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What's your most disappointing enhancement in bg:ee

http://forum.baldursgate.com/discussion/18035/what-is-your-favourite-enhancement-in-baldurs-gate-ee
The tone of these forums is far too happy and positive.

What is an enhancement of enhanced edition in bg:ee which you didn't like or that disappointed you?



For me, I'd say I didn't like how *all* of the new content (except the black pits) is linked with having one or more of the new characters in your party.
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Comments

  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    edited April 2013
    @ajwz, well, I don't really want to go all negative, but I do agree with you in not liking being forced to carry the new npc's to see the new content. I'm doing a run right now with all three of them, in an attempt to see the new areas. I've still never seen them.

    I've been very vocal before about not liking Rasaad being a monk instead of a cleric, and Neera being a wild mage instead of a sorceress. (I think a sorceress raised by mages would fit her story and character just as well - she casts magic by instinct instead of by books and carefully-studied symbols and spells, like Qara in NWN2.)

    I've had to SK Rasaad into a cleric in my game to make him playable. I've left Neera as a wild mage for now, because I want to see if she really will start causing party wipes, as I fear. When I went back and forth with some people about the issue before, my opponents in the debate encouraged me to actually try it instead of just assuming it would be a disaster. So far, wild surges haven't been a problem. (knock on wood)

    P.S. - I'm a little worried that a topic like this might turn into a flame war, because somebody will post a "least favorite" feature that is somebody else's favorite, and then that person will defend their feature, possibly criticizing the person who posted not liking it, and before you know it, people are heatedly fighting about stuff. But I don't know, maybe a tone of constructive criticism will prevail.
  • lunarlunar Member Posts: 3,460
    edited April 2013
    I am dissapointed that all BG mods are not compatible with BG:EE file structure and need to be revised/reworked to work. One of the reasons Bg is still alive after all these years was its huge mod fanbase. (oh also the game is a masterpiece no doubt) Still, it's a minor thing, and given bg's huge mod community, I hope soon most mods will work in BG:EE, I know people are working hard to make BG:EE THE definitve BG experience.
  • DexterDexter Member Posts: 253
    It's true that you need the new NPCs in your party to get your hands into some items, not only the elven chain, and that is a bit annoying specially in BG1 where items other than weapons are scarce, but I think that is a benefit of actually having that NPC in your party. You can always recruit the NPC, do his quest, get the items and dump him.

    And this happen in BG2 too, one of the rings of wizardry (the really good one) is linked to a NPC quest, if you don't have her in your party you can't have it.
  • [Deleted User][Deleted User] Posts: 3,675
    The user and all related content has been deleted.
  • deltagodeltago Member Posts: 7,811
    The title screen.
  • AedanAedan Member, Translator (NDA) Posts: 8,551
    I do not like the new GUI because it is terribly BLURRED.
  • reedmilfamreedmilfam Member Posts: 2,808
    I agree with the OP's take on the new content requiring the new NPC's. I'm not interested in Rasaad or Dorn as characters, and will (hate to say never, but...) probably never play with either.

    If other NPC's had specific quests and locked content, I wouldn't mind so much, but they don't. As such, the choice makes the new NPC's more important from a particular perspective.

    Anyway, that's my least favorite enhancement. And hardly that big a deal, as not taking Dorn or Rasaad has no impact on the BG experience.
  • WanderonWanderon Member Posts: 1,418
    While I agree with the OP about the new content only being related to new NPCs I can't help but wonder if this may be related to contract restrictions -

    I am also unexcited about Rasaad mostly becuase the class just doesn't seem to work well in the low levels of BG1 but my opinion may also be clouded becuase I have never liked the monk class in any of the IE or D&D based games it was implemented in.

    A barbarian would have been nice - maybe a halfling.

    I will like the new chapter opening movie clips better when they start working correctly altho I miss the danger implied by the sneaky kobolds in the original Nashkel one.

    Overall I am extremely satisfied with whats been done and look forward to seeing some DLC and other goodies down the road!
  • smeagolheartsmeagolheart Member Posts: 7,964
    edited April 2013
    Aedan said:

    I do not like the new GUI because it is terribly BLURRED.

    The GUI is disappointing. I tried playing it and was like why is the aspect ratio of the main screen so off? Why are there artifacts when opening chests. How did no one at overhaul notice this? Still waiting on a real resolution to this to really more enjoy the EE.

    Also disappointed in the breaking of weidu (and therefore mods) without work arounds that should be unnecessary and as others said the requirements of taking along NPCs in order to see the new areas.
  • WigglesWiggles Member Posts: 571
    Raasad in general that's been mentioned a thousand times before me. Locked areas that are only accessable with NPCs in the party.

    All small in comparison to: the enhanced multiplayer that's been stated. I've beaten the game 3x in the original and 2x now in EE. I've done most of the content and am fairly pleased. However I've never, and I mean never, had an enjoyable multiplayer experience.

    I'm still thinking positive and have nothing against the developers though. Just anxious. :P
  • QuartzQuartz Member Posts: 3,853
    The BGII-like additions to BG1. It's like Overhaul didn't even try to understand the subtle differences between BG1 and BGII. The new NPCs seem incredibly BGII-esque, the fact that you can only access their areas with them in your party is blatantly BGII, etc... Basically, BGII:EE is gonna be effin' awesome but they kinda took a bit of a deuce on BG1 in the middle of prettying it up. The positives obviously outweigh the negatives but seriously.
  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,438
    I'm with the new areas tied to NPCs group. :/
  • psyactpsyact Member Posts: 81
    Aedan said:

    I do not like the new GUI because it is terribly BLURRED.

    This x 1,000,000.

    I was really looking forward to a seriously overhauled UI, and instead I got a...blurry mess that doesn't take advantage of my screen resolution. I bought the game largely based on the assumption that I would have a significantly refined UI that would make the game more enjoyable to play, and BG:EE did not deliver.

    Luckily, the UI can now be modded, and we have some great UI overhauls in the pipeline, but it was still difficult to get over.
  • SamuelVargSamuelVarg Member Posts: 598
    No special kit for the neutral monk that I have wanted to play in BG1 since BG2 came out ...
  • shawneshawne Member Posts: 3,239
    Lack of mod support has been the sticking point for me - it was clear that Beamdog was limited in its ability to enhance existing character/story content, and that would have been acceptable if the EE were compatible with projects like BG1NPC and Unfinished Business (since those wouldn't be bound by the continually-frustrating contract limitations). The fact that we now have to wait for individual mods to be adapted to the EE is a bitter pill to swallow.

    And it's something that, for me at least, has even greater implications towards the future, as I have absolutely no intention of purchasing BG2:EE if "Ascension" isn't either integrated into the game or adapted quickly. Other mods I can take or leave - that's the one I won't compromise on.
  • TressetTresset Member, Moderator Posts: 8,268
    Well I personally thought that the whole thing with Adoy's place was very blah. Not a whole lot of intrigue, quests, chalenging fights, fights at all, or really any worthwhile treasure (with the exception of stoneskin). Not to mention you could finish the whole thing within the space of like 10-15 minutes. On the plus side the final fight was a fairly enjoyable one, stone skin is a worthy artifact for BG1, and I LOVED the easter egg. Overall though quite a disappointment considering Neera is my favorite new NPC.

    (Important note: I haven't seen the other new areas yet.)
  • KidCarnivalKidCarnival Member Posts: 3,747
    Anduin said:

    Equip item to helmet slot: Casts Horror as spell / unlimited uses each day

    Drawback: Spell also targets self.

  • AnduinAnduin Member Posts: 5,745
    edited April 2013
    @KidCarnival If you can place Stained heroic boxers on your head... You must be brave!

    I can understand the need to check own morale failure when first placing them on your head... But surely they need to be effected by blindness or as if effected by a stinking cloud centred on wearer are more problematic....

    Adventure Y... I am sure it is about pants...

    This rumour about it being something to do with the bridge where Bhaal died, I think, is a red herring... Knowing Bhaal, the herring has been stabbed and left to rot in its own blood... But still...

    EDIT: I realise that not having adventure Y now is not the same as being disappointed... It was however the biggest disappointment for me in the last patch... We all have a bit of noober inside us all...

    How about now...
    How about now...
    Now?
    Now?
    *kerplunk*
    Critical hit Anduin damages Noober 38 hp
    Noober dies
    1xp
  • [Deleted User][Deleted User] Posts: 3,675
    The user and all related content has been deleted.
  • KidCarnivalKidCarnival Member Posts: 3,747
    This is especially disturbing if you consider that they all also haven't moved.

    About the morale check, I see it as a viable alternative to fail the check, then turn into a zombie and be immune to Stinking Cloud, while also permanently emitting the spell. It would officially be labeled "cursed", but be a potentially useful effect for solo runs. Much like cursed claw is often used, it would have some inconvenient side effects (can't walk in formation without killing NPCs), but nothing that could not be turned into an advantage.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited April 2013
    I'm not disappointed with anything that's been added. And I think the new NPCs are great. I actually really like and use them all. It doesn't bother me a great deal that the new areas are tied to them. (Just a little now that the issue has been raised, I guess. I hadn't really thought about it until it was pointed out.)

    But I was expecting much more by way of banters. I'm disappointed by the lack of 1) a greatly increased occurrence of the existing banters, and 2) creation of new ones between existing NPCs and new NPCs. And I don't mean just text. I was really hoping for new professionally voiced banters for the old NPCs--if not by the original voice actors then by pros who can sound just like them (although the original actors would obviously be best).

    I understand that the contract prohibited significant changes to the existing NPCs. But increased and new dialogue and interactions between NPCs is probably the single best thing that could have been done to revitalize this game, given that it could not be re-rendered in HD.
  • KidCarnivalKidCarnival Member Posts: 3,747
    Banters... there you say something. I really wish the new NPCs had the normal lines like reputation change, being unhappy/close to breaking point, the random insult-compliment part, reactions to enviroment... It seems they only have a fatigued comment.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    @KidCarnival, you know, I was just noticing while playing today, with all three new npc's in my party, plus Imoen and Kivan, that there were no reputation comments, and absolutely no banters. It's getting quite lonely and oppressively quiet, and I definitely miss something. (Both the rare party interactions and the slightly more frequent single voice-acted interjections).

    After I finish this run, I doubt I will play with the new npc's again, for exactly this reason. They could at least banter with each other - while the devs had all three of those voice actors "in pocket", would it have really been so hard to put in a couple or three voiced banters between and/or among the three of them?
  • KidCarnivalKidCarnival Member Posts: 3,747
    The insult-compliment lines aren't individual, with a few exceptions like fights. The new NPCs would just need generic lines and voila, they could banter with everyone. A party with all 3 of them is indeed very, very quiet. I don't take more than one at a time for that reason.
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