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Re: Divinity needs to learn from BG3 Romance Problems MarvelS 19 minutes ago
Originally Posted by NorthbyNorth
+ They are playercentric, and do not hard limit you due to gender, alignment, race (or species).
Hard pass. Playercentric kills the whole romance value. No relationship past friendship feels earned. Definitely the worst design choice in the romance aspect.

I'd much rather have no romance at all than playercentric romance.
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Re: Moriendor sepam21 Yesterday at 03:05 PM
Thank you very much! This is really useful advice. With his help, I killed several bosses without any problems smile
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Origin character's voice actors could work as narrators for the played origin characters TheRomanRuler Yesterday at 01:19 PM
In DOS 2 and BG3 i always feel like i am missing a little when i play as origin characters, because i am used to hearing their voices when i talk to them - and voice acting is great! So them suddenly being mute feels weird. If there will be origin characters which are not fully voice acted when played as, i think it would be cool if origin character's voice actor would do narrator's job, either partially or fully. This does require a lot more voice acting from them, but it would let us hear the great voice acting without game being fully voice acted.

You could even change how its narrated a little, instead of "suddenly you were interrupted by a loud voice" it could be "then i remember a loud voice interrupting us" , first person like the origin character is telling a story what happened to them.

Do you think this is a good idea or not?
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Re: Experience inflation Taril Yesterday at 09:43 AM
Experience inflation often comes as a means to prevent low level interactions from being as effective for leveling up.

CRPG's often don't have scaling values on things as you level up (I.e. A level 1 enemy killed while at level 1 giving 100 experience. While the same enemy killed at level 10 granting only 1 experience), so instead they just inflate higher level rewards to provide the same effect of reducing the relevance of "Low level" actions.

Personally, I think the entire "Experience" concept is a bit dated in CRPG's. Especially in the way that it ends up stifling freedom by making you have to interact with everything in order to not be underleveled (Which can be highly detrimental to actually role playing... Like, my "Evil" character has to save every cat from up trees and make nice with every NPC regardless of however stupid their request is because I need the experience... Or conversely, my "Good" character has to be a mass murderer because I need to do every combat because experience)

I quite like the popular Tabletop implementation of "Experience" whereby you simply gain levels from reaching specific milestones in the main story. Meaning you can do as much or as little side content as you wish and interact with it in however you wish (Do you kill everyone? Do you talk your way out of combat? Do you talk your way out of combat but kill everyone anyway? Do you stealth past it? Do you find an alternate route and simply avoid it? Do you find a non-combat method of eliminating enemies (Like poisoning their food/drink)?)

The only crux of levels as main story milestones, is providing side quests with enticing rewards to get people to want to do them (Which can be done via money (So long as it has actual worth in the game, without you amassing thousands of gold naturally), items and story impacts)

In regards to stat inflation, that is normally a byproduct of longevity.

I.e. If you go through 1,000 hours of progression, even getting a +1 damage bonus per hour is going to have you dealing 1000x your starting damage.

This is what lead to D3's ridiculous scaling. Many years and additional Torment levels of progression, leading to skills needing 20,000x damage bonuses to even be considered (And even then being quite weak unless further amplified)

The longer that progression lasts for, the higher the scaling ends up being as you have to do more incremental increases. This is exacerbated by how much those increments span. Often times people don't find it exciting to just get a +1 bonus per progression, they like getting more substantial jumps like +5, +10 etc. Something that makes them feel like they've progressed immediately even if ultimately the many small increments added up.

This is actually something that happened in Cyberpunk 2077. Originally the game had a perk tree full of stuff like "+1% damage with pistols". Which many people complained about feeling too "Low impact" when in reality the many increments of 1% damage meant that you started off doing 40 damage per shot but by the end of the game you were hitting for over 1 million. So they reworked the system to what it currently has, where perks feel more immediately impactful but there are FAR less damage increments, so people feel good when they unlock a new perk but they don't scale nearly as much.
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Re: DIVINITY - Seggestions from long time player NorthbyNorth Yesterday at 07:12 AM
Originally Posted by Juzan
Dear Larian Studios,
I’d like to share a few suggestions for Divinity, based on my experience with Divinity: Original Sin 2 and Baldur’s Gate 3. I’ve also played Baldur’s Gate 1 and Baldur’s Gate 2, along with their expansions.

Things I would like to see changed in Divinity

.....

As a talented studio, I’m sure you are already working on many great ideas, but sometimes suggestions from outside can help bring a different perspective.
Best
Juzan


Many good suggestions!
I add some own comments:

1. Itemization
Maybe only have basic weapons with some intrinsic abilities and combine them with modular runes and enchantments to grow more and more powerful. Damage output itself mainly regulated by your skills and stat.


2 and 8.
Managing quests and items very fast gets messy. Maybe also remark normal things as "quest items" as soon as you discovered the need for a particular common object during a quest.
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Re: Please add German voice acting to the game NorthbyNorth Yesterday at 06:07 AM
Originally Posted by gegy
As a German player who is fluent in English, I sometimes still have trouble with the English voice acting.
I set the text to German, but then unfortunately have to turn off the excellent voice acting, because it’s extremely confusing when the text is in German and the voice acting is in English.

I realize, of course, that this isn’t a simple request, but I can immerse myself much better in the game world if the voice acting were in German. I also understand that it’s not possible to provide native-language voice acting for every language, but the German-speaking world isn’t that small, and many (role-playing) games do offer German voice acting (e.g., Kingdom Come: Deliverance).

I hope that you will at least consider whether a German voiceover for the game can be added later.

A tip from one who grew up with swedish text on english and german movies:
* Get used to it, or even better if you are fluent in english, use english subtitles. Then you easily understand even if the voice actor speak fast, in dialect or otherwise un clear.
Original language is almost always superior to dubbed or translated. Very much so if automatic translations are used.
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Re: What BG3 missed but what would have made it 5 times better game NorthbyNorth Yesterday at 05:56 AM
Originally Posted by Halycon Styxland
If with "evil witch" you mean the hag, well no she wouldnt do that, ever. Pay attention to the "evil" part there. If she teaches children, she has an evil intend as to why she does that.

No, not in BG3. But if you in a game introduce someone ugly and rude, and in most games that is a sure sign of "evil", and then later show that there may be more than just the surface impression.

BG3 had some twists like that. Esther -> Evil hag, Guardian -> manipulator, Lazael development, Nine fingers guild. But there can more, and more layered.

In most games it is obvious who is good or evil. In all fights enemies turns red. Maybe make it less clear cut? Make everyone in the fight (friends and foes) yellow. If you then hold your fire and only focus on those who attack you. Then the others may not attack you, and stop the fight when the aggressive ones are killed, as long as you not attack them. This may then affect your reputation as a warmonger or reasonable.
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Divinity - Original Sin 2 - Suggestions and Feedback Jump to new posts
Make DOS2 Arena a standalone F2P Dung&Drudanae 27/07/26 04:58 PM
I've finished my 2nd DOS2 playthrough yesterday evening on Tactician. I'm not an achievement hunter, but I've looked up achievements out of curiosity, because I felt like I was missing most, which, to me, implies I've missed heaps in the game. I've seen an achievement for arena. Now, I know you can trigger it by making a fake local arena, but it got me thinking: it would be a great promotional thing and a new life for the DOS2 Arena mode, if it was released as a standalone F2P. I never got to play vs another player, and I think it would be cool if it became possible. It would make for a great publicity stunt, I reckon.
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