Chippy - I got my stalker backstabbing not too long after I complained about it here. It seemed to be a mixture of needing to level up, and standing right behind the opponent.
I did get some very tough 'you have been waylaid by enemies' events, like wyverns in Cloakwood. But I think that's meant to happen anyway. One time my party was destroyed by ettarcaps. And around the bandit areas if I tried to sleep I would sometimes attract about 10 bandits or guards.
I finished that game, but want to play a new character. I'd like to make an assassin so I can play with backstabbing more. I read that the most powerful backstabbers are multi or dual classes but I don't think I want to get that involved. I want to play the game, not the game system, if you know what I mean.
Being able to export a character at any time is actually a great feature, as it opens things up a lot more. I can make a character who explores the sword coast, then moves down to Amn without caring about the iron shortage mess (or suspects the Amnish are behind it and decides to investigate directly).
I'd like to mess around outside without doing things like the Spider Zone and Cloakwood Mine, or the Maze and the final battle again. Maybe I should get a mod to open everything up, so I can visit Baldur's Gate and the bandit locations from the start.
If I could improve two things about the game, it would be:
1. Make every location available from the start. Cloakwood Mine is behind four maps of dangerous forest, including those fucking spiders. You can keep an impassable tree line around the mine, so can't walk there directly without going through Cloakwood. That should be enough to keep the low level tourists from wondering in by accident. And just let the player explore the bandit camp freely, but make it Kazoug (or whatever his name was) isn't there. In fact you can make the entire far northern part of the map swarming with bandits so chumps can't win through. Anything but the damn 'Sorry Niko, the bridges are out' bullshit.
2. Improve the map system somehow. I don't mean lose the empty spaces, I like them. but make it that if you walk to the edge of one map, you're instantly teleported to the same latitude or longitude on the next. The ideal would be to make transitions absolutely seamless, so you don't notice where one ends and the next begins, but I realise computer power was limited in 1999. Hell, I was there.
Just do something to encourage players to explore in a specific direction, rather than clearing a square at a time. Surveyers work like that, travellers don't. I would also make it clear on the map how all the pieces fit together. Bioware pretends they don't, but they essentially do.
Besides these issues, this is a great game and I love it.
Although it does annoy me that you jump over the river when travelling to the zombie farm. Did you swim? Why not swim to Baldur's Gate? I also wouldn't mind some resources to create your own character class.
Wow, this turned into a long spiel.
This game is a classic and I'm starting a new game ASAP - An evil assassin with evil companions. That reminds me - the internet says you can pick up new characters and have them already on level 6. But my stalker was on level 8 and the others were on about 4 (Except for Imoen on level 1, lol). Do I have to squeeze out every last drop of 161,000 experience points? Even if it doesn't level me up? Would new companions be on level 6 then?
Talk to you guys later - I gotta get that sweet Assassin backstab multiplier.
What would be the best alignment for an assassin? Neutral Evil? Chaotic Evil doesn't seem right.
Could a trained killer be Lawful? A by-the-book, get-the-job-done type? Like a nazi prison guard?