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You have a point Raze, however, this is not Divine Divinity or Beyond Divinity, those games were much more heavily stat-based. This game makes the player mobile enough to dodge many attacks by rolling or jumping, that already favours an action-gamer. I don't think adding a manual blocking system would make things that much more complicated for the player.

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I jumped a bit during combat in D2:ED, but in DKS it is a PITA getting used to the changes. Not being able to jump to the side makes it much harder to do what I want in combat, especially in confined spaces or anywhere there is clutter on the floor (I've rolled in place a few times, trying to jump away from an impending magical attack). Crossing rivers in the initial section of Broken Valley, I also rolled under water, rather than jump out of it on several occasions, when I wasn't facing very close to the direction I was trying to jump.

Adding a manual block would not make things that much more complicated than it is now (not that the complexity itself has much to do with anything). Once that is in, why not add combo attacks, and extra bonuses if you time your strikes correctly, and special moves, and if you think about it, the attack buttons are under utilized, so why not have different sequences of buttons do different attacks, and...

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I want to free both the Divine and my old character. or just the Divine for those who never played D2. i.e, perhaps I could use my pet to break in and do something.

I too would like to see more consequences for alignment. But, I would like the capacity to alter alignment throughout the game. There should be two endings, and it would be the most awesome game ever if each ending was by a different route. Even if I chose evil, I still want revenge on Damian & Ygerna. And I may want to kill the Divine too!

Perhaps the Divine should be a master of all 3 disciplines, The point being he should be tasked with guiding the reskilling of the old(or new) character. So that the user must become a master of all three disciplines. Old characters could even lose their old skills due to being mind trapped so long. Nobody should be allowed to complete the game without being tested for mastery of all 3 disciplines in some way.

I read some say that melee sucks... I did the warrior thing up to level 34 & freeing Ygerna, the only thing it lacked was non mana based combos and blocking to counter enemy hits and timing.

The bosses need to have a an attack repertoire with set timing sequences (complicated would be cool, but still solvable), such that characters 5(*thumbs up*) up to 10(?) skill levels lower can find ways to defeat them... so perhaps readdress the damage schedule?

I mean that having to ONLY rely on building up attack and defence levels is a little tired. That strategy doesn't give me much hope, I want to be able to hurt, mame and kill 5 level higher than me. 10 levels would be a bonus!

I would love better attack sequencing that allows me to combo hit using melee & archery that don't necessarily rely on mana usage.

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Keeping things simple is not such a bad suggestion. But, having bonus combination moves has a lot of appeal to me, even if the combinations aren't listed in the official moves list.

You know, sort of like embedded combination secrets... I mean. Lets say I purchase the disk, and finish the game (usually within the week). What next? Usually, we try and get the trophies. I'm suggesting discovering new combos should make up part of the trophies list.

But mainly, I want combos (which complicates things) because in conjunction with a fairer damage schedule, might just give the ability to damage and kill enemies of ranks you usually can't even damage at a faster rate than their heal rate.

If the programmers think rescheduling the damage isn't even an option, I may still try to get a trophy, depends.

How many others would like to damage/kill 5 levels higher? even more? I would have thought everyone.

Last edited by Gaelic; 24/04/11 01:55 AM.

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Major suggestion for me is one that is in just about every game that pisses me off royaly.

"No Show-stopper Puzzles". A perfect examples is that stupid rune switches in FoV. It was so vague, so pointless and so hidden that I didn't even know about it untill asking on the forum "what the hell do I do next" after talking to every damn npc I could find.

If that content was for a bonus or "easter egg" deal then it would have been fine, though it basically stopped the game for 2 hours which severely ruined my enjoyment.

Character should die when they fall really far, gotta have some sense of reality.

Other than wanting to see flowing long robes, capes, flails and staves in the next game that is pretty much my only complaint.

Not bad, only 3 things that bugged me and the last two were nothing major.

Don't reuse turning into a dragon (though riding one would be just as fun) as it has already been used.


Every time there I run into trouble on the road, there is always a dwarf at the bottom of it. Don't they know how to drive above ground?
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Gaelic hasn't played FoV right?

And I wouldn't want to defeat lvl 5+ highered enemies with ease. Then what is the point of levels. Or what sense of difficulty would remain?
Or would every enemy outlevel you then? If so, that would too be utterly pointless.

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It would be a good idea to have less need for loading. I respect the way the map is huge but even when entering a building there is a lengthy waiting time.

Also, it would be good to have an option to start a new character or use your one from DKS.


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Just an Idea, have a group in a tavern playing a table top RPG , within the RPG and if you
happen to role a 12 surpize loot Sword of epic preprotions.... Game within a game has been done,
a game within a game that is within another game cant be done (Inception rules)...

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O yeah, a "board game" into a RPG, fun ! delight

Suppose I've done almost all area's, solving almost all quests and killing all enemies ... but I don't want to END the game ... I can go to the tavern and play a board game with one or more NPC's like chess, checkers, poker or another card game, that will be a very great "entertainment" ... biggrin


On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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They're developing two games if I'm right - a game with a top down view like Divine Divinity and another dragon knight game. I look forward to both. All I ask is that the world is more open than before in the dragon knight one and that there's no limits to where you can go. So if you see a mountain, you can get up it.

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Small minor but nice addition;

Seeing how many people name their creature in this forum, allow the creature to be *actually* named ingame.

Fluff, but nice fluff smile.

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Originally Posted by Demonic
They're developing two games if I'm right - a game with a top down view like Divine Divinity and another dragon knight game. I look forward to both. All I ask is that the world is more open than before in the dragon knight one and that there's no limits to where you can go. So if you see a mountain, you can get up it.

Top-down view like DD, or like the Ultima games? Technically speaking, DD is isometric view.

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Originally Posted by Hassat Hunter
Small minor but nice addition;

Seeing how many people name their creature in this forum, allow the creature to be *actually* named ingame.

Fluff, but nice fluff smile.

Along these lines... customization of the Battle Tower or whatever we use as a base of operations (we *do* get a base of operations, right).

I just want the possibility of shelling out cash to make the place look pretty. Or menacing. Or opulant. Or whatever you want.

I also wouldn't mind if some quests rewarded you with, say, uniques statues or paintings or whatever. Like some of those lying statues from one the Floating Fortresses.

I liked the idea of the Battle Tower, but there wasn't much you could to really make the place feel like it actually belonged to you.

Oh, and while we're on that subject, more of Sentinel Island. The notion of a sentient, powerful island is interesting and fun and DKS did far too little with it.

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I want a character in the next game with the name of "Feline Jump" ...

(And, if possible, the character could be of a feline race, too !

That'd be great ! smile )




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Some of these might qualify as Divinity 2 ("I wish this was in the game"), but...

1) Summon Mastery should also increase the number of summons you can have out at once. One summon at Rank 1 and 2, two summons at Rank 3 and 4, three summons at rank 5 (or two summons at rank 2 and 3 and three at rank 4 and 5). That would make a summoner build more useful.

2) If the next game features skill re-trainers and illusionists, there should be ones in the starting village or nearby. I'm sure I mentioned this before in one of these threads. If you mess your build up there's no fixing it until a later which may not come (especially since even well-built characters can have trouble in some mandatory parts).

3) I'm sure I also mentioned this in a similar thread, but it would be nice that for the bounty hunter quests where you need to turn in something equippable, it would be nice if you could select that item from among the optional rewards. It could even be more complex - you could bargain with some of the bounties - you show the champions the item you need to turn in, get the bounty and reward and split the bounty with the target. If you do lie about the target getting killed, you could then go back and optionally double-cross the target just for fun!

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Originally Posted by Stabbey
Some of these might qualify as Divinity 2 ("I wish this was in the game"), but...

1) Summon Mastery should also increase the number of summons you can have out at once. One summon at Rank 1 and 2, two summons at Rank 3 and 4, three summons at rank 5 (or two summons at rank 2 and 3 and three at rank 4 and 5). That would make a summoner build more useful.


I don't want to get off subject here, but you bring up an interesting point. It makes me wonder if that could be something to include in a future patch. It seems like it might be easy to adjust the cancellation triggers, but I'm just a gamer and not a programmer.

Food for thought...


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If there is a Necromancer who can build creatures like in this game, some changes there would be good:

Additional modifiers on parts. Right now all parts are the same. Hunting for parts would be more interesting if they had modifiers like +%Health or +Offense, +Damage, +Defense, even having additional skills, maybe. That would make a dilemma when swapping out parts. If it had been in the game, it would also have made Jonaleth's quests more interesting, you could have had fixed unique bonuses instead of a part you could find in a random crate.

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I think attention should definitely be paid there. My current creature has 3 perfect parts and 1 fresh part. I haven't even made it to the tower yet, rendering the necro ring almost usless.


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Originally Posted by Stabbey
If there is a Necromancer who can build creatures like in this game, some changes there would be good:

Additional modifiers on parts.
Right now all parts are the same.


Agree, but your last phrase I can't understand : there're so many kind of body parts (different Head's, Torso's, Arms & Legs) ? smirk

But maybe it's a nice suggestion for next game :
the player can put stat and/or skillpoints in his/her Creature to increase Creature's "epicness" ?
Or a Charm or give your Creature a Ring or another item ?


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it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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But if the player could give her/his creature more than one item, won't this creature change into companion like npc?You know, give him armour, magic rings, magic amulets, and such things...?

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