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stranger
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OP
stranger
Joined: Jan 2014
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First off I have been a huge Larian fan for a long time .. Absolutely love all of their games even though I didnt play much of Divinity 2 and have yet played Dragon Commander ( not my type of game ) and was kinda let down by Beyond Divinity when compared to Divine Divinity..
Anyways.
At what point was it decided to not be like Divine Divinity and by that I mean action combat but instead to be turn based? I enjoy turn based rpgs but not as much as action rpgs and yes I was kinda bummed I heard a long time ago that this sequel would be turn based. But I am still having fun with it nonetheless ( just not as much as I would otherwise ).
Will there be an option to choose a body type for our characters? The female looks fine and fits in with the world but the male ( including Jahan ) look so out of place with the overly bulky look which I am not a fan of at all. I would rather have a choice to possible make him have a body type of the Legionnaires.
Why is stealing so easy!?! It seems like the easiest and most reliable way of making money. Heck I stole all of Esmereldas ( sp? ) weapons from the table and resold them to her.. It is ridiculous.
The movement speed feels kinda slow to me. I know I saw ways to make my characters run faster but when you have 4 to manage it seems like it would be difficult to have them run of similar speeds which makes getting into combat an adventure when maybe one of your better fighters end up way behind you and then having to waste turns getting them into the fight. Having to move and stop while adventuring just to make sure I have everyone together is a drag.
More about movement speed.. Maybe a slight increase? A couple nights ago I found myself almost dozing off while running from one side of the town to the other and that isnt good! I dont want to zip around at insane speeds to be sure.
Crafting.. Wow. My head almost explodes when trying to take this part of the game seriously. Will crafting always be just a drag and drop experience or will there be crafting tables in the future? And maybe even having a starting book for a couple simple crafts like a healing potion.
I am having a lot of trouble with the multiplay / co op aspect of the game. I bought the double pack for myself and gave the other copy to my girlfriend and no matter what we try we cannot connect to each other in a game.
And what are the plans for multiplayer? Will there be modes later on to allow for unlimited gameplay or progression or will it just be the story to a level cap and that be it with just secrets to find at the end?
I equipped what I thought was a shirt on my female wizard character and it was a bikini! Why!?! Is it because there is no texture for that item yet or is it really planned to have bikinis as armor?
That is all I can remember at the moment.
Edit : When I first started playing I had no idea that there were companions that you could get to follow you. For awhile I was playing with just the 2 main characters. Did I miss a popup that said I could get companions?
Last edited by Slyster; 29/01/14 01:14 AM.
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veteran
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veteran
Joined: Jan 2014
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I agree with you about stealing being too easy, but strongly disagree about the movement speed. I really don't want it to get any faster as (in terms of movement speed) I prefer something closer to realistic. Frankly, it's already faster than what is realistic, and on top of that we have waypoint travel in addition to teleport pyramids. If they want to add in more waypoints to travel to or magical boots that add to your movement speed, that's fine.. people have the option of using those or not. But a running speed change impacts everyone.
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enthusiast
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enthusiast
Joined: Jun 2013
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There are books with recipes for crafting. There is even one for healing potions. You talk about taking all of the weapons from Esmeralda yet you didn't grab any of the many crafting books she has?
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stranger
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OP
stranger
Joined: Jan 2014
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There are books with recipes for crafting. There is even one for healing potions. You talk about taking all of the weapons from Esmeralda yet you didn't grab any of the many crafting books she has? It was an example. Nothing more. And I know there are books but I am talking about having a small book of simple recipes on one of the characters at the beginning that have a couple essentials like a weak healing potion. You know.. Without having to steal them. Another thing I thought off.. I would like to see a group coin purse so any gold that gets picked up goes to it instead of to whichever character you were controlling at the time. That way you dont have to micro manage gold coins .. You already have to choose who to talk to the merchant with if you have any bartering skills. I am also going to upload a video later showing how ridiculous an ice spot can be when not in combat. Those things should either be cut by like 90% while not in combat or have no effect at all. Just spent a few minutes walking a few feet because my party kept falling down.
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enthusiast
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enthusiast
Joined: Jun 2013
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Well before they added in the books, we had to guess what did what. I actually preferred that method than to having it told to me in a book. Although in looking through the books, most of the things I knew from experimentation.
The easiest way to get rid of ice spots is using the rain spell on it. Melts it quickly. It should melt faster, but this is a way around that.
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Support
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Support
Joined: Mar 2003
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Beyond Divinity actually started off turn based, but Larian quickly determined they wouldn't get a publisher without switching to real time combat. From Divinity – Original Sin revealed: Next on the list of reasons why Divinity – Original Sin seems to have surprised people is the turn-based combat system. That one comes from the desire of doing something like the first Fallouts. I always wanted to do a turn-based game with action points but my problem was that I couldn’t find a publisher who agreed with me.
Active-pause was considered for some time (and we actually started out like this), but in my heart I really wanted to make one of those games that has epic tactical battles, where you really have to think how you’re going to defeat the enemy. And because I’m occasionally very impulsive, one morning I stormed into the office and told the team that we were going to ditch all the hack & slash stuff and go for turn-based. I was ready to go all despot on them should I encounter any resistance, but to my surprise, they were actually quite supportive of that idea. Then I discovered they were a little bit too supportive, because before I knew it I had an ultra-hardcore system on my plate. Eventually we settled on something that I think is quite accessible, but still offers plenty of opportunity for tactical depth. There will be character customization, but I don't know to what extent. Mods will undoubtedly extend gameplay, but I don't know if there are any plans for other multiplayer modes. Some armour is missing textures. You are much less likely to slip on ice when walking, so click close to your lead character. The chance of slipping could certainly be lower outside combat, though.
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stranger
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OP
stranger
Joined: Jan 2014
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Beyond Divinity actually started off turn based, but Larian quickly determined they wouldn't get a publisher without switching to real time combat. From Divinity – Original Sin revealed: Next on the list of reasons why Divinity – Original Sin seems to have surprised people is the turn-based combat system. That one comes from the desire of doing something like the first Fallouts. I always wanted to do a turn-based game with action points but my problem was that I couldn’t find a publisher who agreed with me.
Active-pause was considered for some time (and we actually started out like this), but in my heart I really wanted to make one of those games that has epic tactical battles, where you really have to think how you’re going to defeat the enemy. And because I’m occasionally very impulsive, one morning I stormed into the office and told the team that we were going to ditch all the hack & slash stuff and go for turn-based. I was ready to go all despot on them should I encounter any resistance, but to my surprise, they were actually quite supportive of that idea. Then I discovered they were a little bit too supportive, because before I knew it I had an ultra-hardcore system on my plate. Eventually we settled on something that I think is quite accessible, but still offers plenty of opportunity for tactical depth. There will be character customization, but I don't know to what extent. Mods will undoubtedly extend gameplay, but I don't know if there are any plans for other multiplayer modes. Some armour is missing textures. You are much less likely to slip on ice when walking, so click close to your lead character. The chance of slipping could certainly be lower outside combat, though. Thanks for the info! And that would probably explain why I didnt like Beyond Divinity as much as Divine Divinity.. Something felt off. I would hope you guys make another hack and slash game in the future though. Even with D3 that market is pretty open at the moment. I will definitely try to just walk on the ice. I didnt think about it. Mods will be great but the vast majority of them arent worth downloading to be honest. Even with TES and its huge fan base it is hard to find anything good other than graphic/texture mods.
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member
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member
Joined: Apr 2013
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Another thing I thought off.. I would like to see a group coin purse so any gold that gets picked up goes to it instead of to whichever character you were controlling at the time. That way you dont have to micro manage gold coins .. You already have to choose who to talk to the merchant with if you have any bartering skills. Quoted for support of this idea, I like it.  Even something just as simple as making the "match offer with coins" button take gold from the active character's inventory, and if that does not suffice, from the next character down the line. Barter-heavy styles of play will be more practical/enjoyable this way. An extension tot this idea might be to have a "shared" (section in the) inventory. That way (esp. in co-op), the non-bartering character can just put his stuff he does not want to keep in there, in stead of just not having it. This way weight-management and transferring items can go hand in hand. I don't think this last idea is something I'd miss, because the magical pockets go a long way. Just something I thought of whilst writing up the first part of my post. 
Last edited by Robrecht; 29/01/14 07:45 AM. Reason: grammar fix
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member
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member
Joined: Dec 2010
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I think the movement speed is fine. As for crafting, I usually never bother with it in games, so I like it that they made it something that's fun to experiment with. The devs have also stated that the co-op experience is going to get a drastic overhaul, and I personally haven't experienced any connection issues so far. If you equipped Scarlett with something and she's running around in her underwear it's because the texture isn't in in the game yet.
Things I do agree with: stealing is too easy for characters with zero points in Sneaking and Lockpicking. Ice outside of combat is funny at first but gets really annoying if you slip four times in a row, they should at least let you get back up faster. Finally, I see no reason for there not to be a shared coin purse in single-player, it's annoying if you happen to talk to a vendor with the character that doesn't have much money. With the drop-in style of multiplayer, it might be hard to program this, though.
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veteran
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veteran
Joined: Jan 2009
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If you walk a step at a time, you won't slip on the ice. It'll help when it actually melts properly, too.
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