[color:"orange"]Hey
I am new here, but I must say I am still playing and really like Divine Divinity <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> Next best thing after Baldur's Gate 2! Very deep and well thought out game, and highly fun <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> So I have some suggestions for the upcoming Divine Divinity 2, which I think would really improve it:[/color]
Welcome to the forums!
[color:"orange"]-Allow the player to choose from the various races (elf, dark elf, dwarf, human, imp and so on...)....its much more fun <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> It also allows for replayability (and please make dark elves tall if included! and not archers!)[/color]
That would be cool. I remember this was discussed quite a bit before. We also had ideas of it affecting your reputation with other races. I have a feeling it might be out in
Divine Divinity 2 (not
Beyond Divinity).
[color:"orange"]-More class diversification....allow the player to choose other classes, like the druid, the ranger etc.....it helps spread out skills more.[/color]
They've gone the reverse. No classes! Instead you make what you want. You can specialise in magic or melee or be less effective in both. And I'm sure there are many other paths too.
[color:"orange"]-High level skills should be exclusive to their class, while basic class skills available to all. For instance, a mage should be able to take a staff proficiency or Identify, but not Deathblow. Otherwise the classes become too mixed up. Weight cross class skills as well (i.e. if a warrior buys a mage skill it costs 2 points, not 1 per level). This would mean more skills, but more is better in this case. Language and speech skills would be cool and add to rplaying potential. Necroshifting into dragons at very high levels would also be welcome <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />[/color]
Perhaps what they need is better requirements for these skills.
Deathblow would make more sense if it required
Strength: 60 for level 1, and another 15 Strength for each level after that. Similarly, I think the
Weapon Expertise skills should require Intelligence, regardless of class.
[color:"orange"]-Create powerful prestige and elite classes (e.g a paladin, blademistress or an archmage) so that players can have something to work for.[/color]
Well, they the Divine One. But that was sort of forced onto you. How whould you become an elite class? What bonuses would it provide?
[color:"orange"]-Include Presence and Judgement as stats. The former would affect how u react with people, the latter how perceptive u are. I know this sounds to D&Dish, but more stats allow for more character definition.[/color]
Presence/Charisma would be good from an RPG point of view. How would Judgement work? As it stands currently, floating the mouse over something will tell you most anything about it, including secret doors and such.
[color:"orange"]-Create a spell to lower resistances so that spells can be more effective- that cannot be resisted. It is unfair to high level wizards that their spells dont work just because some foolish creature has high magic resistances, whilst a warrior never faces such situations. It could be weak at first, and then strengthen.[/color]
There is one:
Survivor's Curse.
[color:"orange"]-New elements for magic: death, pure magic, frost etc.[/color]
The new list of resistable elements is: Earth, Water, Air, Fire, Poison, Spirit, and Etheral.
[color:"orange"]-Create proficiency for staves (if there isn't one) and one for whips (whips always add a nice touch).[/color]
Agreed! And given they're generally used by Wizards, it should increase any magical properties it has as well (Fire Damage, etc.)
[color:"orange"]-Add whips, high heels (as a weapon for kicking attacks for women), scythes (real looking ones), chakrams etc, if possible. The thugs had nice projectiles.[/color]
Check out this thread:
new possible weapon types[color:"orange"]-More summons! Skeletons, death knights and vermin are boring.[/color]
The new summoning dolls have abilities of their own and can be given skill points too!
[color:"orange"]-Allow wizards and spellcasters to use pure magic energy (or elemental) bolts as a basic attack at high levels, like in other games (WC3). This could allow a skill branch for this unique ability, customising damage, elemental type etc. It could start at low damage and range, and grow powerful. Also, if possible, allow item creation and runic magic, as well as other magic abilities (soul trapping etc.)[/color]
We know there is a very different skill system and some item creation skills in
Beyond Divinity. We'll see what they have to offer...
[color:"orange"]-Holy Weapons that are not a sword!!! Not everyone uses swords![/color]
Agreed! A like axes. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
[color:"orange"]-More cities (elven ones and dark elven ones especially :P)[/color]
I think
Beyond Divinity is more of a trek so we may very well see a lot more towns.
[color:"orange"]-The ability to gain titles, such as noble lord/lady, buy property etc., as well as work in a profession, and thus be able of becoming a guild master, aristocrat etc.[/color]
It's a bit of a lifestyle conflict. The champion of good is too busy trying to defeat the great evils. They barely have time to sit around doing paperwork. Did you have anything specific in mind?
[color:"orange"]-More powerful demons/undead/dragons????[/color]
Yeah, they stuffed up a bit there. It wasn't so much that they weren't powerful enough, it's that the characters became too powerful. Let's see how well
Beyond Divinity is balanced.
[color:"orange"]-Multiplayer possibilities, as others have suggested. It would be cool. Something like in Icewind Dale would be nice, where players can team up.[/color]
Look forward to
Divine Divinity 2...
[color:"orange"]-Joinable NPCs!!! They are always nice and interesting. With romance etc. possibilities would be cool.[/color]
Done! Well, not romance. (At least I don't think so. Do you reckon the Divine Devouted and the Death Knight could hit it off?)
[color:"orange"]-Better levelling system (something apart and different from Diablo, and maybe closer to D&D)[/color]
What bugged you about it? The skill system has been heavily modified for
Beyond Divinity. Maybe that's the change you're looking for.
[color:"orange"]-Flying, mounting etc. possibilities?[/color]
Maybe. Could be too complex.
[color:"orange"]-Random Quest Generator[/color]
Done!
[color:"orange"]-More customisability- allow players to define height, weight (like ToEE), hair colour/ length/style, face, skin and eye colour of character, as well as define the character's look. Its always a nice thing <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
-Armour, rings, weapons etc. should look different, and not all the same, when used. Wizard robes, hats, capes etc. would be nice too. For instance, if a sword is a Flaming sword it should emanate fire. <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
-3d Animations[/color]
Done! Done! And done!
[color:"orange"]
Sound: Perfect! :P
Plot: Excellent <img src="/ubbthreads/images/graemlins/up.gif" alt="" />
Hmmm.....These ideas would make the game great if implemented. Although u will prolly be like this ( <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> ) if u read this post, u will see some of my ideas are nice <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> I hope Larian takes this into consideration, as it would make an already great game perfect.
Elhan
<img src="/ubbthreads/images/graemlins/div.gif" alt="" />
[/color]
You have some good ideas. If you hadn't picked up on it,
Beyond Divinity, the semi-sequal, is coming out in a couple of months. It's set to be a lot better (especially gameplay-wise) than
Divine Divinity.
Until then, enjoy! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />