Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Baldurs Gate II: Shadows of Amn & Throne of Bhaal
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 09-21-2004, 10:02 AM   #11
Neomi
Zhentarim Guard
 

Join Date: January 28, 2004
Location: Houston, TX
Age: 53
Posts: 312
I agree that some of the more powerful items should simply not be "for sale" in Ribald Barterman's store (or anyone else's, for that matter) -- what kind of idiot would sell some of these unique items, and how is it that the PC can scrape together enough money to buy them early in the game? Think about how many times you have quested around Amn with the goal of getting enough gold together to buy the Robe of Vecna for your Sorcerer and/or the Shield of Balduran "just in case" you might need to fight a Beholder or two some day. You squander the 15,000 gold that you desperately need to rescue your dear sister, Imoen, so that you can buy the Girdle of Hill Giant Strength.

On the other hand, the FoA, Crom Faer, and some of the other artifacts where you have to quest for the pieces, then pay Cromwell to assemble, are much more satisfying (to me, at least) simply because they were difficult to obtain and only a true hero would have been able to overcome all the obstacles needed to reassemble them. However, the item locations are too predictable, leading to "pre-knowledge"-derived questing.

My points:

1. Unique and powerful magic items should probably cost 10x what they do in SOA/TOB, if they can be sold at all (notice that you cannot sell the Flail of Ages for some reason).

2. More of the unique items should have been broken up and distributed around, or at least made part of difficult quests to make them more challenging (or perhaps sometimes impossible) to obtain.

3. As I've said before in other threads, the really powerful items should be randomly distributed among the powerful enemies so that you don't have "pre-knowledge" of where an artifact is hidden so that you can shoot straight for it as soon as your party is strong enough.

[ 09-21-2004, 10:07 AM: Message edited by: Neomi ]
__________________
\"Though we name the things we know, we do not necessarily know the things we name.\" -Homer W. Smith
Neomi is offline   Reply With Quote
Old 09-22-2004, 01:15 AM   #12
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Quote:
Originally posted by theGrimm:
@Six: The other thing that gets me is the sheer concentration of legendary artifacts in such a small area.
Oh, I agree with that wholeheartedly, but I can also see a very plausible reason for it as well: Everybody who's anybody knows that the whole Bhaalspawn mess is coming to a head very soon, and they know that the climax is going to take place in the area of Amn and Calimshan, because the city of Saradush is indicated in Alaundo's prophecies. Therefore, the logic goes something like this:
  • Powerful items gravitate towards powerful people.
  • A whole lot of powerful people (Bhaalspawn) are converging on this part of Faerun, and bringing their powerful items with them.
  • Adventurers, and other people who like powerful items, will also converge on that same area, in order to take the powerful items away from the aforementioned Bhaalspawn.
  • Result: Huge pileup of bigwigs from all over the place, swarming all over themselves for a chance to kill CHARNAME with the Pigsticker+4 that they brought from their homeland.


Quote:
Originally posted by Chevar:
Magic items should, in theory, be in places that are logical
Do tell! A +3 Throwing Axe that instakills Undead, on sale for cheap in some seedy bar that even allows shoplifting? A Red Dragon's dungeon mysteriously jam-packed for items custom-made for killing Red Dragons? A Vampire lair....where every flippin' chest contains Wooden Stakes?!? Oh my GOD!
__________________
Volothamp's Comeuppance
Everything you ever needed to know about the entire Baldur's Gate series......except spoilers.
SixOfSpades is offline   Reply With Quote
Old 09-22-2004, 01:34 AM   #13
theGrimm
Manshoon
 

Join Date: January 19, 2004
Location: South Africa
Age: 46
Posts: 162
Not to mention that magic golems keep large stashes of deadly weapons nearby...just on case they get attacked my OTHER magic golems.
theGrimm is offline   Reply With Quote
Old 09-22-2004, 04:27 AM   #14
Hank Parsons
Zhentarim Guard
 

Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
The de-treasuring mod!
Someone make it?


[ 09-22-2004, 04:27 AM: Message edited by: Hank Parsons ]
__________________
<b>[url]\"http://www.boomspeed.com/colbruce/bg2.html\" target=\"_blank\"><i>BG2 Multiplayer Online Help & Info</a></i></b>
Hank Parsons is offline   Reply With Quote
Old 09-22-2004, 05:01 AM   #15
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
Or how about a mod that splits up some items forcing you to gather together more components for Cromwell to forge together.

I.E To get the Shield of Baulderan you have to find a Shield, eye stalk of a beholder, Protection from Magic scroll etc.
__________________
T-D-C is offline   Reply With Quote
Old 09-22-2004, 04:49 PM   #16
Hank Parsons
Zhentarim Guard
 

Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
Ah... "The Item Downgrade-Upgrade Mod"
or, The Item Re-Assembly mod

sounds like a cool idea to me. I like forcing you to fight that type of enemy w/out the item first, and learn how they hurt ya'. Plus it makes sense for componants... a bit of venom as the cure for snakebite.
__________________
<b>[url]\"http://www.boomspeed.com/colbruce/bg2.html\" target=\"_blank\"><i>BG2 Multiplayer Online Help & Info</a></i></b>
Hank Parsons is offline   Reply With Quote
Old 09-23-2004, 01:35 AM   #17
Illumina Drathiran'ar
Apophis
 
5 Card Draw Champion
Join Date: July 10, 2002
Location: I can see the Manhattan skyline from my window.
Age: 39
Posts: 4,673
Maybe to get the Shield of Balduran you should require a particular Shield, a beholder's eyestalk, a scroll, and the Cloak of Cheese. Each scattered and placed in hidden, well-protected places.
__________________
http://cavestory.org
PLAY THIS GAME. Seriously.

http://xkcd.com/386/
http://www.xkcd.com/406/

My heart is like my coffee. Black, bitter, icy, and with a straw.
Illumina Drathiran'ar is offline   Reply With Quote
Old 09-23-2004, 02:28 AM   #18
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
That sounds good. I would defiantly download that mod. I love questing for items.

You could even set up a treasure hunting guild where you go and get assigned quests to assemble the items.

Then once you get the items you are stabbed in the back and have to fight agaist a person wearing the items. Once thats over and down with you can keep said items.

Eg: you quest for the Cloak of Cheese, shield of Baulduran, Crom Faeyr, and other legendary items.

Once you find and assemble them the person who sent you questing for them assembles them and then attacks you to keep his secret a secret.
__________________
T-D-C is offline   Reply With Quote
Old 09-23-2004, 03:54 AM   #19
vesselle
Hathor
 

Join Date: April 6, 2001
Location: the desert
Posts: 2,296
[img]smile.gif[/img]
i love that idea!
one of the things i enjoyed in NWN was crafting items. anyway, i'd play a mod that made you really work at collecting elements that might be needed by a craftsperson to make special items. and i'd like a small addition. remember that eyestalk from the beholder? well, you'd have to make sure that you were careful in how you killed it. fireballs would surely burn it up, leaving no eyestalk behind for you.

oooh, i hope someone makes it! that'd be so much fun. [img]smile.gif[/img]

V***V
__________________
my best friend is a junkie.
what does your best friend do?
vesselle is offline   Reply With Quote
Old 09-23-2004, 04:00 AM   #20
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
Looks like we have an idea on our hands.

Any aspiring modders reading this and want to attempt it ?

I would but I have zero, zip nadda experence in modding/scripting.

I would call the mod "How to work for your magical weapons" LOL
__________________
T-D-C is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Rome Total Realism: version 6.1 now available Dreamer128 Miscellaneous Games (RPG or not) 13 10-16-2005 08:53 AM
Rome TW/Total Realism glitch johnny Miscellaneous Games (RPG or not) 0 10-12-2005 06:59 AM
RTW-the Total Realism modification johnny Miscellaneous Games (RPG or not) 10 05-26-2005 06:01 PM
Mod Discussion, Realism VS Tactical Enjoyment Jerr Conner Baldurs Gate II: Shadows of Amn & Throne of Bhaal 62 02-16-2004 04:07 AM
Question about character ability and game enforced realism. Larry_OHF Icewind Dale | Heart of Winter | Icewind Dale II Forum 4 09-22-2002 05:04 AM


All times are GMT -4. The time now is 04:37 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved