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veteran
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OP
veteran
Joined: Mar 2003
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when i come to think of it, how big will they actually be? you speak of random quests and such, are these small or can they be really big too?
jvb, royal dragon prince
Cheers!
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old hand
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old hand
Joined: Mar 2003
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By the way it sounds, some of them will be quite large. I guess it all depends on the side quests and what you have to do while there. It almost seems as if you could spend many hours in the Battlefields alone. Very, very cool <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> IMHO!
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veteran
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veteran
Joined: Mar 2003
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yup, I think they'll be quite big as well and I just love the idea of it
Viper
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journeyman
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journeyman
Joined: Jun 2003
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i really am quite curious about exactly how this feature will be implemented... i can't say that i can't wait for it thou cuz i doubt i currently have the hardware necessary to run this game (although i probably will by Q1 04' <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> )...
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veteran
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veteran
Joined: Jun 2003
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If you can run Divinity, you should probably be able to run Riftrunner. You'll need a 3d accelerator, though. But if you have a 16mb video, you should have it.
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veteran
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veteran
Joined: Mar 2003
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well, the sys. reqs. for :rigt: will be higher than <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> because of DX9, 3D and more gfx nifty things.
Viper
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veteran
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veteran
Joined: Mar 2003
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if you think about it, the game uses directX9. but if i have a directX6 (TNT2) 3D card, could i play it also?
Carpe diem, quam minimum credula postero
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addict
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addict
Joined: Mar 2003
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Only if you have DirectX 9 installed. DirectX "asks" the video driver which functionalities it supports. All non-supported functionalities will then be emulated in software. And all supported functions will be handled by the hardware.
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stranger
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stranger
Joined: Sep 2003
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I am afraid of one thing when i read "Real time generation of dungeons, maps and quests". I cannot imagine generated quests having a strong plotline. The strength of divinity for me is the creative quests that the game is filled with. Off course there is the occasional fed-ex mission. "Deliver this, go get me that etc." But those I do when working on other more involving quests. To me Battlefields sounds like there are gonna be a lot of Fed-ex missions. I hope I am wrong on this.
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veteran
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veteran
Joined: Mar 2003
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true, generated quests just can NOT be very intriguing imho, but you can specify quests with triggers and subquests imho, but the nature of them will be most like: - defeat that guy - retrieve object - ...
these can be mingled with subquests
Viper
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veteran
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veteran
Joined: Jun 2003
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I am afraid of one thing when i read "Real time generation of dungeons, maps and quests". I cannot imagine generated quests having a strong plotline. The strength of divinity for me is the creative quests that the game is filled with. Off course there is the occasional fed-ex mission. "Deliver this, go get me that etc." But those I do when working on other more involving quests. To me Battlefields sounds like there are gonna be a lot of Fed-ex missions. I hope I am wrong on this. Not ALL quests <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Plus Battlefields will have some surprised (at least Larian promises them).
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veteran
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veteran
Joined: Mar 2003
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I have a feeling that there will be a mix of random and plot-based battlefields, like in Elite or Freelancer. You can do as many optional quests as you want, but every now and then you will be directed to a battlefield so that you can advance to plot. Now the main plot line has a random element to it!
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veteran
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veteran
Joined: Jun 2003
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I have a feeling that there will be a mix of random and plot-based battlefields, like in Elite or Freelancer. You can do as many optional quests as you want, but every now and then you will be directed to a battlefield so that you can advance to plot. Now the main plot line has a random element to it! Aack! Well, we'll see in the demo.
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