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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 126 Joined: 21-March 08 ![]() |
The Wizard that Hires you to get into the harpers stronghold gets killed yes by the spy, but,,, in my case he doesn't/hasn't come back. ( like he normally does)
Next, The warrior who is supposed to be in the cells is not there, at all and nor are the whining dudes outside talking about how they were beaten by a girl.. I only intalled T.S 7.02 and baldurdash Wasssup wit dat? Why are core game factors being overwritten or removed? I mean I could CLUA them in, but this might damage further sub-quests,, "seen it before".. any idea's? UPDATE: Go to last reply. This post has been edited by Bereth Darkides: Apr 7 2009, 03:12 AM -------------------- Also known as Warren22
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#2
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Forum Member Posts: 146 Joined: 1-November 06 From: Saint-Petersburg, Russia ![]() |
QUOTE difficulty of a mod which is not difficult at all Well, let's say that while it may be not too difficult for you, me, Vlad or Senka, there can be people to whom it's hard. I remember playing BG1 for the first time and swearing every time that wizard on the FAI's stairs sent me to hell.What I'll say next isn't related to TS directly, it's a theoretical outline. QUOTE he left and returned later just to pretend that he is a veteran player to give us lessons about the game's balance I've read the thread in NEJ's forum. And I can firmly say that he does make a very solid point regarding balance.It's probably more a matter of what every one of us understands as 'balance'. As far as I can tell from what I've seen, for you, Sikret, that's 'how hard a fight should be'. That is legitime definition when we talk about exclusively tactical element of game. But roleplaying game doesn't consist of fights only (otherwise we have Diablo), it should be a self sufficient world with it's own logic (not necessarily explained to a player at the game start). And there is already a world predefined in BG - Forgotten Realms. Breaking it's logic too much often breaks immersion, breaking immersion breaks expectations. BTW I've happened to read DnD's guideline for highlevel campaigns - one of the most interesting points was not to introduce tougher opponents, who'll strip the feeling of PCs being actually strong, and alongside will yield more XP, escalating the process even further. Instead it suggested to make enemies smarter, like preparing battleground to their advantage and such. Combat is just a one single piece of game design, and shouldn't dominate the other elements. As long as the goal is to make an RPG. -------------------- aka GeN1e
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