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Anyone think Bioware overdid the random monster generators?

Discussion in 'Baldur's Gate (Classic)' started by Tyresian, May 21, 2001.

  1. Tyresian Gems: 8/31
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    Any one think bioware overdid the random monster generators? At the beginning i kinda liked it cause it made me feel like i was trying to break through a build up of force and the monsters were trying to cover my escape route. Then it became annoying.

    I was exploring the ruins under the Firewine bridge or whatever it was. After counting how many flame arrows i had after escaping i found i killed over 300 kobold commandos!!! I say over because i also killed lots of normal kobolds and used some flame arrows!!! I dont kno about you guys but thats just ridiculous.(I now have an irrational hatred towards kobolds, DIE SCUM!!!)
     
  2. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    But you did get the nice arrows...
     
  3. Dudette Gems: 8/31
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    i think that someone has a racial enemy...
     
  4. Mollusken Gems: 24/31
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    Walking around in Gnoll Fortress summons descent amounts of gnolls too.
     
  5. Ace of Spades Gems: 5/31
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    [​IMG] Try taking a snooze in the gnoll fortress, heh heh heh
     
  6. Ironbeard Gems: 20/31
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    Realistically, you'd have to assume that the monsters you kill aren't the only ones there and the monsters bring in reinforcements. Otherwise, you can do a dungeon room by room, going out to rest and heal inbetween, and that's not realistic at all. Fight in fight out.

    [This message has been edited by Ironbeard (edited May 24, 2001).]
     
  7. Wildfire Gems: 23/31
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    In some places tho, this is unrealistic - I was on the highest battlements of Durlag's Tower, and whenever I rested I got attacked by gnolls. How the heck did they get up there? I seriously doubt that they managed to go in through the main door, brave the monsters and traps to get me. Hmmm....
     
  8. Mollusken Gems: 24/31
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    [​IMG] I just started Firewine Bridge ruins yesterday, and kobold commandos seem to pop out from everywhere! As long as there is a small spot of the legendary fog of war, you can be sure that those critters have rised from the dead and even increased in numbers.
     
  9. I think they overdid it. When I was at the Gnoll Fortress first time I played, I actually stopped playing the game for about a month cause I got so tired of having to fight the same type of creature all the time.. (they could have put in a couple of other species)
     
  10. Mollusken Gems: 24/31
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    Firewine ruins are 10 times worse than gnoll fortress. Kobold commandos will hit you more often (allthough not dealing any critical damage), and your characters will move in all kinds of silly places (especially Imoen for me). The dungeon manouvering system in BG1 must be the worst one ever created. It is hopeless!
     
  11. BogiTheWaverer Gems: 12/31
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    [​IMG] Dragon what do you expect in a 'GNOLL' Fortress, Kobolds?
    You're right it is nervy, but poor Dynaheir left as Gnoll food - NO!

    Mol you're also right, the behavior of the party in dungeons is the most carpet biting annoyance ever. :mad:

    [This message has been edited by BogiTheWaverer (edited May 29, 2001).]
     
  12. Mollusken Gems: 24/31
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    Before you know it, your two characters with the least hit points, the mage and the thief, are captured by a trap or a huge pile of kobolds. Fights are always just around the corners, so you will always have only 1 or two of your peeps firing and get fired at while the rest are running around attracting more scum and disarming traps the hard way.
     
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