|
addict
|
addict
Joined: Apr 2011
|
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) ? 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 ? I agree with Joram, here is a link for the differs THE CREATUREAlthough Stabbey is right as it would be good to modify more and have the different necromancers with a wider range of certain characteristics. For the most part the creature is already a companion, but it would make it more interesting to be able add and change equipment, even weapons. I also think it would great to be able to create something or someone other than just a creature, not unlike "Little Miss Lisp" created by Laiken.
Last edited by SENIOR CINCO; 06/05/11 01:26 PM.
UNKNOWN: Friends help you move...True friends, help you move bodies... E.A.P.: Blood was it's Avatar and it's seal. E.A.P.: Stupidity is a talent for misconceptions.
|
|
|
|
veteran
|
veteran
Joined: Jan 2009
|
Agree, but your last phrase I can't understand : there're so many kind of body parts (different Head's, Torso's, Arms & Legs) ? 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 ? By "All parts are the same", I mean all instances of <Quality> <Creature Part> are identical. All instances of "Fresh Goblin Arms" are identical. I strongly disagree with your idea to enhance a creature by putting your own stat/skill points into it. This was tried in Beyond Divinity, and it didn't work well there. I think it would be really hard to balance stat transfer without making the player super-weak or the creature super-strong.
|
|
|
|
veteran
|
veteran
Joined: Apr 2005
|
Okay, I understand Stabbey ... Furter on: this is a suggestions topic and if I think about making suggestions ... it's for me like Brainstorming : all what comes in my mind is "maybe" a good or funny idea, no more, no less! Sometimes the seemingly most stupid idea can possible a very nice idea and the fact is that "stupid idea's are the ones that suddenly "plop up in your mind"  'spontaneous (promptings)' It's up to the devs of Larian Team to gather all the suggestions and see if one of them can fit in their own "program for the next RPG"
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 !
|
|
|
|
veteran
|
veteran
Joined: Jan 2009
|
Okay, I understand Stabbey ... Furter on: this is a suggestions topic and if I think about making suggestions ... it's for me like Brainstorming : all what comes in my mind is "maybe" a good or funny idea, no more, no less! Sometimes the seemingly most stupid idea can possible a very nice idea and the fact is that "stupid idea's are the ones that suddenly "plop up in your mind"  'spontaneous (promptings)' It's up to the devs of Larian Team to gather all the suggestions and see if one of them can fit in their own "program for the next RPG" I know. But Divinity 2 doesn't give you a huge amount of stat points to play with, you can max out one skill at 100, and a bit in the rest (more if you use the ultimate armor with +30 Str/Int/Dex), and you only run out of uses for your own skill points partway through the expansion. If they're going to implement stats and skills for a creature, I think a better way to implement stats for your creature might be this: Rather than having the player transfer some of their own precious stat/skill points, a simpler way would be to give the creature it's own base stat pool. Currently, the creature levels up with you. It could get its own additional stat points when you level up, and a limb selection could also give varying bonuses to certain stats (Dragon Elf gives bonuses to Intelligence, Goblin to Dexterity, the other type to Strength). As for skills, a creature doesn't need that many, does it? Perhaps it could get one skill point every 5 levels (maybe up to only 8), and you could choose its skills from a limited selection. Heads which currently grant skills could grant bonuses to those skills. The downside to that is that it would take time and resources to add such an intricate creature system, and it might get annoying for the player to have to manage the creature's stat allocation as well as the players.
|
|
|
|
stranger
|
stranger
Joined: Apr 2011
|
I like the idea of the creature leveling with you, that way I don't have to save its ass every time I turn around while I'm trying to save my own!  It would be nice to give him some armor and a weapon...I'm tired of looting chests to find my 30th version of "Fresh Goblin Arms" Give the guys more hair colors than brown and blonde. And let them have tattoos too! If I'm flying as a dragon, I want to be able to torch enemies on the ground 
Flow Flow Flow!
|
|
|
|
enthusiast
|
enthusiast
Joined: Dec 2010
|
If I'm flying as a dragon, I want to be able to torch enemies on the ground So do I! And if the graphics is a bit lower quality because of it, then I'm happy to pay the price. Gameplay is always more important than graphics...
|
|
|
|
veteran
|
veteran
Joined: Apr 2011
|
Eh, weapons on my creature would seem a bit... odd. Armor though? Definitely.
And giving the PC's stats and skills sound really bad, yes. It would have to be seperate, not or/or.
|
|
|
|
old hand
|
old hand
Joined: Aug 2009
|
In Drakan, the dragon started with Firebreath attack but could gain new breath attacks by defeating powerful enemies: poison, lightning, lava and ice.
I think this could work out well in Divinity III as well.
|
|
|
|
old hand
|
old hand
Joined: Aug 2010
|
If I'm flying as a dragon, I want to be able to torch enemies on the ground So do I! And if the graphics is a bit lower quality because of it, then I'm happy to pay the price. Gameplay is always more important than graphics... While it's a nice feature. It would eliminate a reason to travel on ground apart from when entering caves or towns. I actually didn't think much of the dragon feature. If we're going to be a dragon, we should at least have the freedom of one to fly over mountains or over the seas. For example, you can spot your battle tower from the Orabas Fjords, I don't see why we couldn't fly to it but apparently, there's an invisible barrier blocking our path to it and another invisible barrier that prevents us from flying over mountains. If the game was open world and not just a world where you are free to explore, then a dragon form would suit better. To fly through the clouds and then change into human form and watch your character fall from such a height unharmed while admiring the views of an open world would be memorable. I thought that's how the dragon was going to be like but sadly not. The Black Tower battles were good though and certainly added a need to transform both into human and dragon forms.
|
|
|
|
enthusiast
|
enthusiast
Joined: Apr 2011
|
I'd agree with GoSparkie and Trippy - it would be great to torch enemies on the ground. It worked in Drakan and Div2 originally was going to have this feature but it was removed for technical reasons. The developers have mentioned in other posts that there were a lot of dragon gameplay features planned but had to be reduced / cut due to limitations with the game engine and memory usage. The Dragon parts of the game are one of the features that sets it aside from other RPG's and I'd like to see it return in the sequel.
Walking about on the ground in dragon form would be nice too; the player could choose which form to defeat his/her enemies in. You could have experience penalties for killing ground enemies in Dragon form to resolve game balancing issues. As for caves and indoor buildings then obviously you would have to transform into human form for these parts of the game.
Demonic - yes, I too had my expactations high for the dragon combat and how you interacted with the world in your dragon form and was a bit disapointed when I played the game. Having said that I still enjoyed it anyway but it could be improved on. I realise now that the reason why it is not open world is probably due to the Gamebryo game engine. Prehaps the new game will correct this.
Edit: As for walikng about in Dragon form, one thing I noticed; in Divinity the dragons, Patriarch included had four legs. In Divinity 2 they only have two...
Last edited by Arokh; 07/05/11 11:46 AM.
By fire and by blood I join with thee in the Order of the Flame! Arokh's Lair - Drakan & Severance: Blade of Darkness forums - https://www.arokhslair.net
|
|
|
|
Support
|
Support
Joined: Mar 2003
|
Having the player character be a wyvern was a deliberate design decision, to make transforming seem more natural. I don't know why Patriarch only had 2 legs in Divinity 2, though; maybe he decided to change his form to fit in that cave, or something. At least some of the skeletons in D2:ED had arms, legs and wings.
|
|
|
|
member
|
member
Joined: May 2011
|
the only suggestion i have, is that some quests have a greater reward than wahat is initially offered. Nberius' quest nets you a crystal skull that allows you to summon a Creature. Why couldn't it be the same for the "Sibling Rivalry" quest hand get the option to summon a Dragon Elf/Living Armor to your side?
also, the chance to turn the Battle Tower into it's own self-contained town?
|
|
|
|
veteran
|
veteran
Joined: Jan 2009
|
Interesting ideas.
Turning Sentinel Island into a place which has its own town also sounds like it could be rationalized in the story as well - it's there to foster better human/dragon knight relations so that things like the Slayers don't happen again. I really would like to walk the shores of Sentinel island as master of the tower.
|
|
|
|
old hand
|
old hand
Joined: Aug 2010
|
More merchants and towns. I thought Rivertown was going to be like Broken Valley but it was just a flying fortress where the mountains had been copied and pasted from Orbas Fjords.
|
|
|
|
veteran
|
veteran
Joined: Apr 2011
|
Have runners actually take time. Leaving and returning feels like an exploit. As does infinite potions by Barbados. Actually have it take a physical amount of playtime, longer than 30 seconds or less what it seems to be now.
Add options to disable ? and ! markers, if they are in the next version.
|
|
|
|
stranger
|
stranger
Joined: Apr 2011
|
I want t suggest more more and more dragon form battles.
|
|
|
|
veteran
|
veteran
Joined: Apr 2011
|
Lol, I would quite the contrary.
RPG > Arcadish Dragon battles. Maybe that's just me though
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
Ty the game "The I Of The Dragon" - I've never played it, though. It was an earlier game where one could play a dragon, too. Not done by Larian.
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
|
|
|
|
member
|
member
Joined: May 2011
|
Interesting ideas.
Turning Sentinel Island into a place which has its own town also sounds like it could be rationalized in the story as well - it's there to foster better human/dragon knight relations so that things like the Slayers don't happen again. I really would like to walk the shores of Sentinel island as master of the tower. Those people at the Orobas' Tomb- bring'em to the Battle Tower. have them worship you in your very own throne room! as brought in a current thread- why not have the option to manually equip your runners? yes, on them, enchantments would be moot- unless you deck'em out with Life Line. more suggestions- stacking/combining charms.
|
|
|
|
enthusiast
|
enthusiast
Joined: Dec 2010
|
Here's a belated reply re: dragons attacking ground troops: While it's a nice feature. It would eliminate a reason to travel on ground apart from when entering caves or towns. I actually didn't think much of the dragon feature. If we're going to be a dragon, we should at least have the freedom of one to fly over mountains or over the seas. For example, you can spot your battle tower from the Orabas Fjords, I don't see why we couldn't fly to it but apparently, there's an invisible barrier blocking our path to it and another invisible barrier that prevents us from flying over mountains. There's ways around these issues, even without the artificial 'anti dragon' barriers. Drakan managed to do it with just confined/underground areas. In fact, this seems to me to be the same issue that I found with "Oblivion" - "Morrowind" allowed you levitate (fly), and even made it an essential part of the gameplay (e.g. getting up to the Trevalli wizard 'mushroom' towers), but Oblivion removed this ability simply so the level designers could put up a 'hip high' barrier that was completely impassible until you solved a puzzle, in spite of the fact that in the 'real world' you could simply climb over it. It's just lazy level design, not a technical issue. However, I agree with your other points - altitude limits might be necessary, but why couldn't we fly to the battle tower when we could see it?! Even if it was protected by a barrier, we should at least be able to reach the barrier... Anyway - as for the other posts, I can only say "don't take it too seriously". The best part of DKS for me was how much it made me laugh! A refreshing change from the 'doom and gloom' of Dragon Age.
|
|
|
|
|