NWN2: Drooool

Discussion in 'PC Gaming' started by KimB, Nov 15, 2005.

  1. KimB

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    I have. But that's long range. You said ranged.

    Anyway, I just loaded up the game again, and it appears to me that the size of the tiles is approximately 15 feet, and you can see about 7-8 tiles away. That makes for a maximum range of about 100 feet. Sure, you don't get the maximum range you can obtain in pen and paper, but there is still a fair amount of ranged combat in the game, if you are so inclined.
     
  2. KimB

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    No, because I haven't seen enough of the graphics to make that sort of judgement. But what little I have seen also doesn't give me any reason to call the graphics crap.

    That said, it's not the graphics that are going to make or break this game, it's the gameplay. Specifically, I'm hoping for a fantastic single-player adventure.

    Note that I think it's a given that easy module development is a given with this game, so it's going to do well in one respect no matter what. It's the single-player campaign that's not 100% certain (though I'm still expecting it to be fantastic).
     
  3. K.I.L.E.R

    K.I.L.E.R Retarded moron
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    That makes sense.
     
  4. Quitch

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    But what would they use? AD&D really doesn't provide content beyond level 20, and the system just falls apart at that point.
     
  5. Saem

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    Okay, the numbers seem to be on your side, but it still feels fairly cramped. You let off an arrow or a spell and they're usually upon you in that time. Mind you in the pen and paper version, terrain feels like it makes more of a difference. I'm going off an IRC/maptools online Eberron game, distances feel more substaintial.

    The other pisser is that to maintain difficulty, if you're a really powerful character relative to what you're fighting, it'll nerf your rolls.
     
  6. Saem

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    AD&D, breaks down much earlier in my opinion considering the amount of cheese there is in the way of spells. Updated to 3.5, and the system seems to have a lot more legs.
     
  7. KimB

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    Well, first of all, the "Advanced" moniker was dropped with the update to version 3.0 (it's a marketting thing). Secondly, both the Throne of Bhaal and Hordes of the Underdark expansions allow one to level past 20 (with a max of 6 million exp, which translates to roughly level 30 in the BG2 expansion, and a max of level 30 in the NWN expansion).

    Both games do a reasonable job of maintaining challenge by pitting you against such powerful opponents as dragons, dracoliches, demi liches, golems, demons, devils, and opponents with experience levels and interesting skills, abilities, and spells (such as the drow in ToB).
     
  8. Richard

    Richard Mord's imaginary friend
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    That makes you lose your action in that round unlike in ToEE.

    I can give you many examples when not focusing your attacks is the most useful tactic:

    When you're fighting an enemy using mirror image. When the "sidekick" you ignored turns out to be the real threat and you realise it mid-round; in BG you either have to be trigger happy with the pause to switch your attacks or waste your attacks until the next round to change targets. When the "sidekick" which is really not a threat does a threatening single action you may want to prevent without actually stopping focusing on the real threat like sundering the wand he just took out of his belt or he's nearly dying and he casts a cure spell so you decide to break off from your main oponent just to get one attack and try and finish the sidekick off right there.

    I completely agree with the first two sentences but I continue to disagree with the last one. Here is why BG can never be as strategic as ToEE:

    Melee wise in BG you can either:

    *switch weapons
    *not attack
    *attack

    In ToEE:

    *switch weapons (and you can switch them as a move action, as a round or as a free action depending on the situation: all these three options have different prices and consequences).
    *not attack (and not attack but still parry incoming attacks)
    *full attack
    *single attack
    *only attack (or do anything really) until some condition is met during the round.
    *aid another (to increase your ally's attack or AC versus that enemy)
    *trip the enemy
    *grapple the enemy
    *disarm the enemy
    *sunder his weapon/item
    *attack defensively
    *charge
    *bullrush
    *throw feats into the mix and you can increase damage by reducing attack, increasing AC by reducing attack, do more attacks with less accuracy, cleave as extra attacks, etc.
    *Some of these "attacks" have to be weighted against the fact they draw attacks of opportunity.

    Spell-wise in BG:
    *You cast a spell
    *You don't cast a spell
    *You cast dispel magic

    In ToEE you have the same options as BG and more:
    *You cast a metamagic-ed spell
    *You cast a spell defensively
    *You cast a counter spell
    *You ready an action to counterspell
    *You use dispel magic not only to dispel but to counterspell as well

    Even movement requires more strategy in ToEE than in BG:
    *In BG before moving you only have to pay attention if there are any traps in your way.
    *In BG movement is limited to walking or running (this option was later removed in later IE games even)
    *Your position at any given time is only determined by whether or not it's dangerous for area-spells.

    In ToEE:
    *You have to carefully plot your path to avoid (or minimise) attacks of opportunity.
    *You still have to pay attention to traps.
    *You can take a 5ft step, move action (equivalent to walk in BG), double move action, withdraw, run (equivalent to run in BG) and some of these provoke AoO by their very nature.
    *Your position still matters for area-spells.
    *Your position matters for determining attacks of opportunity when you make certain melee attacks, ranged attacks, cast spells from the mind or scrolls (but not wands).
    *Your position matters for certain actions you can force your oponents to make that may leave them vulnerable (like charging, running, grappling, etc.)

    So as you see, when compared to ToEE, BG's options in combat are incredibly limited (and limiting). A single decision in ToEE (like choosing to grapple a secondary enemy instead of keep attacking your main enemy) can turn the tide of the encounter whereas in BG success is mostly determined by which spells you use (as seen in the listing above, it's probably the only area where BG's level of strategy aproaches ToEE's) and which caracter is attacking which enemy. In ToEE the same character attacking the same enemy in the same encounter can do many, many different things that change how the encounter plays out the second time around.

    I can definitely see that. I think I made it clear before but it bears mentioning again: I'm not arguing turn-based is better than realtime. I'm simply arguing that ToEE has much more strategy than BG.

    But in ToEE because of the complexity of strategies I mentioned above a single "attack" can make a huge difference on an encounter. As John mentioned ToEE is filled with deeply strategic elements; I'd actually classify the game as downright tactical where you really have to think before you do a move that has consequences in terms of time expended and reactions the same way the old turn-based strategy games like X-Com, et al used to be.
     
  9. KimB

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    Well, this should make sense, shouldn't it? This type of gameplay allows players to play the game they really want to play. If your opponents couldn't reach you fairly quickly after you start firing arrows, then melee characters would have a very hard time going up against ranged opponents.

    If you really wanted to, however, I'm sure you could manage this by investing in things that impede your opponents' movement (ex. get a level in druid to get the entangle spell, invest in tanglefoot bags). Or you can just use minions and summoned creatures to hold your opponents back while you fire away.
     
  10. KimB

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    Okay, I can concede that point, but since the differences that you noted are primarily just differences in the ruleset, this has no effect on my primary argument, that the pseudo realtime combat of BG-style combat doesn't detract from strategy.
     
  11. Zaphod

    Zaphod Remember
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    Not all of it. Only the time you 'wasted' standing around waiting for the caster to finish the spell. You could set the game to pause on spell cast and still get in attacks the same round from the other characters.
     
  12. Richard

    Richard Mord's imaginary friend
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    That time "wasted" could be large enough for you to only act in the second round: say the wizard takes half a round to get to you and another half a round to cast the spell on you. By then the round is over and you haven't acted. In ToEE you simply delay your initative to just after the wizard and no matter how much time he took in his round to cast the spell you still have your own full round to act in.

    Chalnoth: yeah, I think BG/IWD can provide good combats and they can become very strategic during some encounters; I'm thinking specifically of IWD's Heart of Winter expansion in Heart of Fury mode... heh, ah the memories. Other real-time RPGs like Diablo 2 and NwN for instance can lead to very superficial combats, especially melee wise.
     
  13. Zaphod

    Zaphod Remember
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    *Could*, yes. In general I prefer concurrent turns to sequential ones, but I can see how that could make for more strategic gameplay. You have, at least, peaked my interest.

    I'll pick up ToEE if I see it in a bargain bin somewhere. Was about to buy it yesterday as I thought I remembered seeing it @ Play.com for £7.99 shipped, but they're sold out.
     
  14. John Reynolds

    John Reynolds Ecce homo
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    Patch the hell out of it before diving in.
     
  15. Zaphod

    Zaphod Remember
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    Thanks for the warning. It was after all made by Troika: The masters of potentially great, yet horribly flawed, RPGs.
     
  16. Richard

    Richard Mord's imaginary friend
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    Heh, they were only living up to their company logo: design before art and way before code. ;)

    Btw, you may want to try the fan-patches that correct bugs present in the latest official patch. http://www.co8.org/
     
  17. Quitch

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    And Throne of Bhaal did so by providing hordes of high level creatures which shouldn't be at that level, and by tossing in a set of their own, highly unbalanced skills.
     
  18. John Reynolds

    John Reynolds Ecce homo
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    Widescreen resolutions are also easily added to ToEE by editing the game's .cfg/.ini file in its install folder, though at 1920x1200 I'm sure that little halfling rogue might be rather hard to click on.
     
  19. representation3

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    But it is very fun to play. With a bunch of wacked out skills and level 10 spells, every battle feels epic.
     
  20. Quitch

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    Well, if you were a BG2 power-gamer you'd find every battle lasted about five seconds (enough time for your contingencies to fire), but there are mods which fix that like the Improved Battles mod by Dave Gaider (BG2 Lead Designer)? Makes fighting the Five a lot more epic. Ascension (by Dave Gaider and modders from IEEAIS, including myself) re-jigs the entire ending, and it becomes truly epic (and rather hard).
     
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