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SoD a defacto nerf to hard to reach SoA characters?

So with the increased xp will it become less desirable to take some of the hard to reach bg2 NPCs that would otherwise be decent given the scaling initial level.

To be specific, by the time you reach Mazzy, for instance, you might be well past her highest starting level due to the extra xp gained from SoD.

Thoughts? Maybe new initial files will be created to overcome this?
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Comments

  • SchneidendSchneidend Member Posts: 3,190
    There's multiple versions of each NPC at different level tiers.
  • WowoWowo Member Posts: 2,064

    There's multiple versions of each NPC at different level tiers.

    Yes but with SoD you will get the highest version from Chateau Irenicus, any leveling after that won't benefit NPCs that you find.
  • SchneidendSchneidend Member Posts: 3,190
    Ah. I see. Well, I think Mazzy has up to a level 14 version. If you want her in the party, it'd be easy to pick her up well before then.
  • GallowglassGallowglass Member Posts: 3,356
    Yes, Mazzy at recruitment can be at up to level 12. However, Mazzy is a good example of an NPC whose recruitment is problematic if the party is even slightly over-levelled from SoD.

    If you want Mazzy as a long-term party member, then the most advantageous time to recruit her is immediately, so that you can get her at level 8. That way, you can control where her level 9 proficiency point goes, and start building her proficiency in something more useful than Shortswords. If you recruit her at level 9, that proficiency point will already have been allocated to Shortswords, and if you recruit her at level 12, then that proficiency point will also have been allocated to Shortswords. Thus it'll be a really long time - you'll be in ToB - before you can get her decently competent in dual-wielding and an alternative weapon ... so basically you'll be committed to using her with Shortswords for most of the game, whether you like it or not. This considerably reduces her usefulness, compared to the present situation in which she can develop some other weapon quickly.

    Mazzy is not the only example in which higher recruitment levels will lock you into proficiency allocations which you wouldn't sensibly have chosen to make.

    Yes, I know you can change the default allocations with EEkeeper ... but having to cheat in future, merely in order to retain sensible choices which we currently have, is inherently bad design and (at least for me) really quite offensive.

    I really hope that Beamdog will address this issue, rather than forcing players into cheating merely to play sensibly. I probably wouldn't be the only one who'd rapidly start to lose interest in the game, if playing the "official game" without cheating became a stupid thing to do.
  • shawneshawne Member Posts: 3,239
    If EEkeeper is too much trouble, just use the BG2 Tweak Pack component that sets every NPC to the lowest possible level when they join up; that way you can level them up and allot points however you want.
  • O_BruceO_Bruce Member Posts: 2,790
    edited July 2015
    Speaking about NPCs levels tiers, does Imoen still has hers broken? You know, by the time you reach for her, 11 level or 13, without 12 level tier?

    I'm asking since I've still haven't played BG2:EE.
  • SchneidendSchneidend Member Posts: 3,190
    @Gallowglass
    I'll be honest, that sounds like the biggest non-issue I've ever heard. Short swords are perfectly good weapons, and she starts with grandmastery in short bows regardless.
  • GallowglassGallowglass Member Posts: 3,356

    I'll be honest, that sounds like the biggest non-issue I've ever heard. Short swords are perfectly good weapons, and she starts with grandmastery in short bows regardless.

    If you want to use her primarily as an archer, of course she's very good.

    However, at the moment she can also be built into an excellent front-row melee tank in a Good party, and that's how I usually employ her. Although Shortswords could be used as primary weapon for a front-row tank, they're not generally among the top choices, and therefore losing the chance to build her with our own choice of weapon proficiencies would significantly diminish the attractiveness of using her in that role. Instead of being a welcome and versatile recruit for many parties, she'd instead be rarely the best person for the job.

    That's a significant nerf for those amongst us who enjoy employing her in a front-row role, not a non-issue. (Of course, Evil players wouldn't usually want Mazzy anyway, and so might not care, but that'd be pretty darn inconsiderate to the rest of us.)

    Furthermore, it's not just Mazzy who suffers from poor proficiency choices when recruited at higher levels. Similar issues apply to others, e.g. Valygar.
    shawne said:

    If EEkeeper is too much trouble, just use the BG2 Tweak Pack component that sets every NPC to the lowest possible level when they join up; that way you can level them up and allot points however you want.

    That's true, but it's not the point. Of course we could cheat in all sorts of ways, but it shouldn't be necessary to start cheating in order to retain the flavour and usefulness of existing characters. IF Beamdog incorporates that Tweak Pack component into the official game, then fine, that solves my issue nicely and I'd support it ... in fact, I recently suggested doing something like that in another thread.
  • GreenWarlockGreenWarlock Member Posts: 1,354
    I agree with the original poster somewhat - I care less about losing the ultimate power of these characters as the flexibility to guide their advancement. The game is currently designed that that characters can be quite versatile if the player makes early recruitment a goal, and that is their reward for doing so. Taking away that reward means that different playthroughs will be more similar, taking away some of the freewheeling joy we expect from a BG game.

    If the answer is to use some third party tool to hack the data files of the original game, that is an admission that the game is broken - unless those tools are bundled as part of the game itself. Don't get me wrong, it is very nice that those tools are available for folks that want to use them, but they should not become a /necessary/ part of the game experience.

    That said, is a little flexibility in BG2 something I am prepared to trade for an extra 25 hours of game time, set at the "sweet spot" levels where the game tends to be most fun? That sound like a worthwhile trade still, especially as I suspect completionist runs will exceed the quoted 25 hours.
  • GallowglassGallowglass Member Posts: 3,356
    Very nicely put, @GreenWarlock. And I agree.
  • kcwisekcwise Member Posts: 2,287
    Or, you could just not level up during SoD. Hold the XP until you get to Mazzy. Your companions can level up and take up whatever slack might be there until you get to her. I've done that in BGEE several times when I wanted to grab Tiax or Quayle and didn't want them to be leveled up. I just stayed at level 1 or 2 until that point. Makes the game a bit more challenging for a bit, but it's entirely doable without cheating.
  • GallowglassGallowglass Member Posts: 3,356
    kcwise said:

    Or, you could just not level up during SoD. Hold the XP until you get to Mazzy. Your companions can level up and take up whatever slack might be there until you get to her. I've done that in BGEE several times when I wanted to grab Tiax or Quayle and didn't want them to be leveled up. I just stayed at level 1 or 2 until that point. Makes the game a bit more challenging for a bit, but it's entirely doable without cheating.

    Good point, that's do-able and it's not quite cheating, but it'd be uncomfortably artificial and I'd hate having to make a habit of it. I can dream up role-playing excuses for quite a variety of things which are actually (and inevitably) affected by meta-game knowledge, but level-squatting to recruit a character whom the party hasn't yet met is very nakedly meta-gaming.
  • FrozenCellsFrozenCells Member Posts: 385


    Good point, that's do-able and it's not quite cheating, but it'd be uncomfortably artificial and I'd hate having to make a habit of it. I can dream up role-playing excuses for quite a variety of things which are actually (and inevitably) affected by meta-game knowledge, but level-squatting to recruit a character whom the party hasn't yet met is very nakedly meta-gaming.

    What's your RP excuse to changing her intended proficiency progression? ""Hey Mazzy, I know you're small and like to appropriately sized weaponry but we're fighting demons and stuff now. Here's a REAL weapon. Try to be useful". :D
  • GreenWarlockGreenWarlock Member Posts: 1,354
    "her intended proficiency progression" is quite an assumption. If you pick her up at 12th level, the game HAS to assign her some proficiency slots, or just burn and lose them (BG2 used to have PCs with incorrect weapon slots, notably Anomen). The game designers will go with something that either thematically makes sense, or seems interesting, but if the idea is that character should have an /intended/ progression, there should be strong hints within the game, or even take the choice out of the players' hands entirely when it comes to leveling up - but that has never been the structure of any BG game.

    More to the point, it is common to pick up these characters today well below 12th level - how would I know the /intended/ progression unless I took extra effort to play a game specifically picking them up at the highest level possible (experimentally determined by waiting till end of Chapter 6 to recruit most folks) in order to set up the metagaming knowledge to inform my future plays? That is not how I interpret the intended play style of an exploratory RPG.
  • WowoWowo Member Posts: 2,064

    "her intended proficiency progression" is quite an assumption. If you pick her up at 12th level, the game HAS to assign her some proficiency slots, or just burn and lose them (BG2 used to have PCs with incorrect weapon slots, notably Anomen). The game designers will go with something that either thematically makes sense, or seems interesting, but if the idea is that character should have an /intended/ progression, there should be strong hints within the game, or even take the choice out of the players' hands entirely when it comes to leveling up - but that has never been the structure of any BG game.

    More to the point, it is common to pick up these characters today well below 12th level - how would I know the /intended/ progression unless I took extra effort to play a game specifically picking them up at the highest level possible (experimentally determined by waiting till end of Chapter 6 to recruit most folks) in order to set up the metagaming knowledge to inform my future plays? That is not how I interpret the intended play style of an exploratory RPG.

    I think @FrozenCells was referring to the fact that Mazzy has a unique Shortsword and proficiency and it is a small weapon and she is a race with small size. There is no assumptions there, just a decent amount of facts.
  • What's your RP excuse to changing her intended proficiency progression? ""Hey Mazzy, I know you're small and like to appropriately sized weaponry but we're fighting demons and stuff now. Here's a REAL weapon. Try to be useful". :D

    I didn't zero in on you like a homing pigeon so that I could be stuck having you use the Short Sword of Mask!
  • GallowglassGallowglass Member Posts: 3,356

    What's your RP excuse to changing her intended proficiency progression? ""Hey Mazzy, I know you're small and like to appropriately sized weaponry but we're fighting demons and stuff now. Here's a REAL weapon. Try to be useful".

    Actually I do tend to stick to smaller weapons for shorty characters, because it feels more realistic. Sometimes I'll arm a little guy with a staff, but generally not with a greatsword.

    In Mazzy's particular case, if I'm intending to build her for front-line melee work (as I usually do), then one of the first things I'll typically be RP-saying to her is "Mazzy, we'll be facing a lot of enemies who are more vulnerable to blunt weapons, so you'd better start practicing with this hammer". Another thing I'd soon be RP-saying to her is "Mazzy, you'll be a more effective warrior if you get the hang of dual-wielding your weapons, so you'd better start practicing now because it takes a lot of training to be any good at dual-wielding". Her Shortsword proficiency is good for an off-hand weapon, but I'll be putting her next several proficiency points into dual-wielding and a more versatile main-hand weapon, which she needs more urgently than more Shortsword proficiency.

    Her development along these lines is delayed for six whole levels if her level 9 and level 12 proficiencies have been already been pre-allocated to Shortswords by the time you recruit her, and six levels of delay is a serious handicap - she won't mature as an effective dual-wielder with a good blunt proficiency until we're into ToB, instead of being ready to fight that way in the second half of SoA. That's a game-changing nerf to her potential, which is often likely to affect decisions about whether to include her at all.
  • shawneshawne Member Posts: 3,239
    That's only a game-changing nerf if that's the specific build you're assigning her. Give her a different role in the party and she'll do fine.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Define hard to reach. Now that you start at higher level, you can skip some side quests and dive for Mazzy instantly.
    Is that a nerf?
  • GallowglassGallowglass Member Posts: 3,356
    shawne said:

    That's only a game-changing nerf if that's the specific build you're assigning her. Give her a different role in the party and she'll do fine.

    Sure, if I want to use her as (say) an archer, she remains fine. But it's certainly a significant (and unwelcome!) reduction in the possibilities currently open to us, if she'll henceforth excel in a much more limited range of roles. It's not just the exact build in my example which is nerfed, it's any melee build which doesn't primarily use Shortswords which now becomes much more difficult. Since she's the only non-Evil warrior capable of grandmastery, restricting her development options will affect a lot of parties.
  • GallowglassGallowglass Member Posts: 3,356

    Define hard to reach. Now that you start at higher level, you can skip some side quests and dive for Mazzy instantly.

    Personally, I'm not too concerned about hard-to-reach. Yes, if I want her, I can dive straight for her. However ...

    Is that a nerf?

    Yes, absolutely, because when we start at a higher level, then it's already too late to recruit Mazzy at the current minimum level (level 8) so that we can allocate her level 9 proficiency point into something other than Shortswords.

    Even if we charge straight for Mazzy, and even if she were standing outside Irenicus's dungeon instead of on the far side of the map, our new starting level will not only cause us to miss the chance to allocate her level 9 point in every case, but in some cases quite likely (and even more seriously) her level 12 point as well. So that quite substantially nerfs our options for how to build her.

    As I've also pointed out earlier, Mazzy is only one example, we're also going to have this problem with some other characters too, whenever the default allocation of proficiencies in the higher-level .cre files is anything other than what we'd have chosen if we had the chance (e.g. Valygar). For some characters that's a more serious problem than others, but certainly for warrior types the choice of proficiencies makes a real difference to how we can (or can't) use those characters.

    Can Beamdog do something like adjusting the higher-level .cre files, so that the NPC has the same experience as now but hasn't yet been levelled-up beyond the base-level .cre, so that we can immediately level them (and assign any additional proficiencies appropriately) at the point of recruitment? That'd be exactly the same procedure as we already have when recruiting NPCs through the Fate Spirit in ToB, and it'd solve the problem neatly. (I know I could do this for myself with EEkeeper, but I reckon some such solution ought to be available for everyone as part of the official game.)
  • FrozenCellsFrozenCells Member Posts: 385
    @Gallowglass this is already the case with ToB NPCs I think? Maybe you should make a feature request.
  • GallowglassGallowglass Member Posts: 3,356

    @Gallowglass this is already the case with ToB NPCs I think? Maybe you should make a feature request.

    I refer the honourable user to the reply I gave some moments ago: as I said above, it's "exactly the same procedure as we already have when recruiting NPCs through the Fate Spirit in ToB".
  • elminsterelminster Member, Developer Posts: 16,317
    edited July 2015

    Yes, absolutely, because when we start at a higher level, then it's already too late to recruit Mazzy at the current minimum level (level 8) so that we can allocate her level 9 proficiency point into something other than Shortswords.

    Even if we charge straight for Mazzy, and even if she were standing outside Irenicus's dungeon instead of on the far side of the map, our new starting level will not only cause us to miss the chance to allocate her level 9 point in every case, but in some cases quite likely (and even more seriously) her level 12 point as well. So that quite substantially nerfs our options for how to build her.

    It certainly reduces your options for how to build her but if you were to start her at level 12 then she has about 1 million more XP than she would have if you picked her up at level 8. Which would mean you are getting access to HLA's (as well as the level 13 1/2 attack bonus) quite a bit sooner than you would be if she were a lower level. So I think it balances out.
  • xscott71xxscott71x Member Posts: 63
    Obviously power gaming is super important to a lot of people here, and I feel sometimes it is forgotten that the "R" and "P" in RPG stands for Role Playing. This means you get the characters as they are introduced into the party. If your level 12-15 party decides to pick up an NPC who is level 8, then that is Role Playing. A higher level character, especially a fighter type, can normally fend for him/herself in most battles, and when you add a lower level character to the party, a bit of microing is required. It's not a bad thing.
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    It certainly reduces your options for how to build her but if you were to start her at level 12 then she has about 1 million more XP than she would have if you picked her up at level 8. Which would mean you are getting access to HLA's (as well as the level 13 1/2 attack bonus) quite a bit sooner than you would be if she were a lower level. So I think it balances out.

    No, I don't think that can ever balance out, because you're comparing a timing issue with a permanent nerf. Eventually, I'll get all the HLAs anyway, but I'll never get back the option to build her with the weapon proficiencies which I'd usually prefer her to use.
  • JarrakulJarrakul Member Posts: 2,029
    In my experience, fighters usually end up about level 34 by the end of TOB. That means Mazzy gets 7 proficiency points after level 12. That's plenty to build into whatever you want to build her into. So, it's not comparing a timing issue with a permanent nerf. It's comparing a timing issue with a timing issue. You can argue that they don't balance out, and I'll even be sympathetic, but it's not an apples-to-oranges comparison.
  • GallowglassGallowglass Member Posts: 3,356
    xscott71x said:

    Obviously power gaming is super important to a lot of people here, and I feel sometimes it is forgotten that the "R" and "P" in RPG stands for Role Playing.

    Well, role-playing and power-gaming are not always opposites. I'm mainly seeing this from a role-playing perspective, not power-gaming. I want Mazzy to be able to play a certain role by developing her in ways which are currently available, but a higher starting level looks like making this much more difficult unless certain adjustments are made. It is role-playing, not power-gaming, to say that I usually see Mazzy's character growing into a versatile melee warrior, because that's what I think Mazzy herself would want to become, rather than being mainly stuck as an archer.
    xscott71x said:

    This means you get the characters as they are introduced into the party. If your level 12-15 party decides to pick up an NPC who is level 8, then that is Role Playing. A higher level character, especially a fighter type, can normally fend for him/herself in most battles, and when you add a lower level character to the party, a bit of microing is required. It's not a bad thing.

    If that were so, then I'd be happy with it, but it isn't so.

    If my level 12-15 party had an option to pick up Mazzy (or various others) at level 8, then that would entirely solve the problem I'm addressing, and I'd be perfectly happy to help her along by micro-management until she got to higher levels. However, that isn't an option - if my party is level 12-15, then Mazzy will be recruited as a level 12 character whether I like it or not, with her level 9 and level 12 proficiencies already allocated in places which (usually) aren't what I'd have chosen if I'd had the chance to collect her sooner. Currently I can collect her sooner, so it's my choice in each run whether or not to do so, but now that we'll be starting the game at a higher level, I'll lose that choice, unless some adjustment is made to address this problem.

    The choice we're in danger of losing is every bit as much a role-playing choice as a power-gaming choice!
  • DawgliciousDawglicious Member Posts: 224
    Hopefully they will just change it over to the ToB leveling system as has been mentioned and call it a day. I know I too would prefer that, and it would be a win for both sides here. If you want to RP then leave someone like Mazzy with her short swords, and if you want to do something else with her than go for it.

    Honestly I always hated how BGII broke the weapon proficiencies down so specifically. BGI's original system was more fun since it meant I could use a lot more of the items I come across.
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