> I downloaded the manual and see nothing in it about picking locks with
> hairpins. If I have a hairpin I see no way to equip it so is it just
> automatically used if it is in your inventory or what?
Nope. Drag it into one of the quick access slots, you can use them from
there (by clicking it).
Flo
It helps a lot to see the 'console' (the ? button), it tells you what
numbers are going on for each action. Without anything you'll see a
-10 penalty, with a hairpin you get a +1 and with lockpicks it's a +5
I did try that already and when I click on the quick slot it isn't being
equipped as far as I can see. I will try again later and see what is up.
Thanks.
OK, thanks. I'll try that next time I play the game.
You don't see it equipped, you simply use it from the quick slot and
once you click on a hairpin in your quick slot then it will turn into
a cursor and you click on the item you want to unlock. This is
similar to the way you use wands in other game.
That's what I mean, I don't see it turning into any cursor. I think maybe my
character has no lock picking skills so can't use the hairpin.
Have you just tried clicking on a chest once you have clicked on the hairpin?
Just try it!
Of course I have. It just says locked the same as if I clicked on it with no
hairpin. I'll go try it again later and see what is up.
> Of course I have. It just says locked the same as if I clicked on it with no
> hairpin. I'll go try it again later and see what is up.
If you don't have activated the skill, you can't use it.
Flo
Chances are you don't have a high enough lock pick skill to open it or the
lock requires a specific key and cannot be picked.
usually, if you don't see the animation for lockpicking it means the
container/door needs a specific key (or you can check the console to
see if there was a lock-pick attempt)
OK, thanks for all the tips. I'll get that chest open eventually. Haven't
booted up the game since I started this thread. Not that I don't like it, I
have just too many games to play.
OK, finally got the chest open by having the fop join my party. His lock
picking skills were high enough to open it.
Is there no day/night cycles in this game? I've never seen the time of day
change at all yet.
> Is there no day/night cycles in this game?
No.
Flo
That explains why the game is only $29.99. It's missing certain RPG features
and the game world is a bit on rails.
It's very much "old-school" RPG, which is what I like about it.
I played the demo and thought "I have to buy this!" There were a few
minor bugs which I assumed would be fixed in the final release: things
like standing 20' away when harvesting plants, yet standing knee-deep in
animal carcases while gutting 'em out.
Or the lack of day/night... or the pointer not being able to select
characters or areas of ground in LOS through a grill/tree branches/whatever.
They give the game an unfinished, almost "amateur" feel.
'Twas disappointing when I discovered the actual game was the same.
But even with all these bugs, the game has grown on me. All up, I'd
rather buy another game like this than an expensive FPS/RPG hybrid with
all the flash & glitter but little in the way of replayability.
Drakensang is, IMHO, good value for money. A 9/10 :)
I'm the opposite. In like open game worlds where you can go where you want
and do what you want. In Oblivion I could buy a house and just pick plants
for a living and do no quests if I chose to do so and the game world would
still be alive.
I'm not saying I don't like it. It's just that with no day/night cycles
that means there is no need to ever sleep either which is a common feature
in many RPGs. I prefer this combat system to the type in Oblivion etc. any
day.
Yes, which to many people is just boring and confusing. That's why
it's just a game design issue. I.E. It's not "better" or "worse" if
it's open world, it's just an open-world game. There are plenty of
'open world' games out there (Oblivion, the Gothics, even the Witcher,
Fallout, etc). Games like Drakensang are a welcome sight to my eyes.
I have all of those RPGs already and I disagree with your "many" claim of
boring. If so "many" people found them boring then I highly doubt Oblivion
and Fallout3 would have sold so many copies. I haven't played The Witcher
very much but it hasn't struck me as an open world game yet. Was playing
Gothic3 just today with the 1.7 patch and while it is an open world game it
has really shitty performance issues which I find are so bad that I can't
really enjoy the game. I don't even need to see the enemy because the game
stutters as soon as it detects NPCs within a certain range. Maybe in another
few years when the hardware can run it smoothly with brute force. I remember
Derek Smart's BC3000Ad had the exact same issue. As soon as the enemy was
near the game would stutter as the AI was loaded up. That's caused by real
bad programming skills and both his game and Gothic3 are cluster fucks IMO
and should never have seen the light of day.
But it's not many or most. The sales figures prove what you say is not true.
You are in the minority if you don't like the style of Oblivion. This Usenet
group is not the voice of most gamers either so you can't go buy what the
majority of a couple of hundred gamers in here say. Most people don't even
know Usenet exists.
So you're saying everybody in the world but a hanfdul purchased
Oblivion? I find that difficult to believe.
So you're saying everybody in the world but a hanfdul purchased
Oblivion? I find that difficult to believe.
The sales figures say otherwise.
It's not many? Let's see...
Open world games: Fallouts, TES games, Gothics... hmm... I know there
must be others, I just can't remember right now.
'Follow storyline' games: Almost every single console RPG (so, 200 or
so different games?), and in the PC front, pretty much every other RPG
made.
I want some of the weed you're smoking please.
Well, PC games run the gamut, for example in Gothic chapter 1 is pretty
open, but the rest of the chapters are linear. So if having some
non-linear play is enough, then by that standard I'd also include,
Arcanum, Baldur's Gate I & II, Divine Divinity, Knights of the Old
Republic, the Might and Magic series, Planescape: Torment, Wizardry VII
and VIII, and just about every MMORPG I know of.
>'Follow storyline' games: Almost every single console RPG (so, 200 or
>so different games?), and in the PC front, pretty much every other RPG
>made.
Hmm.... Diablo and it's clones, the Icewind Dale games, and uh... Septerra
Core. For PC RPGs, no, not really that many.
Ross Ridge
--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rri...@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Yea, and Oblivion outsold all of them. I like both types but not RPGs that
lead you around by a nose ring. Give it a rest, FFS!
Games like Oblivion have a story too. No one says you have to do all the
side quests or even explore all of the land available. If you want you can
just do the main quest and not much else. That's not how I like to play them
though.
Right... I think Oblivion has sold some 4 million copies in all
platforms, while just Final Fantasy XII in one platform (PS2) sold 5.1
million
Wolfing <wolf...@gmail.com> wrote:
>BG was storyline play if I remember correctly, so was Arcanum and
>KoToR, and almost all the ones you mentioned. By open I mean where
>openness is the focus of the game. Not just having a small section.
As I said, Baldur's Gate, Arcanum and Knights of the Old Republic are
like Gothic where a portion of the game is non-linear. If you think
Gothic counts as an open world game then so are all these others.
>As opposed to games like Fallout, Oblivion and Romancing Saga where
>you just do whatever you want and there may be a 'sort of' main
>storyline that you can pretty much ignore for the majority of the
>game.
You can't pretty much ingore the main storyline in Fallout. It drives
a lot of the content in the game.
The fact is that even amongst the more storyline driven PC RPGs there is
still a lot of non-linear open game play. With few exceptions you don't
see anything like the dragged-by-the-nose linear game play you see in
the Final Fantasy series, or pretty much any console RPG. If you want
to be always told what to do in a RPG, I don't see why you're interested
in PC RPGs at all. Non-linearity is a defining charactistic of PC RPGs.
> BG was storyline play if I remember correctly, so was Arcanum and
To be brutally honest, BG1 (not 2) was a D&D engine beat-em-up simulator
& not much story to talk about. BG2 otoh, took the 'tech demo' that was
BG1 & elevated it to new heights of 2nd Ed D&D goodness, with much
improved NPC interaction (including r/ships with the protagonist),
quests & far better mini-stories with a number of the side-quests. It
also fleshed out the original story to a meaningful conclusion (if you
count ToB).
> KoToR, and almost all the ones you mentioned. By open I mean where
> openness is the focus of the game. Not just having a small section.
> As opposed to games like Fallout, Oblivion and Romancing Saga where
> you just do whatever you want and there may be a 'sort of' main
> storyline that you can pretty much ignore for the majority of the
> game.
I call that the sandbox slapstick! ;)
--
Nostromo
And Britney, Back Street Boys & NSync outsold most *real* rock/pop
singers/bands of the past 30 years. Way to make Wolf's point lol!
--
Nostromo