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Everything posted by Jarrakul

  1. I'm having what I think is the same problem as the others here. I can load the save (linked below) just fine, but if I try to enter the Vailian Trading Company or the Adra Mill, I get the same "error loading the next map" crash. This occurs even if I revert to an earlier save. I've tried repairing the installation, but it didn't help. https://www.dropbox.com/s/332gfyvtx65sujq/Aelwen%20%28c1b53009-d40f-455e-86e7-fd113c601dc1%29%20quicksave.savegame?dl=0
  2. Yes, how dare the devs cave to the demands of their fans after committing to serve the interests of... their... fans... Waitaminute... At the end of the day, their job is to take backer/fan feedback and do what they think is best to make the best game they can. That's all they did here. I, for one, am glad they made the right decision, because making their backers/fans feel welcomed is important, and I'm sorry to all of you who disagree with it. But this? This isn't what censorship looks like, and calling it censorship is an insult to everyone who actually has to live with censorship.
  3. The point of narration in a game, I would argue, is to sum up or skim over events. Don't want players to have to spend hours marching around town rounding up basic backstory? Give a couple-second overview in narration. Or in mandatory dialog, it doesn't really make a difference, but narration probably feels less forced in most cases. Want to talk about how bad the weather is during a sea voyage, but don't have anything mechanically interesting for the player to do? Just describe it to them. It's simple, and it works. Not always optimally, granted, but it does the job at least passably. Now
  4. I find DA to have a fundamentally better combat system ruined by even-worse-than-BG balance. Playing as a rogue, at least, felt like I had a bunch of abilities that could be useful in any given situation, but I had to figure out which ones would be useful when. But then the mage just dropped an Ice Storm and made all that irrelevant (until the endgame, when I suddenly found myself borderline invincible for reasons which are still somewhat beyond me). At least when that happened in BG, I could go "yeah, but he can't remove a trap." As much as I dislike balancing out-of-combat prowess against in
  5. That would be much better, yes, because losing one party member in a party-based game really isn't that bad. But it's still highly random by the standards of damage-dealing effects, and I'm still not totally okay with that. What I'd love to see is something like "Hold targets for 0 seconds on miss, 3 seconds on glancing hit, 10 seconds on full hit, 20 seconds on crit" or something like that. So you could count on it doing something almost all the time, but it would never last so long that the target would be out of the battle altogether. In this way, it remains powerful, but becomes a lot less
  6. I should note that while I seriously dislike spells like Hold Person, I have no problem whatsoever with spells like Web, Entangle, or Command. The reason for this has to do with the way the random distribution works as the way it makes me play. I dislike Hold Person because if I get unlucky once, half my party is out of the fight. Probably dead if anything happened to be attacking them at the time. I dislike it offensively too, because when I cast it I'm basically saying "I hope the enemies fail their saves so I can insta-win this fight." It's not tactically interesting. Which is not to say th
  7. So much yes. I think I once brought up something along these lines in times of yore, or possibly I just brought up something tangentially related. Either way, I have... very lengthy opinions on how this might be handled. I'll spare you all the details unless anyone's actually interested, but suffice to say I heartily approve of the concept.
  8. So, I notice some folks blaming the rogues-as-DPS thing on MMOs, but I don't think that's where it comes from. I'm pretty sure it comes from not wanting to have combat specialists and non-combat specialists. That's a dichotomy that crops up a lot in old RPGs (Fallout is probably the best example) and in PnP RPGs, and while it's entirely realistic, it makes for bad gameplay (although if you happen to be Fallout you can make up for it in other ways). This is something that became blindingly obvious to me when I played a d20 Modern game as a Charismatic Hero. I was a socialite to end all socialit
  9. I can't comment on the musical design process with anything near the same confidence (/arrogance) that I can comment on the rules design, but the sample piece is pretty awesome. This game is going to be beautiful.
  10. Ffordesoon, absolutely that's helpful. Watcher's Keep did a better job of that than Durlag's Tower, in that it was very easy to leave WK and come back to where you left off, but you're right in that you certainly weren't encouraged or expected to do so. If the dungeon is built to be explored in bits and pieces over the course of the game, the issues of its massive size become much less problematic. I'm still worried, though, that it's that big because we made it that big, rather than because the devs thought it should be that big. I don't want forced size. I want whatever size the devs think w
  11. It's worth noting that there are subsections of the Baldur's Gate community that have made good use of the rolling mechanic. Challenges like no-reload playthroughs with your first stat roll can be a lot of fun to some folks. But for the vast majority, the random-sum nature of the stat system meant that you just kept rolling until you got the stats you liked, which really just wasted the player's time. What I'm saying here is that I think Walsingham has the right idea. It's a great option to have for the Ironman folks, but it kind of stinks for everyone else. Although I'd still prefer a sys
  12. I am not a fan of "dead and hasn't noticed yet" status effects, like long-duration stuns and holds. Hold Person might as well be save-or-die for all the difference it makes, except that it's slightly more merciful to the player. If you're gonna have long-duration hold spells, you might as well scrap them and just replace them with save-or-die effects, because it'll accomplish the same thing. Not that I'm advocating that, mind. I hate save-or-die effects with a passion in RPGs. It's just worth realizing that some status effects have, in the past, been functionally the same thing as save-or-
  13. I would love to see weather have small in-game effects. Lephys's wind stuff would be cool, and a simpler thing could be done with weapon range and fog. Rain could slow movement slightly, and maybe thunderstorms have a chance to briefly stun everyone every so often as a particularly large boom sends people reeling for a second. I have no idea how feasible any of that is, but in infinite-funds-land it'd be awesome to see.
  14. I actually find the Skyrim map (my main frame of reference for the 3d style) to be somewhat difficult to use. It's not sufficiently exaggerated to clearly depict much of anything but snow and mountains. If we get a 3d map, I'd prefer something that looked more like the last couple Civilization games, with everything huge and exaggerated and very visually clear. Of course that ends up looking kind of cartoony in 3d, so I think the best result would be achieved by having something 2d that looks like a traditional paper fantasy map. That's not to say I don't understand the desire for a Skyrim-sty
  15. Honestly, I'm just kind of concerned about the size of the thing. It's absolutely massive, and frankly I'm not sure that's a good thing. Durlag's Tower was a wonderful lore experience, and Watcher's Keep had some really cool and varied gameplay, but both of them felt really long, imo, and by the end I was definitely glad to have them done. Old Nua is set to be, what, three times the depth? If that translates to three times the size, that's a ludicrously huge dungeon. From a pacing standpoint, that just feels like a tad much to me. Now, obviously I trust the devs. They're smart folks, they'
  16. I'm sorry, I don't really know what to say, but this is simply untrue. The numbers aren't the same. When I'm looking at characters with THAC0s and saves in the ballpark of 0, and armor classes in the ballpark of -6 and spells with maybe a -3 to the save, it's pretty obvious that attacks are going to hit a lot more often than people are going to fail saves. And that is exactly the sort of thing you get around late-BG1/early-BG2. A number of the spells you list aren't damaging spells, so direct comparison is difficult (and I will also not argue that Protection from Magic Weapons was any
  17. Oh, I'm not arguing that I felt Soldier's Peak was good. It wasn't. I just felt like the main game was perfectly complete without it.
  18. First, I would never, ever, under any remote circumstances point to the IE games as examples of good game balance. So what they did is kind of moot. However, if you want to go down that road, I would point out that, although the die rolled was the same for both attack rolls and saving throws, it was virtually never true that each had equivalent chances of success. At low levels, the odds tended to be comparable, but THAC0 and save numbers improved much faster than armor class and save penalties. Hence, by mid levels, your chance of failing a saving throw was vastly lower than your chance of be
  19. It's true. Coran in particular is the god of the Firewine. The place is still a pain, though.
  20. The idea that it's all random, and therefore all has the exact same sort of probability spread, is kind of nonsense. Damage typically has a higher chance of being successful but a lower payoff. Save-or-die necessarily has a higher payoff, and therefore needs a lower chance of success to be remotely balanced (assuming equal number of targets, etc). Hence, the probability spread is quite different. If you don't understand that, I'm afraid I don't know what to say. This is basic probability here. Yes, obviously the system can handle different sorts of durability. But the more the system
  21. Since I don't have my books at the moment, I just did some quick Google research. Tolkien dwarf women almost certainly had beards, as inferred from a stated similarity in appearance to the men and the fact that it's quite clear that beards are highly characteristic of dwarves (to the point that it would be impossible to mistake someone for a male dwarf without a beard). D&D, naturally, varies according to campaign settings, but both Greyhawk and Forgotten Realms have bearded dwarf women. Interestingly enough, they apparently often shave in both settings, so I guess I have to eat my words r
  22. Sadly, I am not currently in my home and therefore do not have any of my D&D books around to quote from. Honestly, my use of "a lot" was deliberately vague. Normally I'd just wait to reply to you until I had sources, but the second bit needs to be addressed. I assume you mean that I'm saying they aren't conventionally sexy, because that's what I said. Typos happen, that's cool, but I just want to be clear that that's how I read your post. Having said that, it is absolutely a matter of taste. Sexiness in general is a matter of taste. I like masculine women and feminine men. Not everyone
  23. Off-topic, but I just want to say how awesome it is that the freaking project lead pops onto these forums to answer our questions and concerns on a semi-regular basis. It really feels like we're being respected and listened to, and that's just awesome.
  24. On the subject of save-or-die spells (and I haven't read the entire thread, so forgive me if this has already been said), the point isn't that luck==bad. The point is that, when one is designing probabilistic systems, it is very important to understand how different probability distributions affect gameplay. Save-or-die effects give really weird value curves, for two reasons. The first reason is obvious. They either work or they don't (sometimes with some minor secondary effect), and if they work they're amazing. So even if they have the same expected utility as another attack, they'll have mu
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