A new approach to roleplaying in BG2/ToB
#41
Posted 01 July 2005 - 12:52 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#42
Posted 01 July 2005 - 02:08 PM
Personally I'd like to see a litle more description and atmosphere, perhaps a bit of floating script e.g. "the air feels icy cold..." "You hear something ..."
A few remarks like that and the party will start 'buffing' before every door.
#43
Posted 02 July 2005 - 12:25 AM
"You hear something ..."
I think it would be more effective if an appropriate sound file was played once in a while.
-Echon
#45
Posted 02 July 2005 - 10:40 PM
"You hear something ..."
I think it would be more effective if an appropriate sound file was played once in a while.
-Echon
Cue spooky music!
Gotcha covered We have all new battle music too.... still working on atmosphere aspects. I want horror and to scare the crap out of the player ... not easy to achieve, but will do our best. The original Windspear encounter had this effect to some extent... which is why I wanted to go back there.
It's a large-scale dungeon crawl... be prepared and on your guard
Cuv
#46
Posted 02 July 2005 - 10:47 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#47
Posted 03 July 2005 - 01:38 AM
That way the player knows everything that's happening is planned... and that's not a nice feeling either!!
#48
Posted 03 July 2005 - 02:06 AM
Jokes aside, I'd propose to limit the resting options for a similar challenge (I don't know if something like that has been already planned/implemented by the team before "my time")Better still Hlid, disable the save key and when someone tries to use it, come back with a message on screen or a voice: "A mysterious force stops you."
Ever forward, my darling wind...
#49
Posted 03 July 2005 - 03:23 AM
#50
Posted 03 July 2005 - 11:12 AM
I think it is already a lot scarier and more immersive than the first trip to Windspear, despite the unfinished status.
Jokes aside, I'd propose to limit the resting options for a similar challenge (I don't know if something like that has been already planned/implemented by the team before "my time")Better still Hlid, disable the save key and when someone tries to use it, come back with a message on screen or a voice: "A mysterious force stops you."
I believe only two areas in the mod are safe for resting and two more once you dispose of certain occupants (ye'll get no more specific spoilers from me on content at this time). The remaining 11 areas have a 95% - !00% probability of your rest being interrupted. That is the plan... some areas are still non-compliant awaiting the content of those areas to be finished.
Cuv
#51
Posted 03 July 2005 - 12:56 PM
I believe only two areas in the mod are safe for resting and two more once you dispose of certain occupants (ye'll get no more specific spoilers from me on content at this time). The remaining 11 areas have a 95% - !00% probability of your rest being interrupted. That is the plan... some areas are still non-compliant awaiting the content of those areas to be finished.
A commonly overlooked factor, an invisible party shouldn't recieve any encounters from wandering monsters; at least one party member should be visible for them to happen. Exceptions might be certain monsters that see invisible characters.
-Galactygon
#52
Posted 04 July 2005 - 10:11 AM
Exceptions might be certain monsters that see invisible characters.
-Galactygon
Yep Unless you are ethereal, then you are still there. Sonar will find you too Or monsters that have the tracking ability Or monsters that can smell your blood Or all of the above packed into one monster.
I doubt that invisibility would protect you from most kinds of monsters. It's an exploit of the game engine that allows you to walk past monsters while invisible. Since you have to rest a full 8 hours, it is likely that something will find you during that time... if they are specifically looking for you.
Cuv
#53
Posted 04 July 2005 - 12:08 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#54
Posted 16 September 2005 - 12:41 PM
I believe only two areas in the mod are safe for resting and two more once you dispose of certain occupants (ye'll get no more specific spoilers from me on content at this time). The remaining 11 areas have a 95% - !00% probability of your rest being interrupted. That is the plan... some areas are still non-compliant awaiting the content of those areas to be finished.
A commonly overlooked factor, an invisible party shouldn't recieve any encounters from wandering monsters; at least one party member should be visible for them to happen. Exceptions might be certain monsters that see invisible characters.
-Galactygon
A lot of monsters can "see" invisible things. Bats for example...
If not, then you snore, real loud.
Past: Ascension, Return to Windspear, Imoen Relationship, The Broken Hourglass
"Perfection has no deadline"
#55
Posted 24 September 2005 - 05:33 AM