sabishii
Arbiter
LONG Q&A with PB, from http://forum.worldofplayers.de/forum/sh ... ost2601994
[PB]Mike 27.10.2006, 17:35
First off:
I tried addressing all questions regarding GAMEPLAY - except a few which made no sense.
In the following posts I'm going to answer questions regarding story, the future of Gothic and general questions.
1 - Is it intentional, that many blows don't have any effect since the enemies step back (jump back) very often?
For the wildlife this is intended (as in G1 and G2). When fighting humanoids, this is happening too often and should be improved imho. This is not yet going to happen in patch 2, though.
2 - Is it intended, that many spells are missing their target, since the opponents are easily evading?
In the game I played, it was possible to fire off a fireball in a straight line with a short click. A long click makes it a "homing missile". This is intended.
3 - Why the astronomical prices for weapons and equipment?
Since one gets that much gold within the game world, which has to reflect back to the pricing.
4 - Why is one often given incomplete and inaccurate quest directions, making it a frustrating search?
Some directions are stupid.
5 - Did you take into account, that especially for RPG newbies, the lacking thread and sparse information regarding "what to do next" might be a problem?
It is intended, that the presence of monsters capable of killing the hero is a problem.
It is intended as well, that the player has to seek out goals for himself (more yet, than in the previous Gothic games).
Personally, I think that we're distancing ourselves for a good part from what many people perceive as "main stream" (in a negative sense) this way.
6 - Why is the spawn rate so high, why do mobs appear out of nowhere when I started a fight with two or three animals only? This way, I get ambushed by an entire horde and my allies have no chance of surviving.
a) Many NPCs are (currently) too weak against monsters.
b) One should be careful about where to get into fights.
c) The monster population was thinned out a bit with patch 2.
7 - Are Nordmar and Vengard Orcs so evil, that they're attacking even the most prominent of Orc mercenaries?
Yes. That's intentional. Just like human bandits.
12 - Why are there no real professions (like in G2)?
That's also intentional. We made the entire profession thing a bit more abstract, but we also did expand it (e. g. making it possible to use whetstones etc.).
13 - Why is the combat system designed in a way that makes it possible to unintentionally hit your own allies in combat without even targeting them?
"Your allies" are probably neutral NPCs (yet). When getting involved in a fight between two neutral NPCs, one is indeed facing the problem of often hitting the wrong guy with "normal" attacks. By keeping the right mouse button pressed it's possible to take one opponent into "focus lock" and specifically attack him with left mouse button clicks afterwards though.
14 - Where's the good old quest log?
Making a "dialog log" was planned from the start. Imho the desired result is simply lacking in some places because not all relevant dialogs appear in the log. It's possible to resolve that in a future patch.
16 - Why is there nothing to do in the cities after the revolutions?
"Farming off" cities (there are more of them, in exchange) and using cities as mere "trading outposts" afterwards was intended.
17 - Why is the combat balancing so half-baked (in particular when fighting against wildlife), or was that intended?
Missing animation data. The boars e. g. had no "strike out" animation, which was the reason for their "power attacks" to be as quick as normal attacks (but twice as strong) and the strike out pauses were missing. Fixed in patch 2. Yet these beasts still aren't easy to beat though.
It was intended, that there are a few "most feared" opponents, forcing the player to e. g. use a bow or learn hunting perks.
18 - Why is there no sense of loyalism or sense of community within any of the factions?
Again: Usually, one does not return to previously visited locations, except for trading (maybe sleeping, learning). This impression is also a result of the changed concept / the size of the game world.
19 - Are the bugs that are the cause for quests failing going to be wiped out with the next patch (-> do you need help from the WoG community in regards to a bug compendium?)
Yes, it should happen that way. Regarding the second part of the question: There is a very good bug tracker already.
20 - Why are there so few dialogs? (-> most NPCs get rid of you with the same lines over and over again)
Because we were of the opinion, that it wouldn't really be worth implementing dialogs with ambient characters. Most players talked to two or three farmers or miners at the beginning of G1 or G2 and ignored them afterwards. Personally, I also don't consider ambient character dialogs to be important. Some main characters probably should have had a few more lines to tell (especially for the fans), but I dealt with that in my previous post already.
21 - Why are there relatively few items, weapons, scrolls and armor?
I didn't get that impression. For the weapons the problem was, that the distribution system was bugged, resulting in no better weapons appearing in chests. This should be fixed with patch 2. However, the system starts working from the time the first chest is opened, therefore you will find less great weapons unless you restart the game.
22 - Why do some skills have close to no effect to fighting (good / master swordsman)?
The effects are:
a) the strength of hits (opponents will tumble more often, also depends on the difficulty setting)
b) the patch adds a good chunk of additional damage
23 - Why are "trainers" so rare in Myrtana, Nordmar and Varant?
I don't think so.
24 - Why is the hero paralyzed for a short time after getting hit (like in G1, at the start)?
The player is supposed to take better care not to get hit.
30 - Why does the old learning system from G2 no longer exist? (10 -> 100%)
Since there were basically only 3 different levels there as well. The new system was supposed to be reduced to the essentials.
31 - Why are the contents of chests random and so ... boring?
The world is meant to be possible to be completed in any order, after all. Therefore we made a few important design decisions, which were not perceived as improvements by all players. After it's possible to find "great items" with the patch, the problem is solved - provided that you accept the design.
In the smaller addon world we will probably revert back to the old concept.
32 - Why do the hero's deeds have so few effects on the game world (-> king killed, nobody cares)
This was impossible to realize, taking the size of the world into account. Probably it would've been possible to add some dialogs in some places, however, it would've been absolutely impossible to achieve full coverage of certain topics all over the gaming world.
Was it possible to tell anybody of Gomez' death in Gothic 1? If so, it was merely one or two characters for certain. This is pretty much the same point as the prementioned shortfall in regards to adding more dialogue for the main characters (one of the two main points of criticism, me included)
33 - Why are there so few and only small maps (world map)? Why are there no town maps?
The towns are sufficiently clearly arranged imho. I, for one, do not miss these maps.
34 - Why is it not possible to get an own house / hat?
This is possible in Montera. It has been realized by scripting, not by system (as previously) - it was never intended to realize something like that as a major gameplay element, since it (and I repeat myself) does no longer belong to the concept to keep returning to previously visited places in Gothic 3.
36 - Is it that essential that important NPCs are mortal?
No. But it was part of our goal to give as much freedom to the player as possible. Unfortunately, NPCs are too weak compared to monsters. This will be fixed in another patch.
38 - Why is it always the same "I understand" over and over again?
Because the hero's voice actor (Christian Wewerka) complained that he had to read out "I understand" and "Show me your wares" over and over again for a thousand times for the previous parts of the Gothic series. Therefore, he requested that we "solve this some different way, it has to be possible after all...".
It was.
39 - Is it possible to play with the old combat controls? (-> as it was possible in G2)
It would be, however, I'd prefer to improve the new controls.
40 - Is the fast leveling intended?
41 - Why are there no longer additional health points granted when gaining a level?
What am I supposed to say in regards to these two questions? Leveling is faster, there are more learning points which can be used for "buying" health points. More freedom for the player to decide for himself, how offensive he wants his character to evolve while spending learning points. You can simulate the old system by simply investing in health points every 4th level.
42 - Why are there no weapon sheaths?
There never were and never will be. The realization effort is disproportionate in regards to the improvements it would make to the game.
43 - Why are there no / close to none alternate paths for quests?
There barely were any in the predecessors either. In exchange, in G3 you can transform into a meat bug to get past guards or commit an unnoticed theft right in front of the eyes of an NPC using telekinesis.
That's it for now. Patch 2 is online now and does not improve everything, but much. Party members and humans per se are a tad stronger against monsters, but still not strong enough - this will be fixed together with the combat system in the next (and hopefully last) patch.