SOS My Opinions, suggestions, comments and rating
#1
Posted 02 June 2005 - 01:19 PM
The Drow area in the graveyard had to be the coolest part of the mod, with the exception of the million-plus spawning Mind-Flayers in the Lolth area. IMO, that was just plain stupid. Besides the idiocy of an unending tide of Mind Flayers assaulting your party, aren't the Drow and Lolth enemies of the Mind Flayers? Would it not have made more sense for Lolth to summon Driders, Handmaidens of Lolth, demons, or just plain Drow instead of Mind Flayers?
The main section of the mod where Selence recruits the players is silly. Why would a town's Mayor, in need of skilled fighters to kill rebels, ask a thief to recruit a party based on its thieving skills? I suppose the Mayor wanted a skilled group of thieves to come to his town and loot all of its citizens? Anyway, after you steal the stuff for Selence, I offered all ten items to her, but the game wouldn't allow me to select the items to transfer them to Selence. Big bug here. I simply slaughtered Selence and took her key which you need to advance in the mod (see walkthrough). When you finallly get to the town of Soubar, and accept the Mayor's proposal to join his town's militia, they strip you of all of your equipment. Are these townfolk idiots, inbred bumpkins, or just ungrateful as H***? Why would these townfolk who have requested the aid of powerful people (your party), ask these same people to aid them in defending their townspeople without the use of their best gear? The whole deal of removing all of your character's gear and placing it in the footlocker, or placing it where you choose to stash it, was a big waste of the player's time. How fun that was. What was even more ridiculous, after you give the Major the footlocker(which in my case was empty!), was the way your mages, clerics, etc., where then auto-equipped with long swords. I simply took the advice of the walkthrough and stashed all my party's stuff on the table in the house next to the barracks. After I gave the Major the empty footlocker, then saved the game and reloaded, a glitch allowed my party to equip its regular weapons. You can also re-equip the rest of the stuff you stashed on the table with the exception of your armor and helms, which you can't use again until you become officers. Of course modern day armies require certain weapons to be used by their recruits, but in the medieval era, knights and soldiers used whatever weapons they happened to have, some passed down from their ancestors. This "equipment stripping" part of the mod was not only unneccessary, it was a pain in the rear end for this player. Why couldn't the author just make the bandits more powerful so they would be more of a challenge to the player instead of stripping the player's equipment????? The part where your party trains the brawlers to fight is just a bore. The search for the spy, while a good idea for a mod turned out to be really stupid, IMO. Asking one question too many about a single suspect makes the quest unsolveable and the mod unfinishable. That's just stupid, IMO. Aren't investigators supposed to ask lots of questions? Don't investigators ask several people about the same individual to get an idea who is telling the truth? Oh well, my SOS quests ended after I solved the spy quest, as the Major would not talk with me again (as the game said he would) to give me my next orders. Another bug here?
BTW, I returned to the poisoned river with Charlotte and the game said her Ranger status was restored. Checked her stats and she was still "Fallen". Charlotte was a pretty cool NPC, except as a Ranger she was just a wimp and her unkillable animal was just silly. If you can't harm the darn creature, why does she get so pissed if you scratch it?
My rating for this mod (from 1 to 10) is a 5. It could have easily been much better by getting rid of the worthless Selence, the equipment stripping garbage, the training fiasco and by bumping up Charlotte's stats a bit and getting rid of her unkillable animal. I know everyone appreciates different things in a mod, and these are only my opinions.
#2
Posted 02 June 2005 - 01:59 PM
Yikari, monk NPC
Shed's Mods - Three time TeamBG Contest winner!
The Jerry Zinger Show
ShedPlant.net
#3
Posted 03 June 2005 - 01:44 AM
The training in the Soubar Militia was quite realistic. Rather than letting you gain free reign of the militia the second you step foot in the town, they make you earn your rank.
If you realized how much thought and effort went into making the Spy Quest, then you would surely have more respect for it. Rather than allowing one candidate to be the spy each and every run through the game, all seven (I believe it was seven) candidates have the chance of being the spy. The outcome of that quest is ever-changing, and it all hinges on your dialog choices. It's like the game of Clue...Colonel Mustard with the revolver in the study isn't always the answer.
I actually liked Charlotte and her animals. Remember, she is a ranger, so she has the ability to charm animals. If you think about it logically, the bear and lion that follow her are not the same each and every time. The bear and lion can die, and when they do die, a new bear and lion are spawned in their place. Think of it as Charlotte charming two new animals when her two old ones die. I think the fact that the choice of charmed animals is always a bear and a lion is a limitation of the engine, or coding. Don't blame the author if he was unable to have the charmed animals be a random selection; it may not have been possible from the start. I honestly don't know why you are complaining about the animals anyway...they are on your side! At the very least, they provide good fodder for the enemies.
It's true, if you like powergaming, then SOS is not for you. However, if you enjoy getting back to the roots of roleplaying, SOS is the way to go.
Original Characters and Creatures - http://www.iegmc.org/dnd
#4
Posted 03 July 2005 - 09:41 AM
R
#5 -Guest-
Posted 04 September 2005 - 06:13 AM
I have to agree with TheWizard. SOS was a welcomed change of pace from the rest of the game. I enjoyed it from a role playing point of view. The mod is huge and the author put alot of thought and effort into it and some bugs are to be expected. Remember the mod is free and the author sacrificed his own time and energy to do this for us. I just have to say: "thanks for all the hard work CBisson"
R
I have to agree with the original author in someway. It has been a while since I played it but I do think that you need to read the walkthrough first in order to play it without any problem.
The bit about finding the spy is clever but ask one to many question and the whole quest breaks. I recall being stuck in this without knowing why until reading the walthrough. Given how easy this quest can breaks and that fact it completly stops the progress, I think it is a bad idea.
#6
Posted 04 September 2005 - 06:43 AM
If you want to fix the problems and publish a patch, go for it.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#7 -Just another annoyed player-
Posted 30 July 2006 - 06:08 AM
This was my first and propably the last time I ever tried a mod. There should have been a warning of how terrible experience playing a mod can be after playing the official game. There was so many problems. Even with the walkthru.. The last nail to my coffin was Rolf always dying in the first level fight in Lyrar's hold, which never allowed me to complete the mod.
But I should have known that if one guy tries to do the job of an entire gaming company, it can't be that good..
With great respect to Ceeb, I couldn't recommend this to anyone.
#8
Posted 30 July 2006 - 11:50 AM
PS see SBB's post above.
And believe me I know what SoS is like.
#9 -Cronstadt-
Posted 29 December 2006 - 02:27 AM
Maybe it will warn passerbyes of the dire fate awaiting them should they install this thing.
1) It's bugged as fuck. Graphical glitches, crashes in area-to-area transitions, errors in variable setting, transition points and creatures not spawning, and many more issues I'm skipping will make the game an exercise in patience that would severely put a buddha to the test.
2) The plot hooks are lousy at best, moronic at worst. The first (and only) time I played it, I thought, like: "Oh? Why would I want to know who this Selence I've just bumped in is? Wait, she did want something with me? I didn't notice. Oh, some people are looking for me? Wait, if *they* are looking for *me*, why the hell is it *I* that have to search for *them*?". Soubar is in utmost need of help, but will strip you of your equipment and send you to calm down brawlers. Etc etc etc.
3) The quest was structured in an autodestructive fashion: you must pick it in chapter 2/3, get the stronghold, go to Brynnlaw with Saemon to speak with William, and then wait to chapter 6 to finish it. Obviously this means that unless you read a walkthrough, you'll most likely end up breaking it.
4) Careless management all around. There are, like, four greater werewolf creature files, and C. B. fished the only broken one that makes them nearly unkillable. And what the hell exactly is the mansion of a noble family doing in the sewers? And so on.
5) The vocing was either recycled from Bg1 (bad choice) or sloppily acted and recorded even worse. Still, commoners and soldiers didn't even get a generic voiceset.
6) All sorts of ToB-only unique items forged by Cespenar, like Gram the Sword of Grief and the Juggernaut Golem Manual, now lie scattered around in Soubar. Seriously, this is totally daft and shows that the author had no idea what he was playing at.
7) The README is so poor and undetailed it cannot even be called a README.
And there probably are other issues my memory has mercifully stripped my conscious self of.