Level 1 ranger, bro. You're basically a hippie with a bow.Magic doesn't explain a ranger who lived his entire life cloistered in a library fortress
Yes, the real issue would be druid.Level 1 ranger, bro. You're basically a hippie with a bow.Magic doesn't explain a ranger who lived his entire life cloistered in a library fortress
Why?Yes, the real issue would be druid.
Well, a level 1 Ranger isn't very special. From what I remember, most of the things that make Rangers special (and more specifically tied to the wilds) come later on. So you don't have to change the whole 'cloistered life' in order to make them work. After all, spell levels and charm animal can and will be learned later on, as charname travels through the wilds of the Sword Coast. The Druid OTOH doesn't have that luxury.Why?Yes, the real issue would be druid.
Well, a level 1 Ranger isn't very special. From what I remember, most of the things that make Rangers special (and more specifically tied to the wilds) come later on. So you don't have to change the whole 'cloistered life' in order to make them work. After all, spell levels and charm animal can and will be learned later on, as charname travels through the wilds of the Sword Coast. The Druid OTOH doesn't have that luxury.Why?Yes, the real issue would be druid.
All of that can be explained away. You are a natural, like merlin, your connection to the land is strong, even if you are too young and cloistered to notice how special it truly is. You have been taught by books, by visitors, etc. You are the son of a god, with a latent talent that would put any mortal to shame. Even aging can be explained away like that, youve reached maturity in a short period of time because godly magic that puts necromancy to shame.Well, a level 1 Ranger isn't very special. From what I remember, most of the things that make Rangers special (and more specifically tied to the wilds) come later on. So you don't have to change the whole 'cloistered life' in order to make them work. After all, spell levels and charm animal can and will be learned later on, as charname travels through the wilds of the Sword Coast. The Druid OTOH doesn't have that luxury.
All of that can be explained away.
This is why I open the codex every day when I wake up. To read baseless bullshit like this and get pissed.I know the Codex way is to bash anything that's not turn based and with lots of C&C, but seriously Baldur's Gate games get way too much hate here for two really good games. Not perfect games, of course, like any other RPG ever made, they got flaws and shortcomings, but for people who can enjoy that general type of game (standard fantasy, combat oriented), they are really good. Here's how I feel about them:
Baldur's Gate 1:
- Amazing exploration and open world, in my opinion tied with Gothic 1 and 2 for the best exploration game I've ever played. What makes it so good is the structure of the world, broken down into many large open zones, which are mostly optional and empty (with gorgeous painted terrain), but each one contains a small number of points of interest, which are all unique and refreshing. In most RPGs, all you find are more epic lootz, or more epic fights, or dungeons, but in BG1, you find interesting stuff you haven't seen before, even if most of it is pretty low key and definitely not epic. The way the zone maps come together and display appropriate features (coastal maps have water in the right place, zones along roads actually have roads, the climate changes as you go from west to east and from north to south, mountain zones have snow, etc) really makes the player feel like they are exploring a real region, and not just some arbitrary maps. The world also feels very connected: many things/people you find are related to other stuff in the world, NPCs will talk about current events.
- Fun overall combat. It does have its share of trash mobs and some other issues, but what game doesn't. Overall, though, there are plenty of challenging fights throughout the game, and regardless of how you feel about RTwP, between controlling six people and the sheer variety of spells and abilities available, there is more tactical depth here than in vast majority of cRPGs, especially if you've got a few spellcasters in your party.
- Great atmosphere, as a result of outstanding presentation values (painted 2D graphics that never age, excellent sound effects and music, thematic interface) and intelligent placement of lore into the game (things like lore books and item descriptions).
- Really good progression curves for things like character development and loot. You start extremely weak (especially as a mage), but with every level (which are rare), you definitely feel your power going up, and towards the end, it feels very rewarding to wield powerful spells and abilities. Likewise, where most RPGs throw tons of loot at you until it all feels worthless, even the most basic nonmagical equipment costs a ton of gold here, and magical items are very rare, which adds to the satisfaction when you finally manage to obtain them.
- The writing is very inconsistent. At times, as with the main plot, and the chapter intros and dreams, it's actually quite decent, but many sidequests feature very short bits of pretty crappy dialogue and plotlines. Part of it seems to be the result of them trying to reward AD&D geeks with geek humor, but it doesnt work well.
- There isn't much in the way of C&C, a few quests/dialogue have different options but they are very black/white, and sometimes don't make a difference. Most don't even have that. Regardless of your class, you will have to fight. So it's really a game meant to be played from the typical heroic adventurer perspective, evil diplomats need not apply.
- Shitty quest design. Other than the main quest, and maybe a couple of sidequests, the player is just given a bit of instructions and sent off to kill/find something and come back. There aren't multiple quest steps, or puzzles, or lots of quest backstory. On the positive side, there are a ton of quests, just don't expect anything super involved.
- Annoyingly shitty pathfinding.
Baldur's Gate 2:
- For this one, Bioware completely changed the structure of the gameworld. Instead of having an open world you could explore, they went with a much more rigid hub system, where you go to a quest hub (e.g. Athkatla), get a quest there, and the quest giver marks a location on your world map to which you can now travel. Once there, you'll probably inevitably work your way to an extremely well designed dungeon and through it in order to complete the quest. As a result, exploration definitely suffered, though other parts probably improved.
- Even better combat than in the first game due to less filler content in terms of encounter design, and also even more variety and depth in spells and abilities at higher levels (at least until Timestop + Improved Alacrity ). Probably the best mage duels ever.
- Much better quality of writing. Not Planescape: Torment level, but as good as or better as most other cRPGs. Also much better quest design, with most quests having multiple steps, possibly involving clearing out dungeons, solving puzzles, and featuring lots of backstory.
- This game is much more of a dungeon crawl, but instead of one single huge dungeon, it has lots of smaller dungeons that must be traversed to complete various quests and plotlines. The dungeons are extremely well done, with unique, great looking designs, often containing inventory type puzzles and some kind of story, and filled with tons of magical loot, challenging encounters, traps and obstacles.
- Fixed a lot of interface and usability issues from the first game. Pathfinding is a lot better, as is the journal.
DraQ exploding in long-winded butthurt in 3...2...1...- Amazing exploration and open world, in my opinion tied with Gothic 1 and 2 for the best exploration game I've ever played. What makes it so good is the structure of the world, broken down into many large open zones, which are mostly optional and empty (with gorgeous painted terrain), but each one contains a small number of points of interest, which are all unique and refreshing. In most RPGs, all you find are more epic lootz, or more epic fights, or dungeons, but in BG1, you find interesting stuff you haven't seen before, even if most of it is pretty low key and definitely not epic. The way the zone maps come together and display appropriate features (coastal maps have water in the right place, zones along roads actually have roads, the climate changes as you go from west to east and from north to south, mountain zones have snow, etc) really makes the player feel like they are exploring a real region, and not just some arbitrary maps. The world also feels very connected: many things/people you find are related to other stuff in the world, NPCs will talk about current events.
Whut? Baldur's Gate 1 wasn't open world like Gothic, it was a collection of rectangular load-zones which, despite being adjacent to each other, had little continuity or overlapping climate/terrain. One zone could be a temperate forest, and the very next one - a rocky plateau, with no signs of the receding forest. They kept the coastline pretty consistent in areas with sea access, but no more than that. And... and you actually liked that 90% of those zones were empty, save for a bunch of generic combat encounters and 3-4 points of interest scattered randomly across the terrain, more often than not being some sort of useless out-of-context quirky character who uttered a bunch of pop-culture references and disappeared into nowhere? Wat? You actually liked the shittiest part about BG1 that they thankfully fixed in BG2?- Amazing exploration and open world, in my opinion tied with Gothic 1 and 2 for the best exploration game I've ever played. What makes it so good is the structure of the world, broken down into many large open zones, which are mostly optional and empty (with gorgeous painted terrain), but each one contains a small number of points of interest, which are all unique and refreshing. In most RPGs, all you find are more epic lootz, or more epic fights, or dungeons, but in BG1, you find interesting stuff you haven't seen before, even if most of it is pretty low key and definitely not epic. The way the zone maps come together and display appropriate features (coastal maps have water in the right place, zones along roads actually have roads, the climate changes as you go from west to east and from north to south, mountain zones have snow, etc) really makes the player feel like they are exploring a real region, and not just some arbitrary maps. The world also feels very connected: many things/people you find are related to other stuff in the world, NPCs will talk about current events.
Unfortunately, the game was set in retarded DnD Forgotten Realms which gave it the plausibility and atmosphere of Pokemon or WoW, rather than a real medieval fantasy world.- Great atmosphere, as a result of outstanding presentation values (painted 2D graphics that never age, excellent sound effects and music, thematic interface) and intelligent placement of lore into the game (things like lore books and item descriptions).
90% of those zones were empty save for (...) 3-4 points of interest
more often than not being some sort of useless out-of-context quirky character who uttered a bunch of pop-culture references
Unfortunately, the game was set in retarded DnD Forgotten Realms which gave it the plausibility and atmosphere of Pokemon or WoW
Your mom makes no sense. Empty means just that - a ball-droppingly vast empty non-interactible flat terrain that needs to be meticulously scoured in search for those points of interest, while generic enemies serve as an annoying distraction.That makes no sense.
Your mom isn't true. Feel free to examine this shit: http://www.gamebanshee.com/baldursgate/walkthrough/fullmap.phpAnd that is not true.
Your mom is highly subjective. It's a simple question of taste and restraint - Forgotten Realms is a theme park filled with EVERYTHING they could possibly cram into the setting, a set of derivative elements that do not interact with each other in any meaningful way. You enjoy this crap? Congrats, you're a dumbfuck.And that is highly subjective.
This is the desperate last resort people grasp when they have no arguments to the contrary.Glyphwright
Dumbfuck!
I don't have strong feelings about Baldur's Gate. It was a pretty fun game for its time, but it is also filled with immense amounts of tedium and boredom, interspersed with isolated random encounters that were mostly little more than nerdy gags or parts of fetch quests (kill angry guy, bring boots to dwarf in town, kill angry guy, bring necklace to woman in town, kill angry guy rinse and repeat).You certainly have strong feelings about Baldur's Gate.
Shitty games are less fun to scrutinize. Stop being butthurt whenever someone says BG is less than a holy bundle of flawless heaven on Earth?Baldur's Gate is like the Israel of CRPGs. Even if there are hundreds of CRPGs that are shittier, somehow they escape the extreme scrutiny of Baldur's Gate.
Well, it was less boring than BG2 at least. Not to mention lower level D&D is more fun to play(high level D&D sucks)To be fair, those also seem very fitting to the guy who thinks that BG1's optional content is 'low key' rather than amazingly boring.
Whut? Baldur's Gate 1 wasn't open world like Gothic, it was a collection of rectangular load-zones which, despite being adjacent to each other, had little continuity or overlapping climate/terrain. One zone could be a temperate forest, and the very next one - a rocky plateau, with no signs of the receding forest. They kept the coastline pretty consistent in areas with sea access, but no more than that.
And... and you actually liked that 90% of those zones were empty, save for a bunch of generic combat encounters and 3-4 points of interest scattered randomly across the terrain, more often than not being some sort of useless out-of-context quirky character who uttered a bunch of pop-culture references and disappeared into nowhere? Wat? You actually liked the shittiest part about BG1 that they thankfully fixed in BG2?
Again with this shit? There's nothing tactical about BG combat other than LoSing ranged attacks and using some CC spells. Most serious fights are completely decided by preparation and actual tactics play a very small part.any objective analysis will show that BG combat is deeper/more tactical than about 90% of all cRPGs out there
Again with this shit? There's nothing tactical about BG combat other than LoSing ranged attacks and using some CC spells. Most serious fights are completely decided by preparation and actual tactics play a very small part.any objective analysis will show that BG combat is deeper/more tactical than about 90% of all cRPGs out there
And it's still worse than even the shittiest turn based cRPG out there.