In Arx Fatalis you had to eat to survive otherwise you would slowly starve to death and it never was a chore and if you were tired of carrying food around or cooking food, you could just use a spell to feed your character magically. This system did add to the realism of the game. I remember heading down into the deepest part of the underground and I had found lots treasure but I had no food and then my character blurts out "I'm hungry". I'm in a place where every NPC is a hostile enemy and there's no place to buy food or anything, all there was were mushrooms which I had to eat to survive. It was either that or rat meat...
And none of this was annoying but perhaps that's because it added to the game and felt in place in a game with no music which was trying to give a realistic feel to things by having environmental sounds play a huge part when it came to atmosphere.
@Trippy
Yep. Ultima Underworld. Arx Fatalis was being made by Arcane Studios who wanted it to be the third installment but they couldn't obtain the rights and thus called it Arx Fatalis and developed a few things differently but it matches Ultima Underworld in a lot of things. The player character is often called "The Guardian" whereas the Ultima player character is called "The Avatar" and both aren't from the world the game is set on. I think the rat on a stick food in Ultima Underword is contained as an easter egg in Arx Fatalis where you see goblins eating such food.
Would this system work in a Divinity game? Maybe such a system would suit Divine Divinity but not Divinity 2. Perhaps the isometric Divinity game in the making could have such a system but I doubt it. The Dragon Knight game in the making would most likely be like Divinity II but bigger, expanded and better.
Me? I want a world that feels alive. A world where you see the war between Damien and the good people of the human race. Perhaps controlling a small army could come into play for some missions but not in the way of an RTS. Dragon Age: Orgins' final battle comes into mind here. You can summon troops and they would follow you and perhaps a Divinity game could expand upon that where you issue where you want these troops to go. I certainly think summoned creatures and The Creature need such controls where you can issue simple commands to them.
Oh and add a cape. Not many RPGs have capes nowadays. We need capes. Two Worlds II is the only "modern" RPG that seems to have capes. Last game with capes in that I played was the buggy Neverwinter Nights 2 which does Neverwinter Nights 1 (a great game) no justice. In any case, Two Worlds II is the only RPG for a long time that I have seen that has added capes into the game.
Come on Larian! Capes please! I can already imagine shapeshifting into human form after flying up high and watching as my character falls and his cape ascends upward.
I think a better combat system is needed. I like the combat system in Divinity 2 with the abilities and all that but I think we need a blocking button and perhaps more violent combat like driving your sword through an enemy before kicking him away, that should have been how the fatality ability was handled.
We also need more skill/item slots on the console version. LT in DKS did nothing, they could have made it where LT brings up an additional 8 slots. I found that 8 slots weren't enough and that another 8 would have been just right.
More options on how to upgrade our creature. Buying armor and weapons for it would be good.
Better graphics. Divinity II suffered from low resolution textures and blurry areas sometimes which hurt your eyes. I couldn't care if the graphics remained the same and I would rather have Larian work on gameplay, story and quests more but adding a little enhancement to graphics couldn't take to long or even hurt. Gamebyro is a powerful engine and I'm sure the next engine Larian uses will be just as powerful.
Last edited by Demonic; 24/05/11 08:29 PM.