catfood
AGAIN
I found gold to be useless. The loot that I found during the game was more than sufficient.
why not just rest after every fight?
They're only a threat if you've used up all your spells and low on hp - so if you rest after every fight they're just nice extra xp.Random monsters do attack you, so I guess thats the main way to dissuade you from doing that. I won't be doing it anyway because LARPing makes it much more enjoyable.
One of the things I didn't like about HoW was that it added a metric crapton of extra magic items to the Kuldhar shops because apparently players whined because they couldn't buy a magic version of the weapon of choice for every character in their party. So instead of a cool little supply shop hidden away in the shadows of a giant tree in a remote village with a couple of interesting items tucked away out back you ended up with Elminster's Magic Emporium.I remember there being a lot of good stuff for sale in Kuldahar that I had no way of buying yet.
because apparently players whined because they couldn't buy a magic version of the weapon of choice for every character in their party.
That was a good thing because the support for weapons in base IWD was shit. Now you have a reliable way of getting something decent for the mid-game.One of the things I didn't like about HoW was that it added a metric crapton of extra magic items to the Kuldhar shops because apparently players whined because they couldn't buy a magic version of the weapon of choice for every character in their party. So instead of a cool little supply shop hidden away in the shadows of a giant tree in a remote village with a couple of interesting items tucked away out back you ended up with Elminster's Magic Emporium.I remember there being a lot of good stuff for sale in Kuldahar that I had no way of buying yet.
Sounds like IWD1 was the same way: great dialogue not given the central focus it should've had.
That was a good thing because the support for weapons in base IWD was shit. Now you have a reliable way of getting something decent for the mid-game.
There is nothing later. For example, in the base campaign, there are no hand-placed magical halberds; whether you get one or not depends entirely on the RNG. If you make a fighter with grand mastery in halberds you've pretty much wasted those points.Maybe I'm in the minority but I actually liked it when shops didn't cater to everyone and magic items were few and far between. Apart from being more realistic there was actually some C&C involved - do I spend my money on this weapon with decent bonuses that I only have basic proficiency in or do I wait in case I find or have the opportunity to buy something better later that suits my skill set more?
http://forums.obsidian.net/topic/57754-josh-sawyer-at-gdc-europe-2011/page-2#entry1139703It's the developer's fault if players make bad decisions for which they would have no reasonable expectation of predicting the outcome. A complaint with the original Icewind Dale is that the number of magical short bows is extremely low. Players don't have to invest specifically in short bows, but if they did, it's not reasonable to assume that players will intuit the shortage and plan accordingly.
If the developers clearly tell the player that there aren't any magical short bows in the game, they're off the hook for the player's decisions, but there's still the question of what they're accomplishing by making that choice.
The inverse happened in IWD2: needing to provide magical versions of every weapon at every level of power due to 2nd Ed. AD&Ds/3Es excessively narrow weapon specialization rules. The result: people complaining that there are tons of magical weapons in every dungeon and every store. Here's an even better idea: don't force specialization to narrow a player's choices to literally 1/30th of all of the available weapon types. That way the designers won't have to create three+ magical versions of every weapon and players can specialize with greater confidence that they'll find appropriate equipment.
There is nothing later. For example, in the base campaign, there are no hand-placed magical halberds; whether you get one or not depends entirely on the RNG. If you make a fighter with grand mastery in halberds you've pretty much wasted those points.
The inverse happened in IWD2: needing to provide magical versions of every weapon at every level of power due to 2nd Ed. AD&Ds/3Es excessively narrow weapon specialization rules. The result: people complaining that there are tons of magical weapons in every dungeon and every store. Here's an even better idea: don't force specialization to narrow a player's choices to literally 1/30th of all of the available weapon types. That way the designers won't have to create three+ magical versions of every weapon and players can specialize with greater confidence that they'll find appropriate equipment.
Having to complete the entire game with the crappy regular weapon you bought at the beginning while nearly everyone else gets decent upgrades is lousy.Except you are getting incredible bonuses to hit and damage and attacking quicker? Doesn't sound like a waste to me. Maybe you have to keep a secondary magical weapon in another slot in case you run up against something that is unaffected by your main weapon, but other than that you're doing ok.
See what Josh said in the first formspring link. I don't believe anyone's asking for dozens of variants of every weapon. With HoW there are three handplaced halberds: a +3 you can buy in Kuldahar, an optional +4/fire and cold resistant/storm shell/cone of cold in Gloomfrost you can have the dwarf craft at the expense of other weapons, and +3/symbol of pain in the very last area of HoW. So one you can buy as soon as you can afford it, one you can craft if you want it, one you can reliably find in the world near the end. That's reasonable.In any case, anyone who's playing IWD should know that the majority of fantasy hero archetypes are usually carting around a sword or maybe (if you're Conan) a battle axe. Taking grandmastery in a highly specialised and unusual weapon and then complaining the world isn't littered with magical versions of it would be like buying an HD DVD player and then complaining that there are nothing but Blu-Rays down at the shop.
Holy crap. thesisko tore Nathaniel Chapman a new asshole in that thread. Very prophetic.
hey guise, i need advice
i'm replaying IWD2, the GOG version.
basically, i am unable to remove hardware acceleration.
i have a geforce gtx 650 and windows 7
when i try to remove hardware acceleration, the "troubleshooting" button is greyed out
i looked around on the internet and it says that supposedly you can deactivate hardware acceleration directly from the nvidia control panel, but i seem incapable of doing it... any advice?