Re: Divinity - General Discussion
Ranxerox
12 hours ago
Hopefully they learn from past mistakes and don't end up with a panicked sprint to meet a release date that ends in a buggy and incomplete final act. After BG3 I've no interest in returning to Rivellon, nor in a game which will be 100% Larian Homebrew, ugh.
Hard pass for me but I sincerely hope it is a spectacular game and loads of fun for all of you who are excited by the news. The trailer was pretty cool (barfing excepted).
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Re: Mechanics are the most important part to get right.
MisterNya
Yesterday at 05:26 PM
It's quite sad to speak about RPG and read "optimal build" in it. This is a "disease" at this point as RPGs shouldn't focus on combat so heavily to the point there shouldn't be optimal way to build characters. Pathfinder games don't escape from that and of course you can find the optimal build for each class, and even find optimal multiclassing, just by reading before even playing the game, no need to go on internet. You can even foresee which will be the best synergies between characters through that and therefore know what kind of companion you'll favor over others. Pathfinder games are just tedious to read, but that's it, its ruleset is easy to catch for those who know already DnD or Pathfinder. BG3 escaped that trap as any build is viable even in honor mode, and focused on roleplay more than anything. Its main issue was to feature too much useless fighting against extremely weak opponents (and AI choices but that's a different issue), which made the game too long and broke story immersion (it's not new though, it's been decades the problem exists).
To me, the best player agency possible was delivered by ZA/UM with Disco Elysium. Now we were closer to a visual novel/book we are the hero kind of RPG than a RPG campaign featuring meaningful fighting for fighting lovers or even a DnD/Pathfinder campaign (that don't feature that much fighting).
TB/RtwP RPGs should get out of this repetition of fights that suit ARPGs a lot better. It's no wonder the public has hard time with those to the point they're still kind of niche, especially the RTwP genre while BG3 and COE33 gave TB a bit of fresh air (mainly by copying what works with big studios, a great cinematography with good acting and good OST).
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Re: Letter from an old Larian fan
MisterNya
Yesterday at 03:16 PM
I used to prefer previous Larian titles too, especially the two early titles Divine Divinity and Beyond Divinity. The dark fantasy was strong with those, unlike titles that came after (including BG3 that was a bit too clowny to feel like proper dark fantasy to me). My main problem with turn-based games is that there are too much useless easy fights, and we cannot avoid them. A problem that doesn't exist in RTS, RTwP/Autobattler (which are almost the same) as you can safely do other things without having to micromanage the fight. The lact of autoresolve is, to me, the main let down for many turn-based games. An AI could solve the issue and allow us to only fights meaningful fights. A secondary concern is that even with Honor Modes or roguelike features, turn-based games remain very unsatisfying in term of strategy-tactics. Everything is far too obvious to solve, even with RNG. RT games introduce our own motricy within the equation as "time is of the essence" and therefore add a lot more parameters to consider. Overall, it breaks immersion for story based RPG with strong roleplay elements.
I hoped Larian would compete on Blizzard's turf or Bethesda's after its big DoS2 and BG3 success, but I guess we'll have to wait. I mean, those two genres need a refresh from ambitious companies, even if Path of Exile is doing a great job and KCDII is more than satisfying. I really thought Divinity would be the prequel to Divinity II and feature the same kind of gameplay (and then be more on Bethesda's turf than Blizzard's one), but my excitement was quickly turned down for this title and I'll pass it, again. There're better designed turn-based games around for fighting and strategizing, as I don't play those for the story but more for those that are designed like die&retry (roguelikes mainly). And plenty of excellent RPGs that suit the game design I enjoy the most for them.
Anyway, best wishes for the studio, and enjoy Divinity for those who enjoy TB design.
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Re: Mac - Video System Failure (and temp workaround)
MarvelS
Yesterday at 01:54 PM
I’ve seen this kind of video system failure on a couple of older Macs, and in my case it was almost always tied to the GPU or heat. A temporary workaround that helped was forcing the system to use the integrated graphics and keeping the machine cooler with better airflow. Resetting NVRAM/SMC also bought me some time, but it was never a real fix.
Long term, the only stable solution for me was either a logic board repair or moving to an external display, which oddly reduced crashes. If the issue shows up mostly during video playback or editing, lowering resolution and avoiding heavy GPU tasks can help keep things usable.
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Re: Hopes for Divinity After BG3
ldo58
23/12/25 09:24 PM
I don't know if multiple planes exist in the Divinity universe, but in a DND setting, the camp could be a "pocket" in an other plane, material or otherwise. So you could take it with you, like the astral prism, and "unfold" it when time to camp, so outsiders could still visit it, once set up.
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Begging for GM Mode
PickleBottom
23/12/25 07:14 PM
Divinity- Original Sin II was the first Larian Studios game I played. It was easy to sink the first 1,000 hours into the game and even easier to put in another 1,000+ hours when I discovered the Game Master Mode. I learned how to create maps, craft interesting battles, and I even implemented scenes to create a one-shot for my friends who had the game as well. It was a huge learning curve, but I had a blast with the tools given to me. I would have loved a GM mode in BG3, but I understand with such a big game and IP, the rush to get a quality product out, GM mode probably wasn't conducive. With Divinity coming out in however many years, my recollection of DOS2's GM mode was rekindled and I find myself craving a proper GM mode for Divinity.
I do understand the complexities, time, and money would be required to make something like that, but I'm sure I'm not the only one out there that would pour crazy hours into it. Pairing a GM mode with the modding community would create endless replayability, and absolutely change the way my friends and I play tabletop RPGS (we're mostly remote as it is, I get the irony lol). I have no doubt that Divinity will beat out BG3 in size and quality, but I'm still sitting here at my computer begging for a GM mode. Make my/our dreams come true, Swen, you beautiful man.
Thanks for listening to my rant. Does anyone else have fond memories of DOS2 GM mode?
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