I'm probably alone in this
#101
Posté 18 juin 2010 - 01:25
#102
Posté 18 juin 2010 - 11:16
AlanC9 wrote...
Hell, in ToB I've had someone die a couple of times in the same fight. And I mean really dead, not just injured like in DA. So this problem has been with us for a while
Sure, having the body destroyed meant you'd have to reload in the BG games unless you wanted to dump the character.. Would forcing a reload be acceptable in DA?
The saves are so frequent it wouldn't be much of an issue. But then again it would be the opposite of what occurs in 2008's Prince of Persia in a way if that makes sense. Implied frustration instead of implied easiness.
It would add another layer of intruige if your characters could get perma-deathed through combat means.. but you'd also probably see a larger cast like the BG games to compensate.
#103
Posté 24 juin 2010 - 03:47
Ah that would explain it. I tend to be a goody two shoes.maxernst wrote...
I think Biff only appeared if you had killed some character who was essential to the plot...I only got him once (I think I caught a friendly character with a fireball).
#104
Posté 24 juin 2010 - 05:01
The first time I met Biff was in BG2 in the theatre, everyone gets to see him then. Perhaps he is so busy acting as a reserve for every character, he didn't have time to rehearse for the play. Poor Biff.
#105
Posté 24 juin 2010 - 07:50
elearon1 wrote...
You know what I miss from some of the older CRPGs? NPC death. I miss having to actually go to a temple carrying your friend's body to get it resurrected if he got killed during an adventure - unless you were fortunate enough to have a rare and expensive magic item with limited charges you could carry along with you.
I miss running through half the underdark in BG2 with only 2 surviving party members, looking for some way to get them on their feet again - having to leave their equipment behind so I could carry their bodies without becoming cripplingly encumbered.
The potential for NPC death made battles more suspenseful, because you knew if you messed up, didn't use your resources well, or just had some very bad luck you'd have to carry a dead body back to town and future battles would be that much more dangerous.
I played once through BG2 never reloading for anything shy of the main character's death (and then because you had to reload in that event) and ended up having to leave one of my party members behind because we couldn't carry her and had no way of raising her - so she was lost to the party forever. Roleplaying wise that carried some serious weight with it ... having to make a choice to leave one of your companions, knowing if you could just get her back to town in time you'd be able to save her ...
With party members merely being knocked out now, and getting up again at the end of the battle, the combats seem less meaningful, as if there is less at stake.
I realize, however, that having to constantly spend your coin to raise npcs can become a tedious and aggravating way to spend your time and money - especially since playing a game is meant to be fun. But it would be nice to have that as an option - much the same way you can turn off friendly fire damage in the game, just click a box which either autowakes your party at the end of a fight or requires you resurrect them.
Am I the only one who misses this?
I'd have to agree. I love risk/reward in RPGs.
BG2 had GREAT risk with GREAT reward, but it was mandatory.
DAO has a low risk, but the rewards are also pretty low (random junk lewt) but if you complain about it, people call you a "WoW kiddie". I don't play WoW and I'm not a kid.
But it doesn't take sherlock holmes to deduce that DAO was made easier and more casual in order to attract the halo teabaggers





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