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Interactive Environment

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mike
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Interactive Environment

Post by mike »

Anybody got any facts on the level of interactiveness the game will have. I've heard that you can jump on a table to gain a height advantage. But is there more ? Like moving furniture to block a door or to gain better cover. How about jumping on a creatures back to avoid being hit or chance at a critical hit. Or a rogue climbing a wall or underside of a bridge to gain a suprise on unsespecting guards ? It's been 10+ years since the original, surely there must be more advances then updated rules and a facelift. Will POR allow gamers to be creative ?
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Fihnakis
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Post by Fihnakis »

Just the facts:

Standing on tables for height advantage is gone Image

Moving furniture to bar doorways / advancing foes is gone Image

No jumping on creatures backs or rogues climbing anything.

As for being creative..... you can play some hide and seek with some of the baddies and see if they can't figure out which door you lurk behind as they chase you around (I'm actually being serious) Image

There will be some minor interaction with the environment. There will be objects that you may find that can only be used with some other object for plot events or quests as well as a wide variety of different objects within that game world that may need this or that object before this or that may happen.

One of many features I like is the use of Glyphs that bar entry into a doorway instead of countless keys to carry around for the countless number of doors that need keys. Keys are still used but the glyphs are really cool and a nice change of pace.
-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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Flagg
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Post by Flagg »

I can't help myself and think of the following scene:

Brak, the Hill giant, casually walks through the halls that he is assigned to guard. He doesn't hear Timble, the sneaky halfling thief, approach him from behind. Timble jumps on the giants back and starts to make his way to the giants head. (climb wall check at -30% for moving wall) When he miraculously reaches the top he pulls out his little mace and starts pounding (for a halfling) the giant on his head.

Come to think of it, this would be wonderful if it were possible.

It is a shame that the game has lost a lot of its interactiveness. It would have been cool to jump on tables, and then have the table turned over by the opponent.

Well we should always have things to look forward to.......



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Flagg
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mike
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Post by mike »

Yeah ! that's what I'm talking about. If you think back to what we had with the Gold box series, we should expect more. We have the processing power and the vidoe cards to make it happen. Just need someone ball'sy enough to build it. I for one believe it would catapault RPG sales through the roof. For the record I haven't played an RPG since after the Azure Bond's I know that's a long time. The next one the came out was the first realtime RPG I can't rember it's name but I didn't care for it. No strategy involved. I have kept my eyes on them as friends would show me the latest. But they never appeared to be more then then graphicly enhanced. POR was recomended and I hope it delivers.


You guys were great with the facts. Can you tell me something. If a multi-player game is started with 4 or five people over a lan. And one person wants to go in a different direction then the rest on the group(search another room) will they be able to ? Then maybe join in the middle of combat when they come back to the group ?
Example : troublesome partymember seperated from the group runs around and stirs up the dungeon then come running back to the group with a host of beasties on his heels.
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Fihnakis
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Post by Fihnakis »

Regretably, no. Something we had to suffer with in BG (the RT game I believe you were referring to) and now face the same in PoR2 Image

Of note though. Since you obviously liked the original PoR as with the other Gold Box games the turn-based combat used in PoR is a warm welcome for all of us that loved that style of combat in the original games and didn't find in the infinity engine games (BG, BGII, Icewind Dale, etc). You probably already knew this but thought I would mention it. If you would like to read a preview I wrote from my experience in playing this new installment you can check it out [url="http://www.rpgplanet.com/poolofradiance/preview.asp"]here[/url]. If you have any more questions just ask and you'll get an answer.
-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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Flagg
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Post by Flagg »

I think that Fihnakis will agree with this. BG2 was a good game. It might not be the game that you liked, but I truly liked the background that the game offered. There are a couple of features that I will be missing in PoR2.

I however do believe that PoR2 is going to be a kick-ass game. I am not sure whether Fihnakis and I are the most objective to comment on this, as we spend lots of time to the game already in maintaining our respective websites. I think that
[url="http://www.gamebanshee.com/poolofradiance"]www.gamebanshee.com/poolofradiance[/url] and [url="http://www.rpgplanet.com/poolofradiance"]www.rpgplanet.com/poolofradiance[/url]

both give excellent coverage of the game. Just fire away with any question and we will either have an answer ready for you, or I will get an answer from the producer of the game.

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[This message has been edited by Flagg (edited 01-27-2001).]
Flagg
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Fihnakis
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Post by Fihnakis »

Aye, it was a very well done game (one of the best in a long time though I didn't like it better than BG I) I just hated the combat system! I mean, I really hate the combat system. Moreso in BGII than BGI as combat seemed to flow even faster in BGII than it's predecessor.
-Fihnakis
[url="http://www.rpgplanet.com/poolofradiance"]The Scrying Room: For all your Pool of Radiance wants and needs. Period.[/url]
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daraknor
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Post by daraknor »

BG2 Turn based combat

THere are a lot of different options for combat in BG2. One of the best in my opinion was the Auto-Pause feature. I set autopause for every time I see a new creature, and every time I cast a spell. That way (in terms of control) I have initiative and can prep for battle. Additionally, I can chain cast without missing a round due to the action. The pause feature allowed for planning as well... a feature I miss in PoR. No battle pause...?

The individual initiative with listed order of attacks is interesting, and although I'm just at the beginning of the game it seems to work out. I'm still getting used to some of the 3e combat dynamics, and it seems like my barbarian is way overpowered with cleave vs the rest of the group. Barbarian is doing about 80% of the kills vs cleric, monk, theif (I'm going to turn the monk and thief into sorcerers, wanted advantage of saves/abilities/hp before making into weak sorc)
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Skuld
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Post by Skuld »

Getting back to the original question... no, no and double no. The extent of creativity is strategically placing your party before engaging in a battle. Sorry.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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