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So I've played this game like the rest of you, and my first thoughts were quite simply: "Wow... this is awesome!" I know a lot of you will say the same, so let me put this in perspective. I was around pre-Commodore 64, and I've literally played hundreds, maybe even thousands, of games over the last thirty years. At some point I started getting a bit bored, as I've seen it all before. I can't even remember the last time I was genuinly excited about a game. The closest thing would have to be Tomb Raider 2, and that's only because I love the TR reboot so much I bought it on PS4 today, despite having it on PC alredy. But Divinity: Original Sin? It's the first game that's impressed me in years.

Yes, it's mostly just Diablo and Baldur's Gate all over again, but it does so much new too, that it fels like a whole new experience. I can't wait to explore the full game. smile

That said, there are a few issues. Naturally, being the alpha and all. So here's my main ones;

1. The resolution only goes up to 1776x1000. I find this a bit strange, as I always use either 1920x1080 or 1600x1200. No big deal, I just set it down to 1600x1200, and everything was fine. You might want to look into this for the retail version, though.

2. Impassable water and doorways annoyed me. Early on, there's a wall of stone we have to walk around - despite there beign a nice, obvious doorway there (without a door, even). A bit later, I walkd through some water and ran into an invisible wall. Much as I tried, I couldn't figure out why I couldn't continue walking in either of those situations. I can walk around the wall to the other side, so why not through it? And the water was the same depth the whole time, and I could walk all the way around it. So why not through it?

3. Combat. When I clicked an enemy, I attacked. When I clicked the ground, I walked there. It works, but I would strongly prefer if I at least had the option to first "mark" the thing I wanted to do, then click again to perform the action. So I could first click the ground to mark where I want to go, then click again to move there. There were a couple of times I clicked the ground between two close enemies by mistake and walkwed there as a ranger, or sent my warrior behind the enemies instead of letting him attack. Letting me first mark the ground or enemy would prevent me from mis-clicking like this. Not a big deal, but annoying.

4. Females: Less clothes equals more armor. Really? Are we still here in 2014? Wizard? Full robe. Ranger? All covered up. Warrior? Bikini. I might sound like a prude here, but this is a real turn-off for me. is it really too much to ask that the warriors (both male and female) can wield actual armor? It's not quite as bad as the female dwarves in fur-bikinis in the snow storm in Lineage 2, but still very annoying. But maybe this will be improved later, I hope.

5. Other than that, I was very impressed. I especially loved the ranger dressing up as a bush when sneaking. That made me laugh. smile That said, will she still wear the bush later on, like in towns? It would be cool if she change her disguie based on the environment. Didn't get to try it in towns, though. Those stupid guards called me an orc, so... well, one thing led to another, and now my characters are kinda dead. Hehe.

Last edited by Cokebottle; 31/01/14 01:14 PM.
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The arrows besides the armour portraits on character creation work (well, one of them does), so you can indeed give your lady characters more armour.

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Yes, we don't *have* to have the armor bikini for our female warriors. I personally chose to have her wear the ranger armor because I thought it looked cooler tbh.

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Originally Posted by Stabbey
The arrows besides the armour portraits on character creation work (well, one of them does), so you can indeed give your lady characters more armour.


Actually, by switching to the clothes that cover "more area" during character creation, you're actually reducing your armor rating and losing slashing/crushing/piercing resistances. The Source Hunter tunic the Warrior's start with (the one that shows the most skin) offers the most protection. If you put the Warrior in the Ranger or Wizard outfits instead, they're actually wearing inferior armor (protection-wise).

However, I want to touch on the original poster's complaint about less armor offering more protection. Yes, true enough the Ranger and Wizard starting outfit do cover more skin while curiously offering less in the way of protection. However, we could argue that the reason they offer less protection is because (despite covering more area) the material used on these two outfits is less suited to padding and protecting the wearer from injury. And, I think, that's a reasonable explanation that makes sense.

I obtained better (metal) armor while fighting outside Cyseal and (in addition to greatly boosting my protection) it actually covered more skin, not less. This seems to be exactly the opposite of the complaint. Now, I suppose it's possible that later on even better, more protective armors may start revealing more skin.. but so far I haven't seen it. And even when I do, I'd probably just chalk it up to the curiosities of magic and/or the fantasy genre.

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I don't want ot make a big deal out of he "less clothes, more armor" bit, but this is the alpha version of the game. There is still plenty of time to change things up a bit, and add new stuff. So what if we can simply have two different type of warriors? One with light armor (and less clothes), and one with more armor and more clothes? Say what you want about it being easier to move with less armor, but I would still prefer a full bodyarmor. It just makes a heck of a lot more sense to me, and it looks better, too. If you want to play Cona, that's fine. But I want to play a knight in shiny armor. Whether it's a male or female.

And yes, the fantasy-genre is weird when it comes to the armor, and especially the female armor. But why does it have to stasy that way forever? Why is it not possible to change things up a bit for a change?

Not to mention the pure l logic here: Wizards are in the background, so they don't need armor. They have spells to protect them too. Rangers stay at a distance with their bow, so they don't need armor. But warriors are in the frontline, so can expect to get hit a lot. Why, then, do they have the least armor? A full bodysuit of armor can make it harder to move, but it would offer waaay more protection. Plus, they have the ranger or wizard to hurt the enemies anyway, so they don't need to do much damage. They just need to be able to take it, and a full suit of armor would do just that. Or do you prefer to wield a huge shield for protection, while running around in a steel bikini? Put it this way: I saw a teenager the other day with a huge jacket, warm pants, big boots, a beenie and his hood pulled up to stay warm - yet his sleeves where pulled all the way up to the elbow. Not sure what he was thinking, but I had a hard time not laughing at him. It looked ridiculous, to say the least. Just like a steel bikini and a shield.

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Originally Posted by Cokebottle
1. The resolution only goes up to 1776x1000.

The listed resolutions are limited to your current desktop resolution, but can otherwise easily go higher than 1776x1000 (I can play at 2560x1600, for example, and other than issues with the main menu people have played with 3 monitors).

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My desktop resolution? Strange, my desktop resolution is 1600x1200, meaning the game-resolution goes even higher. So why not up to 1920x1080? And why is there a limit like this anyway?

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Mine goes to 1920x1080 just fine.

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If I lower my desktop resolution the game will limit the listed resolutions to that value.


You can try setting the resolution manually. Edit the graphicSettings.lsx file (in the '..\Documents\Larian Studios\Divinity Original Sin' folder) in Wordpad, or other text editor, and search for the section below.

</node>
<node id="ConfigEntry">
<attribute id="MapKey" value="ScreenHeight" type="22" />
<attribute id="Type" value="0" type="5" />
<attribute id="Value" value="1600" type="4" />
</node>
<node id="ConfigEntry">
<attribute id="MapKey" value="ScreenWidth" type="22" />
<attribute id="Type" value="0" type="5" />
<attribute id="Value" value="2560" type="4" />
</node>


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