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#221263 22/04/04 04:24 AM
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Sorry if this has been posted before, but I'm curious about the gameplay changes. In the "action RPG" mode do you have to control both characters explicitly still? Or is the death knight treated like a "hireling" in Diablo II where they basically do their own thing and follow you by default?

I guess the question is, HOW does the action rpg mode work differently from the standard mode?

If I missed a post about it, please link it for me <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> Thanks!

#221264 22/04/04 04:42 AM
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Sorry! BUT NEITHER [caps lock be darned] does anyone unless Larian and the people who have played the English version before anyone else.

I hope in a peek of de week we will hear some of the new voices and be told more about the changes.


But good question! <img src="/ubbthreads/images/graemlins/up.gif" alt="" />



#221265 22/04/04 04:43 AM
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Welcome ArchV! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

I'm not sure which modes you mean? Throughout the game, you will have full control over all party members (up to six) simultaniously.

I believe the game comes with a spare pause key (space bar) because of the frequency you'll be hitting it. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

#221266 22/04/04 04:53 AM
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tactical, hardcore, action etc Hande <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />



#221267 22/04/04 05:41 AM
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The only difference, AFAIK, between the modes is that each mode has progressively smarter, stronger, and more difficult enemies. So really the different names for the modes are just a different way of saying easy, medium, hard, and very hard modes.
Whoopee.

#221268 22/04/04 03:30 PM
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That's unfortunate if that's really the only change. It's not ever going to be an action RPG if I have hit the pause key all the time... or ANY time for that matter.

I guess I wasn't looking for a slow strategy based RPG in the Divinity sequel <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />

I'll stick to Sacred for awhile until I can get more info on how the modes work in Beyond Divinity.

#221269 22/04/04 04:15 PM
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I still think you will be able to pick a mode that lets you play like the original Divinity, if that's what you're looking for. That's the option I'll be choosing.

#221270 22/04/04 04:18 PM
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Yes... that's what I'm looking for... hopefully it will be there <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

#221271 22/04/04 05:10 PM
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I also hope there's a way of only having to control your one character and anyone else in the party does everything on their own. Actually, I really hope we don't *have* to have any other party members besides the Death Knight as I really dislike managing party members and having to hit pause all the time. I'd still play and probably enjoy the game for all the *other* aspects (like I do when I play Baldur's Gate and other similar party-based games) but I really just like controlling my one and only one character. So if there's a mode to keep the pace active like in Divine Divinity (which I hope as I very much enjoyed it!) then I'll surely be using it too. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

#221272 22/04/04 10:32 PM
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You can do "select all" and appoint a leader to the group. This way you can put your character as leader and control him. You can change leadership at all times. The other party members will just do the same like what your leader does, attack, move, etc... If the action is "attack" all party members use the attack that is assigned to the primary skill. Your secondary attack has to be done separately for each party member.

Furthermore you can put your characters in "aggressive" or "neutral" mode. The character that is not the leader will attack on sight if he is placed in "aggressive". The leader always waits for your commands and will never attack on sight, not even when put in "aggressive".

For more info, read the FAQ <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Last edited by BosjeR; 23/04/04 10:23 AM.
#221273 22/04/04 11:13 PM
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That sounds like the way it was in the demo... so what exactly does the "action RPG mode" do then?

#221274 23/04/04 05:40 AM
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Quote
What is the difference between “Action” mode and “Tactical” mode?
The difference between "Action" mode and "Tactical" mode is the level of difficulty. In "Action" creatures will be easier to kill which implies you will not have to pause the game all the time to conduct your next move. "Tactical" is harder and requires more insight and strategy.

It will be clearer with an example from the field:

Let's say we are facing an Air Elemental. There are different possibilities a character can do, e.g. equipping different items to boost your own Air resistance, making sure the crystal bag is filled with air crystals for yet another boost and using earth arrows to make full usage of your opponent's weak spot. Meanwhile your other character can place a trap in the vicinity and luring the creature to it.

In "Tactical" mode this will be useful, in "Action" mode you can just as well hack and slash your way through most of the time.

In short, "Action" lets you mainly hack and slash and you can choose to go tactical now and then. In "Tactical" you'll have to rely on more than on the power of your main weapon.

Concerning quests and puzzles both modes have no differences.





hope this helps <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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That excuse has more holes than a slice this fine Gorgombert!
#221275 23/04/04 05:23 PM
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Ok so it sounds like there's only a monster difficulty difference. In action mode, all the monsters are weaker, allowing you to hack and slash to kill them fast. So basically, there's NO interface changes between the two modes?

#221276 23/04/04 05:41 PM
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Considering the interface, I assume no.


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