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The Gothic 1 (?) Thread

For discussing role-playing video games, you know, the ones with combat.
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Valter
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Post by Valter »

I like the hero's voice acting. Sounds like an *******
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Post by Tinky Winky »

I now like the devs since they choose to do a promo with a big muscular white man instead of the usual cringey celebrities :heart:
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Post by Lord of Riva »

Valter wrote: June 9th, 2026, 02:25
I like the hero's voice acting. Sounds like an *******
Could be me, could be my neighbour all Germans talk like this all the time in polite circumstances. Don't let anyone tell you it's different.
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Post by Lord of Riva »

GhostCow wrote: June 9th, 2026, 01:13
I'm not quite to the old camp yet, but I'm having fun so far. I think Risen had better combat but at least this new combat is still directional. Runs fine on my hardware too. Haven't noticed any stuttering. I'm on Linux though.
It might be prudent to learn "climbing" relatively early. You can find the teacher right of the temple in the swamp camp outside the actual camp near a cliff and the shore line.

Costs 5 LP. In chapter 4 I'm pretty sure you actually need it (which is kinda bad but...) I tried circumventing climbable walls with a Bloodfly transformation but to no avail.

EDIT: The economy system devalues animal trophies massively, they are so low cost and in so much quantity that you won't be able to get rid of them. Additionally the ore cost is 3-5 times higher for learning them. The only exception I found that is worth it would be teeth as Swamp shark teeth can be sold for ~150 ore each.
(even shadowbeast fur (28 ore) or Troll fur (also 28) is hardly worth it.

You can learn some trophy hungting for free (without lp cost) from cavalorn if you bring him Bestiaries, that may be the better Idea. These are unique triophies like scavenger skulls.
Last edited by Lord of Riva on June 9th, 2026, 08:09, edited 2 times in total.
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Post by Kalarion »

rusty_shackleford wrote: June 8th, 2026, 16:41
>I like that there was an attempt to simulate economics instead of just being able to sell 37 pickaxes to the guy that butchers meat
"FINO BRAIN!!!! YOU'RE LARPING!!!! RUSTYPOSTING RUSTYPOSTING!!!! NO RATIONAL DEBATE!!!!"

Every other discussion with me is like this.
You did this to yourself, and you did it deliberately. Stop whining.

Something like an actual economy, even if its modeling causes complaint, is pretty cool though.
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Kalarion did this a lot better you know.
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Post by rusty_shackleford »

Kalarion wrote: June 9th, 2026, 13:09
You did this to yourself, and you did it deliberately. Stop whining.
Not an argument
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Post by Kalarion »

Mordred wrote: June 8th, 2026, 17:40
what has that to do with hurring up and driving through content?

but as rand just stated your guys tism is kicking in and you are now in defending stupidity to the blood mode. i will no longer discuss that opening tables and senseless walking around everytime you wanna talk to someone aint fun.

and just so you know og outcast didn't even have nametags and many of them looked the same. that resuls in even more senseless walking aroung. you guys would love that.
Tweed wrote: June 8th, 2026, 17:38
Why are you arguing with Rusty?
i just decided to stop but thx for looking out for my nerves. btw go to chat.
You did this to yourself. Quit whining.
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Post by Rand »

Roguey wrote: June 9th, 2026, 11:22
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The fact that people are resorting to this is damning.

Why are they?
Not even lockpick skill makes this minigame tolerable.
The first skill level just increases the strain tolerance, which means you may use less picks probing the lock to see which plates are connected, which will almost inevitably strain them to breaking, unless you get ridiculously lucky.
(The second skill level only makes the solution slightly easier as it gives you a plate success freebie or whatever).
And I hope you wrote all the connections down, or you'll waste more on accidents as you try to figure out the solution.

I'm smart and generally good at such things and I struggle mightily with the "simple" locks.
Last edited by Rand on June 9th, 2026, 13:21, edited 1 time in total.
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Post by rusty_shackleford »

if you can't design a good lockpick mechanic just copy oblivion's and move on
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Post by Rand »

rusty_shackleford wrote: June 9th, 2026, 13:20
if you can't design a good lockpick mechanic just copy oblivion's and move on
Or Thief's.
Multiple picks/probes, guessing right saves much time and therefore exposes you less and makes less noise.
Select a pick and it automatically works on the lock until it gets to the next stage or fails due to being inappropriate.
Almost perfect for this game, at least in inhabited areas.

Just add in wrong guesses wearing down generic pick durability and it's as good as I would want the system to be.

As an example:
Let's say 3 picks and a total "lockpick set" base durabilty of 10.
At each stage, guess which of the three tools to use.
Wrong guess, durability goes down by 1.
You have generic "spare picks" as a consumable.
When set durabilty goes to 0, then it is recharged to 10 by consuming a spare, if any.
Higher skill levels forgives X wrong guesses per lock.
Mastery automatically eliminates one of the two wrong picks each guess, making the choice 50% successful from 33.3%.
And the lock retains the state, so if you go buy more spares, you can start where you left off.

The player only has to make a few choices, perhaps up to 5 sets of guesses for a difficult lock, and the effects are immediate.
Last edited by Rand on June 10th, 2026, 00:05, edited 4 times in total.
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Post by Lord of Riva »

Rand wrote: June 9th, 2026, 13:19
Roguey wrote: June 9th, 2026, 11:22
Spanish design:
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The fact that people are resorting to this is damning.

Why are they?
Not even lockpick skill makes this minigame tolerable.
The first skill level just increases the strain tolerance, which means you may use less picks probing the lock to see which plates are connected, which will almost inevitably strain them to breaking, unless you get ridiculously lucky.
(The second skill level only makes the solution slightly easier as it gives you a plate success freebie or whatever).
And I hope you wrote all the connections down, or you'll waste more on accidents as you try to figure out the solution.

I'm smart and generally good at such things and I struggle mightily with the "simple" locks.
Yeah they *might* have overstated the time investment someone is willing to make to find a "steel" "extraxt of healing" and "10 Ore"

It's not fun, it really isn't
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Post by Roguey »

rusty_shackleford wrote: June 9th, 2026, 13:20
if you can't design a good lockpick mechanic just copy oblivion's and move on
Fallout 3's, Oblivion's doesn't scale well over time/repetition, and by the end you're either using the invincible lockpick or chewing through your stash to not have to endure the minigame. :turtle:
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Post by Rand »

Rand wrote: June 9th, 2026, 13:19
Roguey wrote: June 9th, 2026, 11:22
Spanish design:
Image
The fact that people are resorting to this is damning.

Why are they?
Not even lockpick skill makes this minigame tolerable.
The first skill level just increases the strain tolerance, which means you may use less picks probing the lock to see which plates are connected, which will almost inevitably strain them to breaking, unless you get ridiculously lucky.
(The second skill level only makes the solution slightly easier as it gives you a plate success freebie or whatever).
And I hope you wrote all the connections down, or you'll waste more on accidents as you try to figure out the solution.

I'm smart and generally good at such things and I struggle mightily with the "simple" locks.
Lord of Riva wrote: June 9th, 2026, 14:09
Yeah they *might* have overstated the time investment someone is willing to make to find a "steel" "extraxt of healing" and "10 Ore"

It's not fun, it really isn't
Indeed.
A random bandit camp. Two chests.

Lock 1: 6 plates (very difficult) requires 26 correct moves
Contents of chest 1: 3 lockpicks, 2 water, 2 torches, 10 arrows
(all common to very common)

Lock 2: 6 plates (very difficult) requires 33 correct moves
Contents of chest 2: 1 lockpick, 2 water, 6 raw meat, 1 torch, 13 ore (money)
(only the ore has real value, and it's enough for about 3 beers)

Video of this:
Gothic 1 Remake. Bandit Camp Chests. West of Old Camp. Lockpick Game.

Note that this is WITHOUT making a single mistake, fumbling around trying to define the best possible series of maneuvers and potentially having to reverse many steps to try another.
Last edited by Rand on June 9th, 2026, 16:41, edited 4 times in total.
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Post by Vaako »

looks like I will probably just avoid chests all together if even the lockpicking skills dont make it easier or else I am just save scumming endlessly there until I get it right for barely any reward. And the mods removing lockpicking all together just seem too hard to get to work on linux that I wont even bother. ******* UE5 slop.
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Post by Lord of Riva »

They have literally sanded off everything. You can Convince Saturas and even Gomez that you are doing this for the good of the Colony. Since Gomez has the Ore armor he can trade it with you because "He feels that you are saying the truth"

Nothing of it is remotely believable.

I'm in the end the game now, I'm nearly finished. The game improves on environment (obviously) but since the OG has pretty good Style that may be irrelevant for most players of the OG.
Some Mechanics are reasonably well thought out and are valid modernizations of what we had before (like the combat) but overall what is great about this game is what was there before and most of what they added, even though there were some decent parts is complete ***.

Instead of Idk, implementing a Guru path or an Old Camp loyalty or even a serving Belia together with Cor Calom or at least making the camps stay relevant late game, the additions don't really add much of Value and most of it feels lame and gay, meaning it's woke.

A shame since playing the game *is* fun and it feels like Gothic, the progression is nearly identical to the OG, so feels great and is hampered by added ********.

EDIT: None of the added Orc content makes any sense, they are of course the noble savages, despite having human bodies, skulls and guts all over their camp.
Befriending them, by pretending to be chosen by the sleeper, makes no difference story-wise and all the sequences are broken to some extent. The end is a mess.
Couldn't kill Gomez either, he remains invincible for me.
Last edited by Lord of Riva on June 9th, 2026, 17:46, edited 4 times in total.
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Post by Rand »

Lord of Riva wrote: June 9th, 2026, 17:03
Couldn't kill Gomez either, he remains invincible for me.
Huh. I killed him in the original easily enough.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by The_Mask »

At this point people would make more money by re-making old hardware configs that can run the games we had back in the late 90's and early 00's, than spending money on... whatever this is...
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Post by GhostCow »

I'm going to have to agree that the lock picking minigame sucks donkey balls. Somehow even worse than the one in Kingdom Come. I might install a mod to skip it, but that seems like too much of a cheat
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Post by Breathe »

Really wish remake developers would only focus on necessary QOL. No, you don't need to change the mechanics of the game.
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Post by rusty_shackleford »

Breathe wrote: June 9th, 2026, 23:15
Really wish remake developers would only focus on necessary QOL. No, you don't need to change the mechanics of the game.
gothic already has one of the worst lockpicking minigames in an RPG so this isn't a big change
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Post by Breathe »

rusty_shackleford wrote: June 9th, 2026, 23:16
Breathe wrote: June 9th, 2026, 23:15
Really wish remake developers would only focus on necessary QOL. No, you don't need to change the mechanics of the game.
gothic already has one of the worst lockpicking minigames in an RPG so this isn't a big change
It's unnecessary.
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Post by GhostCow »

Breathe wrote: June 9th, 2026, 23:15
Really wish remake developers would only focus on necessary QOL. No, you don't need to change the mechanics of the game.
I like the combat in Gothic but it definitely needed an update. They should have ripped off the combat from Risen. It was a good evolution of what they had started with.
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Post by Vaako »

thats the good thing in souls games no lockpicking yet, btw were there spell scrolls or spells for chests in gothic 1? I cant remember. Might be an option to see if there is even anything worth the effort in that chest.
Last edited by Vaako on June 9th, 2026, 23:32, edited 1 time in total.
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Post by Oyster Sauce »

You can comfortably skip every locked chest in Gothic 1 and 2 (except the raw steel chest hehe)
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Post by Tinky Winky »

The_Mask wrote: June 9th, 2026, 20:45
At this point people would make more money by re-making old hardware configs that can run the games we had back in the late 90's and early 00's, than spending money on... whatever this is...
Someone has managed to make this run on a now 12 years old gig. I think you can find patches on Nexus that allow you to run the even most unoptimized ue5 sloppa on a potato.
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Post by Rand »

Tinky Winky wrote: June 10th, 2026, 02:19
Someone has managed to make this run on a now 12 years old gig. I think you can find patches on Nexus that allow you to run the even most unoptimized ue5 sloppa on a potato.
Gothic 1 Remake - GTX 970 + i7-4790 + DDR3 1600 MT/s - FSR, Frame Gen - 1080p
Unironically looks worse than the original at 30 or 60 fps with maxlow settings.
Last edited by Rand on June 10th, 2026, 02:32, edited 2 times in total.
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Post by Lord of Riva »

Rand wrote: June 9th, 2026, 20:14
Lord of Riva wrote: June 9th, 2026, 17:03
Couldn't kill Gomez either, he remains invincible for me.
Huh. I killed him in the original easily enough.
Must be a bug, you can literally say "I'm going to kill you now" but in my game I couldn't. Thats it.

Towards the end the story becomes a mess, supposedly Calom is now the chosen of the Sleeper and "something happened in the Orc camp, but there literally is not a change apart from the Shaman which helps you to get the "ulu-mulu" suggesting an attack by the Templars. The orcs I befriended by pretending to be the chosen of the Sleeper just let me go inside the temple "Yeah, you lied, you are not the chosen one but Calom is, but we are not going to stop you because you will die anyways!" It's ridiculous.

Ork temple has Templars not attacking (eg. being neutral) and sometimes screaming "for Innos" which totally makes sense. Was quite challenging to reach the Sleeper.

End fight is a sequence of fights, you are brought into dream worlds, first fighting Harpies, then Orcs, then you fight a "crazed Mud" and some minecrawlers, then your "friends" including Xardas in gimmick fights, lastly Calom transforms into a demon. In between you interact with the hearts without any threat, That is it.

The game literally ends the same as the OG, you just see NH getting crushed by Falling stones and a "thats the end of my story... ... ... or?" and credits.

Started strong, gameplay is good overall but it's quite mixed after the fact. Which is still vastly better than what I expected, I'm gonna be honest.
Last edited by Lord of Riva on June 10th, 2026, 13:05, edited 3 times in total.
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Post by Finarfin »

No idea who said this but the whole screaming nameless hero thing in german can be fixed with this mod
https://www.nexusmods.com/gothic1remake/mods/87
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