Midevil Chaos wrote:
To be honest, I think they screwed up big time with NWN2. It's a shame
Think about it, have you ever seen someone sleep in the city? Yes, so why would it be something that you couldn't do in this game? That does NOT make any sense. Also, they took out the option to kill anyone you want (which can be activated though). Why did they do that? I remember killing Neverwinter soldiers in the original NWN game. It was funny. Lastly, why do the choices mean nothing at all now? Remember upon entering Samarach? You can answer anything and that changes nothing at all. In the original NWN, it would have changed something. They messed up BIG time.
Oh, and what about the dragons? Where the hell are they??? With the expansions and the OC, I have seen so far 4 dragons and a dragon spirit. 2 dragons that you don't even need to fight or even need to meet for that matter. And then two brother dragons in SoZ so far. That are pathetic on different levels.
In the original NWN, the dragons were plenty AND were smart, arrogant and had personality. In NWN2, they have ZERO of that. They butchered what NWN2 should have been. I do hope they make amends with the 3rd one that will come out, hopefully.
There are lot's of things screwed up with this game as far as realism is concerned..
For SOZ they *tried* to make some improvements to the game engine, and used the game itself as more of mini-showcase for these new options (..but as a campaign it's pathetic). Most notably random travel encounters are part of D&D are were essentially stripped-out of any NWN (1 & 2) module. The overland map was created to allow module builders to add back this very core trait of D&D.
Sleeping in the City itself - only "beggars/locals/drunks" known by the Guards, or people that have nothing to steal or haven't truly crossed anyone.
Resting *should* be dangerous UNLESS you have a confirmed safe location. Even "Cities" can be dangerous.
What they should have done in the "Cities" was allow you to start to rest, but then interrupted by a patrol guard - effectively NOT allowing you to rest. They should have gone further with that, with fines for trying it, and even jail time - where you could rest, but would have to pay a larger fine or loose your equipment.
You could go even further with this.. patrols that follow a route, with the potential of getting rest. From there add-in a chance of getting robbed while sleeping, and with a chance of awakening while being robbed with a chance of getting in a fight. If you are fighting and the patrol comes by - go to jail. Resist, kill guards - become hunted. etc..
I don't remember the ability in ANY *NWN* to kill anyone you wanted.. for the most part those were "extras", not characters that were part of the main story or even essential to any quests, and while the story can change somewhat, it's all scripted around a very similar "path". (..remember the Thieves vs. Guards option in NWN2 OC (docks district) - slightly different take but the same result.) MOTB is the same way as well. Very little changes, the story is "tightly scripted". Optional extras don't really effect the story. (..and I'm pretty sure NWN 1 was the same way.)
Yes, the Dragons are really weak (except the Red in NWN2 OC, though that wasn't too hard either). Still, Dragons shouldn't "pop-up" that often, and when they do they should be really tough to beat (or impossible depending on your party) - with that in mind they should also provide *other* methods to deal with them (..which the OC and SOZ does, but without the incredible difficulty counter-balancing it - it's pointless). The Red in the OC (and the crystal one) had some personality, though nothing really of note to say.
The better comparison is vs. BG2. Which has similar traits, but is much better. Even then though, most of the main plot was structured so that you couldn't fail to progress as intended (..unless you died). You could however kill-off characters essential to optional quests, get thrown in jail, progress in a very non-linear manner for most of those optional quests, etc..