Originally Posted by DocSmith59

I don't see any reason why side quests can't be better connected to the main quest. Side quests should help to develop the character and the games broader themes.A long RPG should be more than the standard thing where you are the mighty chosen one who will defeat the great evil threatening the land after you get through 40 hours of XP grinding. The game needs additional and more complex themes, not just "let's stop the plot for twenty hours while the hero runs around mowing every lawn in Rivellon,helping every NPC get his cat out of a tree, etc." None of these kinds of quests develops the character or any larger theme, it's mainly just time-filling, OK for a while but monotonous after youv'e run back and forth around the same area numerous times.


Sure because in DA it's more "mature"? Please, don't mistake the old and good Tolkien story for something of actual and new, DA as for me it's overrated, if I want to play a game just like your desire I'll play The Witcher or Gothic, games underated on the other half of the ocean, and this isn't so bad, they're more deep then more overrated games, but return to Divinity II, a sane irony isn't enough mature? i prefer to see something of orginal and new against something already saw over and over again form more of 10 years.

Originally Posted by DocSmith59

In DKS by about two thirds of the way in I had masses of weapons, armor and jewellery items, most of which were of little use. There wasn't any point in selling them either because I amassed so much gold, and because there aren't a lot of merchants in the game and little to buy. I would generally find one good weapon and stick with it, the Wild Dwellers bow, the Bow of Orobas, the Bow of the Leopard, etc. Beyond a certain point in DKS I was sending pretty much everything to my Battle Tower storage chest, never to be seen again, and after a while I wasn't even bothering to loot much at all. The loot aspect of the game didn't work that well, what's the point of gathering fifty weapons when youv'e found one good one that works for you ? And at least in Neverwinter Nights my limited set of weapons did some serious elemental damage.


This is in part true, but on the last post you talked about the "mighty" Dragon Knight, so if you're the Dragon Knight, why do you have less power? It's a contradict from your side, and, for what regards NWN, earnest do you think that such laziness justified the creators? They have the best artists, why do i pay that product if it offer to me less, I prefer to se a comparison between artworks, ideas and the actual game contents, not a lot of "sand castles" and even more weapons choise made an RPG nay more choise there're more the free of how to play I have more the game is an RPG, but this is a personal opinion.

Originally Posted by DocSmith59

Because you aren't going to ever see much of the continent, it's just an abstract concept. So from the point of view of the player the areas you are confined to are the world. In DKS the caves, fortresses, etc. are all very similar. I really liked Dragon Age 2 and did two playthroughs of it but one of the things it was criticized by so many people for, justifiably, was it's copy/paste, endlessly recycled environments. So if you just have a series of unconnected small areas I think that you need to try and inject as much variety as possible.


I hope that you played Divine Divinity and Beyond Divinity too, in otherwise this statement is a nonsense.


Originally Posted by DocSmith59

It's true that you can't realistically compare the two things given the differences in resources between Bioware and Larian but Larian did originally start out with a pretty ambitious concept, then had to scale that back quite a bit. It was they who had to sit down and seriously consider the differences between a game like DA:O and the kind of game they could create with their more limited resources. But large or small, a lot of the same basics apply. A good boss fight should be an exam on everything we've learned about the game up to that point. And the boss should be a more distinctive character who may be of the same order as others but who clearly stands out, like Legate Lanius in Fallout: New Vegas, one of the toughest boss fights I've ever encountered.


In Divinity II vocal expression made an NPC the boss, some combat tricks or some puzzle behind him, not a different uniform only, and Larian it's a small/medium company, if you know the past trouble that they got i don't think that you will talking about publisher or similar things, from determinate points Divinity II was a miracle just like was Divine Divinity with his corrective patch, the american dream isn't the european one, Kingdoms of Amalur: Reckoning pointed high, what end it did? It's failed, Obsidian was near the hole too, any comparision is useless, too much difference in the all sectors, this is a suggestion topic not a comparision one frown

Originally Posted by DocSmith59

I do understand what your'e saying but I don't see these kinds of suggestions as making the Larian games more mainstream, just more accessible and engaging. I'm not a big fan of Two Worlds 2 but it was an improvement over the first one. And in DA 2 the combat was improved a lot over the first game with faster, more well-animated spellcasting, amongst other things. My point is that a Divinty 3 should improve on the earlier games rather than looking to go off in new directions, like RTS.


Agree with the RTS direction, but who know maybe the will do a great work;
In my opinion people need a little refresh of the genre with something new and more tactical/thought gameplay style, we're going too close to the Action and this isn't good, more action--> less rpg, of corse this is always a personal opinion.