Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But no, you're not missing anything. The decision to restrict RPCs from so many zones is baffling. Not sure what the developers were thinking.
Vi is still a good choice, though, as she'll go the final zone with you and has unique dialogue. And RFS being 6 levels behind will matter less over time as the XP needed to gain levels keeps increasing. Eventually he'll catch up to be 1-2 levels behind.
Good on them. I think I prefer game play over the modding scene, but perhaps that could /should change, lol!
Thanks again.
And, I quite enjoy Vi's hexed dialogue :)
Haha, well, I've just started hearing it but, yeah, I think the snarky attitude might be a welcome break from the prior oh-so-virtuous piety!
And apparently it may not take much, but I think you've convinced me to try a closer look at CF. If that's true about zone restrictions it should be worth the time. I'm running updated Win10, will have to check which version of W8 I have. I actually have the CD in a box but am using a Steam install. Don't even remember how that all came about, but hoping everything plays well together.
Oh well, won't be my first rabbit hole, haha............
Yes, Zergs mentioned Vi's new dialog that I've just started hearing and may be a good change from her previous bland piety, lol.
Now after the fact I can see why experienced players would selectively use the RPCs, but as a true "virgin" W8 player it was shocking in a first-world problem sort of way to out-of-nowhere have Vi suddenly run away. Despite her somewhat generic/mundane mutterings she was a valuable member of the party and I really liked her. So this has all been different/interesting, any other considerations notwithstanding.
Think I'll go ahead and give the CF zone restriction thing a try and see what, if anything, I come up with.
So abscondrel, thank you too--appreciate the input.
D/l CF and actually didn't have to do much directory finding, dll installation, etc. Checked on a different Steam post about how to get going and just removed the zone restrictions under RPC parameters.
Loaded a previous save, went into Bayjin again and she gave the same dialog about when she was a kid, blah blah but continued on with no stat reductions. Fantastic!
TY Zergs!
I second the plan to use Cosmic Forge to remove some or all of the area restrictions. I've worked around them for years, but I don't think they ever worked the way the designers intended. There's just not enough benefit to traveling with an RPC for a short while and then letting them leave.
It does make great story sense for them to refuse to go underwater or into deadly Rapax areas. I wish there were quests to unlock their restrictions--build up their loyalty.
Horpner, good thoughts. It's really interesting to get different people's perspectives. Story-wise yes, their refusal makes sense,but I'd prefer they not be sensible but rather be crazy so I could maintain my party, lol! But, yes, quest unlocking would have been a better way to go.
I can't imagine they didn't consider that but I suppose budget might have been the obstacle--didn't they go under not long after the W8 release?
Yup, Madras was one of my characters that ran away. But like I said, it's good to get others' input--your idea to use 'Superman' on him or Vi to at least help a little hadn't even occurred to me. Thanks for the feedback!
This can be viewed as a classic "Glass half full" or "Glass half empty" scenario. Clearly, RPCs were considered by the designers to join the party for a while for certain quests or to add color to the story. They were not intended to be part of a core of 8 characters taking on the game universe.
On the other hand, this game does provide for 6 characters that are fully choose-able, design-able and which can be developed in a number of ways ranging from the obvious to highly creative and party-specialized. As a 6 character full party game where RPCs are regulated to temporarily joining the party for specific quests, that game is 10/10. As an 8 character party (without cosmic forge modifications) wherein 2 of the 8 characters have the restricted behavior and other defects of creation/development, the game is maybe a 5/10.
The recommendation is to play the 10/10 game of parties of up to six characters, well designed and focused to take on the often easy but sometimes highly challenging Wizardry 8 game universe. Do not try to make RPCs into something they are not. If not taking this recommendation, however, then yeah, I agree with the others above that modifying the nature of RPCs in the game via the Cosmic Forge can remove the crippling curses and rude complaining (by the unhappy RPC) that most players hate.
Keep in mind, however, that even when these modifications (or putting up with the RPC complaints and cursed status) might make the RPC an integral part of ones party, the RPC will never (in this game) be a fully party member that is designed and development-planned even before the first battle on the beach.
As far as wanting a Wizardry game that allows a full 8 creatively chosen, designed and developed characters in the party, the W8 universe is not really designed to be difficult enough for that. We are really, if that is desired, talking about a different, Wizardry 8 type game that is designed for 8 character parties.
Out of the 50 core games that should have been created following Wizardry 8 to celebrate and further develop the excellent design of it, certainly there would have been at least one or two that allowed for and was designed for in terms of difficulty and play-ability, 8 character parties.
Instead the fun of specialized characters within a full carefully designed, well-balanced party has been neglected or entirely nerfed by the vast majority of subsequent RPGs. TV shows and movies still create exciting shows based on well balanced, highly effective teams of high-quality individual specialists, but the gaming industry has mostly abandoned this core formula for success, or at least no longer allow players to do the team designing.
The usual reason for this abandonment is that it is "too hard" and can lead to total failure. Well, yeah, but without the possibility of failure all success is no more than canned illusion.
I believe that with further development time and quality control by players these issues would have been addressed. I suggest there were NPCs with quest-lines supposed to be near the places where the regular NPCs refused to go. It was supposed to a revolving set new characters joining and leaving your group but the execution was poor and buggy.
They wanted players to experiment professions that the player had not considered in their parties but at the same time be open to drop and take different NPCs in special situations.
The rescue missions require you to be open to drop your current NPCs to make room for (GLUMPH, DRAZIC, and RODAN)
There's a important story related point to Vi that I won't be specific about but I highly suggest you consider replacing her or consider her slot empty when it matters the most.
Because NPCs leech from your parties experience and many of the NPCs stat layouts are poor I would consider them mostly flavor. Experience their dialog but be sure your team can succeed without their services.
Two of the RPC's will follow you to the peak: Vi Domina and Saxx.
Glumph, Rodan and Drazik have very few restricted areas, but they are quest RPC's--you need to leave their quest undone to keep them in your party.
The rest of the the RPC's are so restricted as to be virtually unplayable as permanent members.
I agree with mpnorman10 that you don't need any of the RPC's to succeed at the game. They make the game easier.
On the other hand, I think RPC's can add to the complexity and strategic options of designing a party. Allowing for more RPC options adds to the fun, potentially.
Here's what the manual says about them--new players who read it are forewarned! It is definitely working as designed based on this. I really appreciate the flexibility to break most of the rules--it's even pretty funny sometimes.
That said, I don't think a Wizardry 8 with RPC's who never leave is a worse game. It's different, and easier. The inability to interrogate an RPC about when they'll leave you makes it a frustrating system as designed.
with Vi, its come down to this.
after years and years its to the point where i only care about not getting ratted out, even though there is a workaround. so Myles gets to hang out for clearing out arnika and under bank, carefully. i dont change him or drag him elsewhere. i also give the gem back to the bank. i dont bother cleaning out the keycard vaults, yet. its all about the loyalty for now.
i bring Vi to the moments of big xp.
i plan the teleporters for that purpose mostly. when you turn in the quests for the umpani and t'rang, you get paid big xp. i make sure Vi gets that. its not shared, so everyone gets it.
she's around enough on the way there and back that she levels up some. i dont really care how her build is. i keep her in the good gear, or naked, whatever. but mostly i let her wait around until i want to ascend.
then, i decide if i feel like carrying her up AP or not.
i wonder if a mod could be built where you get to murder the rpc's and you have to fool a detective and get away with it.
maybe sparkle is the blabbermouth...
Thematically, I know where this notion of hirelings and recruits comes from--tabletop RPGs. All of these old CRPGs are modeled at least in part on D&D. A bunch of people on this forum have tabletop experience, and I'm sure we all remember the old versions of D&D where you were expected to have an army of henchmen and hirelings alongside the main group of player characters.
Of all the games I've played where you have a mix of player characters, RPCs, and additional hirelings, I think Magic of Scheherazade from the NES did a really nice job--a main character, plus party members, plus frontline grunts with distinct and very limited abilities. Might and Magic 6/7 also did a great job distinguishing recruitable hireling characters from player characters.
All this being said, I do like the RPCs in Wiz8 overall. I like having constraints that I have to figure out how to optimize around in games.