since when does a nwn player need such a key?
NWN2 players do. ![]()
since when does a nwn player need such a key?
NWN2 players do. ![]()
Could you clarify this?
Besides the over-the-top animations (which isn't gameplay per se) and the enemies jumping down on your head (which isn't some core gameplay thing and could easily be changed, would be like complaining about enemies spawning on top of you in NWN), I thought DA2 had a fairly good combat system.
*blinks*
You sure you want to stick by that comment? We are talking about DA2 here, after all...basically the most cursed at version of DA that exists precisely due to the combat system changes.
The skill tree changes are horrid, to start. The items being flagged to be for one particular character, yadda yadda yadda. Oh, and being able to basically kite anything with the controller and kill it is atrocious, plain and simple. More like an action based RPG (aka Witcher) than a real RPG.
I mean...you are baiting me, right?
Ah, I get it.
Heh. Almost had me going there for a minute. Nice try.
Not this again...
I mean...you are baiting me, right?
The skill tree changes are horrid, to start. The items being flagged to be for one particular character, yadda yadda yadda. Oh, and being able to basically kite anything with the controller and kill it is atrocious, plain and simple. More like an action based RPG (aka Witcher) than a real RPG.
Of course you are baiting.
Kiting one particular Boss in particular comes to mind (a Qunari). One can beat him with any build, simply by kiting and striking when he "recovers" - it is hilariously stupid.
Again, the difference between DA:O and DA2 is miles apart in gameplay - especially regarding the skill trees, obviously borrowed super-powered "abilities" on those trees (like Bianca's "burst" attack that affects an area!!!!!), how the items are locked to specific characters, and so on.
As for "why is the locked [insert item here] a bad thing?" - because they often have an individual look, and for fans of character customization that limits (rather than promotes) possibilities.
Atrocious, really.
While I know this is not a DA thread- I do have to agree that the Mage combat in DA 2 was better than DA:O
I hated the whole 'Im a mage with a Staff, so I am gonna pretend my staff is a snooker cue and putt a cue ball at your head' animations.
You must remember the animation I am talking about - they basically looked like they were doing snooker animations with their staffs.
Was boring as hell.
When DA2 came out, mages suddenly looked bad-ass.
Spinning their staffs around and attacking in real time opposed to a D&D style 3 attacks per round.
Of course you are baiting.
Kiting one particular Boss in particular comes to mind (a Qunari). One can beat him with any build, simply by kiting and striking when he "recovers" - it is hilariously stupid.
Again, the difference between DA:O and DA2 is miles apart in gameplay - especially regarding the skill trees, obviously borrowed super-powered "abilities" on those trees (like Bianca's "burst" attack that affects an area!!!!!), how the items are locked to specific characters, and so on.
As for "why is the locked [insert item here] a bad thing?" - because they often have an individual look, and for fans of character customization that limits (rather than promotes) possibilities.
While I know this is not a DA thread- I do have to agree that the Mage combat in DA 2 was better than DA:O
Ok, if you were NOT baiting, I take that back.
I am a fan of DA. Quite simple, really.
Of them all, I vastly prefer DA:I - but DA:O still has a fond place in my heart (the part in the Deep Roads is so ingrained into my memory, it is amazing!). "On the first day..." oh man! The horror...as you progress, it gets worse...and worse, as the true horror is revealed!
DA2 had a great story (The Hero of Kirkwall) and I really liked the plot(s), especially the Serial Killer stuff. The DLC part was excellent (though it really reminded me of WoW, to be honest. But it was really cool to see how one created the background for DA:I).
If it hadn't been for the skill trees, and especially the items limitations, I might rate DA2 higher. Of course...there IS Isabella...
But she just isn't as good as my little Bard in DA:O (who I romanced)!
Am I the only one finds the whole romance in video games thing creepy? Oh and I much preferred 2. In one the thrust of the game (to me at least) was to build a balanced party and then they throw that single combat at you...
I have tried to replay it on win 7 but I have a weird thing where I can play it once and the game won't load again after that.
TR
Am I the only one finds the whole romance in video games thing creepy?
For me video game romances is one of the main selling points. I value character interaction above everything else, and romances are a pinnacle of that concept. One of the main reasons I've been hesitating to play Pillars of Eternity for a while now is that it doesn't have any romances for the main character. When I play story-heavy games, I immerse myself into the character I'm playing, and their romances feel as vivid as would my own.
The only type of romance that feels weird to me is when I'm playing a female character and romancing a male character. My self and my character's contradict each other then (I am as straight as a rose stem), and I feel very awkward. Luckily, most games nowadays provide an option of lesbian romances, so I often go for these. Or, if I know in advance that lesbian romances are unavailable or straight female romances will feel awkward in this particular game (which I can estimate by googling up romancing options for females in game), I will pick a male player character.
But otherwise, yes, I really like romances in games. They let me experience something I will never experience in the real life (I definitely am not going to romance a succubus or an elf mage in my life, no matter how much I want it
), they introduce a pleasant feeling of having someone close in otherwise harsh fantasy world with a lot of dangers and unfriendly characters. In my stories and modules in the future, romance will definitely play one of the central roles in the game.
Of them all, I vastly prefer DA:I
"On the first day..." oh man! The horror...as you progress, it gets worse...and worse, as the true horror is revealed!
If it hadn't been for the skill trees
Here is some interesting information on the upcoming patches/improvements:
http://www.gamebansh...vel-editor.html
If this schedule is to be trusted, tile based level editing and branching dialogue editor are going to appear in early December. Still no news on when we are going to be able to create custom companions specific to modules, but it's better than I expected. Perhaps this game still has a chance to grow into something great.
Add me on Origin (MagicalMaster) if you do the DA:I multiplayer at all -- been playing that a bit for the past few months.
Aren't the skill trees in DA:I the same as the skill trees in DA2?
Sorry, but I am not playing DA:I in MP.
Just do not have the time to make such a commitment.
And to some extent, I do believe that the DA:I Skill Trees are much more similar to DA2 than DA:O. But after the disappointment that DA2 had brought, I can live with it in DA:I. I now have wide, open spaces to explore! Well...I did, anyway. (Kinda did everything...hehe).
Just do not have the time to make such a commitment.
A little update on the SCL game -
I've logged more hours than I care to admit and I have to give credit. N-Space has created a pretty decent game in the vein of NWN. Make no mistake, it comes nowhere close to NwN in terms of user created content or the editor. What you can do with Aurora runs circles around SCL and does not even get out of breath. Hell, just saying the word "aurora" makes the SCL editor pale and wilt. But, SCL's editor is way more accessible to the "common" player, and has some nifty modes of creation. For example; one can simply generate in about 5 -10 minutes a 3 - 5 hour dungeon crawl to DM or play with up to four friends. Actual "story" modules take longer to create but can be completed in a single day if you know what you are doing and are going to do. The main issue on this topic is the horrible lack of variety, especially with tile sets, creature sets and dialogue options. Woefully short but N-Space promises there are more to come.
Overall I would day that Sword Coast Legends is a worthy distraction from NwN. It really is a lot more like on-the-fly Saturday night table top PnP sessions than NwN, which is more geared towards committed and carefully planned and constructed long term game play. Lets face it, no one is "throwing together" a session of NwN on short notice. Most games/modules take and took weeks, months or years to prepare for anything even dreaming of prime time. With SCL you can accomplish essentially the same thing in mere hours or days. It will not be long before the modders start making their presence and talents felt, and then choices ought to start quickly expanding and improving.
SCL has a long way to go, which should be a familiar memory to many of you who have been here since NwN originally released. Recall what THAT was like?
Wait, wut? It's not BG3? Huh? How the hell do you even USE this mess called Aurora? What am I, some kind of geeknerd programmer? Sheesh. this sucks.
Remember that? It is the same for SCL, only worse because today we have countless media within permanently attached digitalia with which we are (apparently) helplessly compelled to express a seemingly endless stream of discontent and lack of fulfillment felt about.... well, everything. It took NwN quite a awhile to "get up to speed" without having to contend with anything remotely comparable to that hot mess, and so it will for SCL as well, assuming it survives the bitter onslaught of personal discord and disappointment that accompanies anything sporting the D&D logo and/or attempting the lofty goal of competing with a legendary title such as Neverwinter Nights. I think it will survive, but it will probably be a less than benign journey.
SCL is not at this point, in my opinion, worth the full retail price of $40. Not yet, anyway, and I am not sure what N-SPace could do to make it worth $40. For me, anyway. Add a boatload of content and editor functionality and flexibility, perhaps. I paid the sale price and that was not too bad, assuming I am not nickeled and dimed to death for fresh and updated content.
At the end of the day I must report that I like the game. It has potential. It really does. No, it is not NwN, but then, it is my belief that there will never be another NwN. Bioware stole the show in that regard and it will be a long time before anything truly competes, mainly for financial reasons. Too much risk for too many fingers in that pie. Maybe SCL is a kind of test balloon for such a project though. One can dream...
That's it. My two cents for anyone interested in my opinion...
~
Well until/if they release it on disk (or it appears on GOG) I won't be trying it anytime soon. I just don't have the bandwidth to dl the bleep thing.
TR
The developers have put out a couple of community (free content patches). Note however that the third community patch was pushed back so that the upcoming DLC could be completed. No branching conversation editor or tile based lay outs at this point.
If your interested Merricksdad has been doing some great work on an Underdark tile set that has tile groups and transitions that really look good. He played through Sword Coast Legends and has gotten some ideas from how they built their tile sets. You can follow his work in the custom content forum.
UA DM
Actually,it looks like "Divinity:Original Sin"...that was a nice game,nowhere near NWN tho...by the looks of it,the graphics are beautiful enough.
Well until/if they release it on disk (or it appears on GOG) I won't be trying it anytime soon. I just don't have the bandwidth to dl the bleep thing.
TR
Yea I miss the days of boxed games with a disk, manual, and mini-map of faerun which doubled as a dish cloth. Oh well.
The developer (n-Space) has closed down.
The developer (n-Space) has closed down.
Too bad indeed. I had great hopes for the game, switched back to rebuilding my world in NwN a few weeks ago though.
Should have done that earlier....