Right now, I am playing the "return to Nashkel Mines" quest. While I find the enemies to be a little overpowered for
BG1, I manage to fight them thanks to the incredibly high quantity of potions I managed to buy, so that's not a problem. I instead find a bit cheesy the traps placed right under the characters while transitioning between two areas: it forces players either to reload (or drop a no-reload challenge) 'cause of the 4x webs or fight cheese with cheese zoning back to avoid the traps effects, luring enemies to the safe area and fight them there. Luckily, I managed to do this as soon as I heard the traps firing, but I think it breaks the atmosphere the mod gives.
Would it be possible to change place to those traps, so that they are near the entrance but NOT on the party's entering point? That way, the player will still have to be careful, but won't be forced to exploit the engine's limitations to avoid traps (let's remember that the mine areas should be directly connected, so the trap should be visible from afar, with a thief actively detecting them, while right now it's not possible 'cause the areas are separate for game design; same thing for the zoning argument: the trap's effect should be present on the "safe" area as well, but it's not again for engine limitations).
I think that this little change would make sense and add to immersion.
EDIT: it seems there are also traps that a thief with 135 skill points (thanks to items) in disarm traps isn't able to detect or disarm. Is it expected?
Edited by kthxbye, 28 October 2009 - 04:16 AM.