Bullshit. Plus, I would bet money that all the people complaining about pathfinding are mouthbreathing retards who never opened the config menu and thus never increased the number of search nodes. The path finding isn't perfect but it's certainly not some abomination.
No amount of nodes will stop the AI from getting confused when someone else (party member or enemy) gets in their way for a moment.
BG1 is, in some aspects, better than BG2. I know it hurts your brain to actually think but compare open world to a linear tunnel - which is better and why?
BG1 is apparently so open that all the content fell out.
A well executed linear tunnel is always going to be better than an open world as shoddily executed as BG1.
Besides, it's not that BG1 is actually truly open. Want to go in that direction? Sorry, but that's Cloakwood and you can't go this way because story.
A well designed game is fundamentally consistent in its approach. If it's open world, then it lets player go anywhere they please unless it can physically stop them.
Too bad BG is merely a linear storyfag slog hoping conceal its linearity by distracting player with a dozen or two empty maps.
It's openness is even more worthless than Oblivion's where it merely meant that you got to switch between a bunch of linear questlines at will.
Actually, even dragon age inquisition is way better than bg1.
bg1=oblivion of its time at best, one of the biggest harbinger of decline at worst.
Oh hey, another super edgy poster looking for his KKKredits. Perhaps go back to the playpen and keep playing with your My Little Pony dolls?
Three words: respawning kobold commandos, lots and lots of them.
Or, if you spread your party out, the way you should do in a tight little dungeon, you won't have to suffer respawns because they only happen under Fog-of-war. So if you play sensibly, keeping most of your party back, while a thief scouts around, you won't have to deal with them more than once or twice.
But that's actually using your brain, something that is way too difficult to the Bioware crowd, of whom there are multiple examples in this very thread.
Sorry, but I prefer using brain for other purposes than dealing with glaringly artificial breakage.
Doubly so if it involves broken pathfinding trying to back the
retarded lemmings party members into the newly respawned kobolds. Repeatedly.
The dungeon is awfully designed, boring, repetitive, pointless (mazes are pointless in an iso game), clashes with game's own pathfinding mechanics to the point and is filled with boring constantly respawning filler.
I don't remember worse dungeon in any game from any genre. Yes, Skyrim's linear slogs are still immeasurably better than this shit, so is Oblivion's copypasta.
There are two (not necessarily mutually exclusive) schools of dungeon design, one involves trying to make them like real places with clear sense of purpose and internal logic, the other involves making them interesting with puzzles, teleporters and interesting traps.
Firewine disregards both and is just repetitive filler for filler's sake, with neither interesting stuff, nor logic.
Granted, this is kind of running theme with vanilla BG1 dungeons as pretty much all are just repetitive filler for filler's sake but Firewine is special in how it makes BG's pathfinding algorithm perform even worse than no pathfinding algorithm at all and it's also on the lower end of the scale when it comes to both any sort of unique content accompanying the filler and internal logic.
And no, if you want to make Tucker's Kobolds, you'll have to do them the hard way, not by respawning the same shitty mobs over and over whenever player looks the other way.
Oh dear, a wilderness area that actually has some empty spaces? CAN'T HAVE THAT! AWESOME BUTTON TO THE RESCUE.
How about you don't put shit in if you can't make content for it?
Maybe it could be excused if BG was consistent about that and actually made a point of mapping a whole continuous chunk of SC, but no - it's omit 8h of marching through boring empty wilderness, then boring empty wilderness map for no reason, then another 8h of omitted wilderness, etc.
If you go for points of interests surrounded by generic wilderness you don't actually include in game, then you should make them actual PoIs, not generic wilderness maps that are just like the stuff you omit.
Again, a well designed game is consistent in its approach.
BG1 isn't because it's not a well designed game.
Seriously, most of you fucks should be banned and sent back to RPS "Hipster Central" where you obviously belong.
We are not the ones praising shit just because it's
old vintage here.
Wasn't saying it was any worse/much longer than firewine (well I take that back, was even blander and somewhat lulzier), just remarking about the lack of people complaining about it and why developers even included another shitty, not really a maze, area populated by trash mobs with varying resistance 1 or 2 at a time often behind traps.
I assume fewer people got this far. The one time I managed to put up with all the bullshit and get to the part the game starts getting marginally interesting my saves got wiped by a HD crash.
TL/DR Thief maze is empty and unnecessary filler, yet people complain more vehemently about smaller optional Firewine Bridge leaving me to believe most people didn't bother to finish game or have blocked it from memory.
Likely.
Yeah the one thing BG really had going for it was exploration
Please, stop misusing this word.
If all maps were filled with same monster it would be a problem. But since you get many different types of enemies, maps look nice (green is a calming color)
You should try Oblivion.
It's intensely calming most of the time.
Coma inducing even.
Doesn't stop me from being smug about D:OS being superior game overall, though, due to much superior combat.
At least BG is still a superior game overall to Morrowind, due to much superior combat.
BG has shitty everything AND shitty combat.
Besides, even Morrowind's combat is more fun most of the time than BG's RTWP clusterfuck.
The only encounters in BG that didn't suck were adventuring parties.
RPG as a genre doesn't really excel in combat and encounter design on the whole which makes vanilla BG2 certainly one of the better ones in that regard.
Combat system is near orthogonal to encounter design, though.