AlanC9 wrote...
Day/night cycles ruin pacing. The Tower of Ishal wouldn't have made any sense with day/night cycles unless the cycles were so long that they didn't matter. Chateau irenicus didn't make any sense.
The Tower of Ishal was a timmed event. You can work around day and night cycles with events like that. Chateau Irenicus didnt make sense because you were allowed to rest and Irenicus never returned. That had nothing to do with day and night. Losing day and night cycles is a net loss in depth. If you want something to happen during the day or night you time it, but you cant make up for the depth that could be had from variant guard shifts, avoiding nocturnal creatures, night vision etc etc.
Stealing and killing civvies is pretty much useless for RP since the game can't respond properly to such actions. The IE Reputation mechanic is feeble and easily spoofed.
It beats the alternative of pick pocket dice roll with no consequence for failure. In BG you had to be careful with AoE spells else you might kill civies and ****** off the populace. DA 2 doesn't even have in party friendly fire unless you are playing on nightmare. One of my most memorable moments in BG was fighting a wizard in the underground brothel. The wizard dropped a fireball and charred some ****s.
Death of party members is only tolerable in a setting that allows for resurrection, which breaks too many things about the world unless you're willing to go all the way to an OOTS world where everyone knows that resurrection is common and takes that into account.
Too much structure. Forget ressurrection. Its not about ressurrection. I dont think I used any ressurrections in BG 1 (cost too much). Didnt have them in Fallout. Bioware throws so much combat at you in DA:O that they know lasting damage and death would be pain. I wish they would have restructured the encounters or even the difficulty instead of ditching death. Also BG didnt have the D&D standard 0-10 hp system. DA:O could have used something like that and made it harder to die but still possible.
Skirmishing without enemy health replenishing is a kind of AI exploit, isn't it? I suppose there are enemies who can't do anything about this sort of tactic even if they understood it, though.
It was an exploit in certain situations. You attack and beat up the enemy then run and hide. They look for you and give up then you attack again or lead them into an ambush. It was really nice to cast a charm on them too. They were usally still dangerous. Nothing stopped the spellcasters from casting a hold person spell on you, or the fighters from drilling you with ranged weapons and ranged weapons did real damage. In BG 2 the enemy AI did the same to you.
There were times when it was an exploit when you could leave the area. Again thats something that they should have just fixed isntead of ditched.
I wouldn't mind seeing encumbrance and individual inventories back, though since I don't like inventory-based gameplay in the first place this probably wouldn't be worth the zots with the amount of items I'd want in the game.
What do you consider inventory-based gameplay? I don't mind how ME 2 ditched the inventory. ME is mission based. You don't have week long temple sieges like you do in DA:O. DA:O needs some type of inventory. A shared inventory system is a step backwards in complexity and I would say usability too.
As for no level scaling -- that really wouldn't work well with DAO's structure. And stuff in BG2 was often scaled, though somewhat less obviously than in DAO.
Ditch the scaling and change DA:O's structure. The structure is more of an issue than the scaling. Level scaling to the point where it goes as far as DA:O is usally justified by stuff I dont like.
Filler Combat- You can extend the game to your 40 or 60 hour mark because all of that combat wont give godly xp doesnt matter. Everything else scales
Static encounters- weaker creatures don't have to surrender, give up, get massacred, or flee because their levels match yours.
weak ranged weapons- With the high xp an archer might as well shoot tooth picks.
Scaled loot
Massive amounts of hitpoints and fast leveling- I miss the BG 1 and Gold Box system. Beat a game at level 6-9 and take on the sequel. This way the devs dont have to worry about creating high level bosses in one cycle.
Massive amounts of hitpoints and fast leveling- I miss the BG 1 and Gold Box system. Beat a game at level 6-9 and take on the sequel. This way the devs dont have to worry about creating high level bosses in one cycle. It cheapens leveling and the feeling that you are gaining power. It trades the experiance of the game for XP.
Modifié par Dorian the Monk of Sune, 03 mars 2011 - 09:46 .