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Joined: Mar 2003
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well, since you can fall of the highest tower without getting killed, there must be some form of eternal life present in the inhabitants. so why procreate ? smile


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I think only Dragon Slayers who haven't finished their training can fall without being killed. There's a puzzle where many people have clearly fallen to their deaths, including Slayers, I think.

As for kids: yeah. This is another reason why a dev kit is sorely needed. From Children of Morrowind onwards, parents have been getting together to add kids into games, to make them seem "more real" to them.

Seeing kids in Morrowind balancing along the city walls, fighting each other with wooden swords, playing tag, and gossiping about kidstuff made the whole game suddenly come alive, for me. Vanquishing a great evil means so much more in a world where there are children to protect the future for. If I were writing a "Children of Rivellon" mod, I probably WOULD have a child slain by Damien's actions, but the mother or father survive. I'd probably make it a baby so that the parent could be still clutching the sorry bundle: maybe not have it dead, but have it coughing, on the edge of death, and the player unable to help (since there are no anti-poison potions in the game, I think). Depending on the player's approach to the character, they'd either exhort the player to slay Damien to revenge their child, or curse the player for causing Damien to attack.

Another reason children delight me in games is that they add a whole 'nother dimension to moral quandaries.
If one of the five "ex-dragonslayers" were a child, or had a child, would you so easily mow them down? If the slayers' camp had children in, training with wooden swords, would you so easily wade in with sword drawn? If the Red Hand goblins had children in their village, would you be more inclined to take back the fake head instead of the real one?


Richard "Lord British" Garriott totally "got" this with the later Ultimas, and made sure to include killable children in all of them, in some form or another, after people had attacked him for "forcing" them to kill children at the end of one. His response was that personally, he'd just cast Sleep on them, and walked past. All the Fallouts have included children, though F3 made them non-killable.

Non-killable children are not a moral quandary: they're a forced outcome, so aren't nearly as interesting.

So, if I were modding in children, I'd make them 0 XP. You get no bonus for killing them, but no penalty either, beyond the reactions of those factions who become hostile for killing them. (Plus, modding in 0 XP mobs is less of a danger to game balance, of course.)


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Originally Posted by DewiMorgan
I think only Dragon Slayers who haven't finished their training can fall without being killed. There's a puzzle where many people have clearly fallen to their deaths, including Slayers, I think.

As for kids: yeah. This is another reason why a dev kit is sorely needed. From Children of Morrowind onwards, parents have been getting together to add kids into games, to make them seem "more real" to them.

Seeing kids in Morrowind balancing along the city walls, fighting each other with wooden swords, playing tag, and gossiping about kidstuff made the whole game suddenly come alive, for me. Vanquishing a great evil means so much more in a world where there are children to protect the future for. If I were writing a "Children of Rivellon" mod, I probably WOULD have a child slain by Damien's actions, but the mother or father survive. I'd probably make it a baby so that the parent could be still clutching the sorry bundle: maybe not have it dead, but have it coughing, on the edge of death, and the player unable to help (since there are no anti-poison potions in the game, I think). Depending on the player's approach to the character, they'd either exhort the player to slay Damien to revenge their child, or curse the player for causing Damien to attack.

Another reason children delight me in games is that they add a whole 'nother dimension to moral quandaries.
If one of the five "ex-dragonslayers" were a child, or had a child, would you so easily mow them down? If the slayers' camp had children in, training with wooden swords, would you so easily wade in with sword drawn? If the Red Hand goblins had children in their village, would you be more inclined to take back the fake head instead of the real one?


Richard "Lord British" Garriott totally "got" this with the later Ultimas, and made sure to include killable children in all of them, in some form or another, after people had attacked him for "forcing" them to kill children at the end of one. His response was that personally, he'd just cast Sleep on them, and walked past. All the Fallouts have included children, though F3 made them non-killable.

Non-killable children are not a moral quandary: they're a forced outcome, so aren't nearly as interesting.

So, if I were modding in children, I'd make them 0 XP. You get no bonus for killing them, but no penalty either, beyond the reactions of those factions who become hostile for killing them. (Plus, modding in 0 XP mobs is less of a danger to game balance, of course.)


For some odd reason I good see someone in a vgcats kind of look running into town screaming "kill the children! save the adults to make more of them!!!!" and then all of the sudden zandalor appears and says "oh hey great news
it turns out that you don't need to save that one girl
it's going to be bad news...... HOYL CRAP DRAGON KNIGHT ARE YOU RUBBING A DEAD BABY'S BLOOD ON YOUR FACE!!!!" and then end scene

it'd make for a really, really, messed up humor joke...


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Just a question. In the next divinity, will that be possible featuring the other towns and species we saw in the first divinity ? I mean, will we see Verdistis for examples or lizards ? In divinity 2, there is only two no human npc that is to say : zixzax and the patriarch. It could be interesting seeing some elves, lizards and so on...

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horrible idea with dragon form taking out ground units, why? one easy common sense answer: OP

what i rather want to see is blinking red unit on the radar to indicate moving ground unit so i won't land in an ambush like the Stone Fortress lol.

Another thing i wanna add is Dragon form should strike panic around those i fly over. Reducing their dmg and defense for 15 sec instead farming them with ridiculously op air strike.

I like dragon form for one reason and that's to travel.

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please do consider about auto leveling some enemy mobs to players lvl . Its just boring once youre overleveled and it would be so much fun if certain mobs would respawn . If your affraid people would just farm them you might add a small extra amount stat bonuses or a +1 level to mobs each-time they are killed/respawned . also they should give less exp each time they die .

more of enemy parties. more more MOAR . give us some epic massive ground battles .

i must admit i thought ill be able to take dragon form infront of the other humans too, but it would make the game too easy if you would be given the chance to transform into a dragon everytime you thought you just might die. A simple 1/3 of the tottal exp only for ground creatures kill as the dragon penalty might even do the trick , but im aware theyre other issues aswell , to me its fine as it is .

+ i like the no fall dammage laugh its just a way quicker on the way down laugh

Last edited by CrazyDiamond; 06/02/11 12:56 AM.
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I have been playing through Divinity II the Dragon Knight Saga - on the xbox 360. In fact even my other half has got hooked on this game too. After playing other games like Elder Scrolls, in comparison - the things I would truly love to see in this game future development, would be things like - re spawning enemies, re spawning plants (can't say I noticed) them re spawning in this game. Also actual time - in this game world it is always day time, to make the world see more real, would be nice for the game to change between different times of day, etc.

This could also lead the way to allowing the player to use a bed, to re generate their lost health. OK these things have been used before, quite obviously in Oblivion, but I don't see the harm in them being used in other RPG's. Also the idea of families, and children is another good idea to make the world come more to life.

Finally, also I would like to see in the games future, more slots available for your active spells/skills, the way its mapped on the xbox controller, just isn't enough. Other games use a radial dial, which is a better approach to this. Also to me, the NPC's don't seem to be to aware that your actually near them until you speak to them. Would be nice to see some actual interaction - with NPC's saying hi or 'Get LOST' to you, when your close to them. They can of course be otherwise doing meaningful tasks in the game, working, playing, and so on. The game world, while it is BIG, its not as big as Oblivions, so more accessible villages and towns please ?

Otherwise this is not a bad game, its had it fair share of bugs, I think, but it is over all a keeper. I like the Divinity II story, and look forward to seeing a new instalment of the story.

Last edited by Jedi_C; 16/02/11 12:04 PM.
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i would love Arena feature after finnishing the game .

something simple like "arena button" hall of echoes arena loads up, you always start @ lvl 1 character, fight for 5 rounds, get a 10 sec break , fight 10 rounds get 10 sec break (these are purely random numbers, just for an example ) etc etc etc untill you sooner or later loose or get bored of playing . youd get exp from the mobs fighting so u can update on your skills and loot their drops . Arena mob class spawns should be random, predetermined only by their lvl in comparisson with player . I think the idea aint that bad bc players could get some instant action now and then in this "quick game" when only feeling like kicking some slayers ... Not sure but i guess that would be quite easy to do once you have the whole game up and ready . Also sooner or later the fights should/would get challening and it would offer us even more gameplay time and most important , fun smile

Last edited by CrazyDiamond; 23/02/11 01:44 PM.
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A lot of these are good ideas. The one thing I'd love to see on future games, is have your character actually talking during the interaction with NPCs. I would have LOVED to hear my character yell "MAXOS" to Amdusias in his lair. Maybe some XP difference in the difficulty settings. The one other thing I'd love to see is Commander Rhode in the presence of the Divine having to swallow her pride and apologize. Since you had a trainer at your battle tower for your human skills, could be able to go see Patriarch to extend your dragon skills.

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Originally Posted by ShadowTiger
Since you had a trainer at your battle tower for your human skills, could be able to go see Patriarch to extend your dragon skills.


Yes, good idea that. Some of the dragon skills could have been extended; I only used about four at most inluding the healing spell. The Patriarch said something along the lines of "you are welcome in my lair anytime where no harm will come to our kind" well seem as he is so powerful, it would be nice to see more of him and gain his help. Surley he can't sit around in his lair and watch the world be destroyed? It would be in his best interest to help the dragon knight and Lucian despite his sit on the fence attitude. He seems to like the dragon knight but as far as Lucian goes, from what I can remember in Divinity 1 the Patriarch's parting comment was something like "leave before I rip your head off" after Lucian had unintentionally tricked him. It would be funny to see them two 'kiss and make up' in the sequel the kissing part probably involving the Patricarch's feet.


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