| The Black Wyrm's Lair Terms of Use |
Help
Search
Members
Calendar
|
Jun 10 2008, 12:21 PM
Post
#1
|
|
|
Forum Member Posts: 42 Joined: 6-June 08 |
I have to say i'm finding this to be the best mod of baldurs gate 2 i've ever played, the battles to me always feel fresh having to switching tactics and not using the same one every time like in the vanilla game till it became a chore to even complete it (congrats on the ai, its the best i've experienced). I have to say after beating torgal i have not had such a adrenaline pumping battle since ascension (and i'm eager for more as i go through the mod). I like how its all balanced and nothing seems overpowered in the game. Though i would make a criticism in that the most frustrating part was probably starting out since most battles were too difficult for low level parties and finding doable battles was hard so i would suggest you mod in some extra content for lower level parties (such as the slavers encounter at the beginning which was pretty good).
Oh i know that you've been bugged alot about this already but i would like some more evil content in the game ie. items and quests. For starters why not allow evil characters to work for firkraag. As i have never modded before and this is too much of a demand just ignore it but keep up the good work you've done an excellent job so far. |
|
|
|
![]() |
Jun 12 2008, 02:50 PM
Post
#2
|
|
|
The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
When an enemy has (say) 50% resistance to a damage type, you can still hurt him with that damage type; the resistance just makes him more durable.
If an enemy happens to have 100% resistance to a damage type; there is surely a "purpose" for giving him such a high resistance against that damage type (perhaps to encourage you to think and find alternate tactics; perhaps the creature must be impervious to that damage type due to its nature, etc). Now, adding spells which can reduce damage resistances will be quite out of place and will nullify that intended purpose completely. This is exactly why whever I wanted to add new spells to the game and asked players to give suggestions, I emphasized that any suggestions of spells which reduce damage type resistances won't be accepted for sure. As for Mencar's party, I checked them and can report the following points: 1- They don't have any innate MR or elemental resistances. 2- They use various potions, but the player can use remove/dispel magic as counter tactics. 3- The unlimited stoneskins you have encountered in your game is due to a typo in the mage's script and is a bug, albeit a bug which will show itself very rarely and that's why none of us had spotted it in our games. Players who play actively and agressively will not notice that bug at all, because they will kill that mage before he can cast more than a couple of stoneskins (and no, they are not contingencied ones and can be interrupted when he is casting them). You said that your battle with them took so long that the mage ran out of all of his spells. This kind of slow battle was actually the reason you noitced and spotted the bug. I just fixed it locally for IA v6. Thanks again for reporting it. By the way, if having personal items will satisfy you as a justification for resistances (similar to what you suggested for Sorcerous Amon), then you can just imagine that he had one, but the item was torn or destroyed during the battle before he was killed (though, better explanations and justifications are offered in the mod's FAQ. Those resistances to physical damage are legal in IA's atmosphere and rule set; the player can also gradually acquire them during the game). The main point is whether you enjoy playing this game or not; arguing with me over such things will be fruitless for both of us. You said "this mod is nice", but after that everything you wrote about the mod was negative. I can't comprehend what was nice in the mod in your opinion. If a player enjoys 90% of the mod, he can criticize the 10% he doesn't like and hope that his criticisms may make some changes to the future versions of the mod; but if a player doesn't like (say) 90% of the mod, there is no point in talking to me about them, because he can't convince me to change 90% of the mod or make such serious and fundamental changes to the mod and my general viewpoints. Edited for grammar and typo This post has been edited by Sikret: Jun 12 2008, 04:00 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
|
|
|
Jun 12 2008, 06:44 PM
Post
#3
|
|
![]() Premium Member Posts: 663 Joined: 9-June 08 From: Budapest, Hungary |
When an enemy has (say) 50% resistance to a damage type, you can still hurt him with that damage type; the resistance just makes him more durable. If an enemy happens to have 100% resistance to a damage type; there is surely a "purpose" for giving him such a high resistance against that damage type (perhaps to encourage you to think and find alternate tactics; perhaps the creature must be impervious to that damage type due to its nature, etc). Now, adding spells which can reduce damage resistances will be quite out of place and will nullify that intended purpose completely. This is exactly why whever I wanted to add new spells to the game and asked players to give suggestions, I emphasized that any suggestions of spells which reduce damage type resistances won't be accepted for sure. Yes, that sounds reasonable but the same should apply to MR and it is not true. There is a spell to reduce it and even there is a spell to give such an ability. My opinion is that a new spell or new type of weapons (such as the axe I mentioned above) should give the players more possibilities and more flexibility. But it is up to you, I just would like to show you a new and different viewpoint. QUOTE As for Mencar's party, I checked them and can report the following points: I do not see it as very important problem because I think it has an influence only to the "philosophy" of the game. I got an explanation and thank you for it.... QUOTE By the way, if having personal items will satisfy you as a justification for resistances (similar to what you suggested for Sorcerous Amon), then you can just imagine that he had one, but the item was torn or destroyed during the battle before he was killed (though, better explanations and justifications are offered in the mod's FAQ. Those resistances to physical damage are legal in IA's atmosphere and rule set; the player can also gradually acquire them during the game). The main point is whether you enjoy playing this game or not; arguing with me over such things will be fruitless for both of us. You said "this mod is nice", but after that everything you wrote about the mod was negative. I can't comprehend what was nice in the mod in your opinion. If a player enjoys 90% of the mod, he can criticize the 10% he doesn't like and hope that his criticisms may make some changes to the future versions of the mod; but if a player doesn't like (say) 90% of the mod, there is no point in talking to me about them, because he can't convince me to change 90% of the mod or make such serious and fundamental changes to the mod and my general viewpoints. I can also sum up the good points in your mod and the list should be much more longer than the two points that I criticised. I thought it is pointless because a lot of people already mentioned them and for sure you know them already. But here is a short list of them including the most importants but definitely not all of them: - really challenges and interesting battles, player should develop and use different tactics in different battles, no cheesy and general method to win them - nice role playing additions to the game (like the scroll that I found in slaver headquarter which also gives nice reason for the appearance of the assassins) - lots of bugs of the vanilla game were fixed - enemies are really clever and not stupid monsters anymore - new and really interesting items, classess and monsters - nice new spells and spell combinations (like spell prot.: divination + impr. invisilibilty) - generally speaking it give a new type of gameplay to the BG world that never existed before. It is sometimes frustrating but always interesting and challenging. And I am not really advanced in the game, so I saw only a small portion of the new developments and I am really eager to find them. But I do not think that you've learnt anything from this list because I am sure that you already know all of them. These were really the reasons why you start to develop this mod. Maybe my comments were too general and you cannot do anything with them, however I still think that they can be implemented (if you agree to them and if you have an intention to make them). But of course if I am the only one who criticized these points in the game then it is only my personal problem. Upd.: I fixed some grammar errors and clearify some points. This post has been edited by Vuki: Jun 12 2008, 06:50 PM -------------------- History of my party in IA can be seen here!
|
|
|
|
Patrick_hindman Opinion on the mod so far Jun 10 2008, 12:21 PM
Sikret Thank you very much for the kind words and complim... Jun 10 2008, 12:43 PM
Vuki I have one general comment also regarding IA.
I s... Jun 11 2008, 02:25 PM
Sikret You need to read IA's F.A.Q.; most of the thin... Jun 11 2008, 03:46 PM
Vuki This is my last post about it. Sorry for being off... Jun 11 2008, 07:17 PM
Vuki This entry is the answer to the started thread in ... Jun 11 2008, 07:38 PM
Vuki I was thinking about the unrealistic NPC problem. ... Jun 11 2008, 07:47 PM
Sikret [quote name='Sikret' post='32201' date='Jun 12 200... Jun 15 2008, 08:59 AM
Vuki I think the MR original purpose was the same: the ... Jun 15 2008, 09:58 AM
Sikret There are other reasons against adding such spells... Jun 16 2008, 08:45 AM
Vuki Thank you for these examples! They are really ... Jun 16 2008, 01:33 PM
Sikret Thank you, Vuki! Jun 16 2008, 01:49 PM
Kerkes hello everybody! I am playing IA5 for some tim... Jul 19 2008, 12:01 AM
Sikret Thank you very much for the kind words, Kerkes... Jul 19 2008, 12:17 AM
Shaitan Nice review. IA is very special. Jul 19 2008, 03:58 AM
Kerkes thank you for your time and effort in making this ... Jul 19 2008, 01:30 PM
Kerkes And a note about various weapons and resistaces yo... Jul 19 2008, 01:57 PM
Vuki And a note about various weapons and resistaces yo... Jul 19 2008, 09:11 PM
Raven And IA should be learnt, no one is born as a maste... Jul 19 2008, 09:44 PM
Kerkes No Vuki! For everyone who judges IA before giv... Jul 20 2008, 08:39 PM
Vuki No Vuki! For everyone who judges IA before giv... Jul 20 2008, 09:08 PM
Kerkes No hard feeling Vuki! just wanted to point out... Jul 20 2008, 10:54 PM
Vuki No hard feeling Vuki! just wanted to point out... Jul 20 2008, 11:31 PM
Kerkes nothing was wrong in your post didn't say that... Jul 20 2008, 11:09 PM
Kerkes Your tactic was imo very good, but generally you s... Jul 21 2008, 12:03 AM
Vuki Your tactic was imo very good, but generally you s... Jul 21 2008, 07:26 AM
Arkain Improved Haste is also part of the the merchant... Jul 21 2008, 03:39 AM
Raven Improved Haste is also part of the the merchant... Jul 21 2008, 09:17 AM
Kerkes Never bother with him, trademeet sells SI also.. Jul 21 2008, 01:08 PM
Vik i really cant understand how u can compare vanila ... Jul 22 2008, 01:34 AM
Vik for IA is much thinking required and many reloads ... Jul 22 2008, 11:39 PM
Kerkes It does, I agree. Met Yaga Shura yet? :) Jul 22 2008, 09:53 PM
Vik nope didnt met him yet , i have few more quest , w... Jul 22 2008, 10:55 PM
Kerkes You'll rethink about your last post when you d... Jul 22 2008, 11:30 PM
Kerkes I like it too.But with Yaga I had a frame rate of ... Jul 22 2008, 11:52 PM![]() ![]() |
|
Lo-Fi Version | Time is now: 27th October 2025 - 09:30 AM |