Originally Posted by Gyson
Originally Posted by Ellary
I guess it sucks when someone posts what the buttons do in a simple small post eh? you just refuse to grasp and understand their functions.
Two buttons..two simple easy to understand buttons (._.)

No, what sucks is your behavior for almost this entire thread, which I have been incredibly patient with. Again, the function of these buttons was clearly defined within two to three responses into this thread, long before you ever got here. And yet you keep pretending it wasn't.

Originally Posted by Ellary
Cute~ and kinda funny as I have kept it on topic about the two buttons in every post I have made. Explaining their use multiple times. I admit though, I am not taking it as serious as you are O.o I can't am still trying to understand how two small buttons confuse you so much....

Case in point. Here again you're removed from reality as you seem to be under the impression that you've 1) taught me something that I was already discussing by the third response in this thread and 2) that I'm somehow confused by something I myself clarified by the third response in this thread.. all long before you got here and started "helping".

What you're doing now is called "trolling". You keep reiterating the same insulting nonsense, intentionally lying and rewriting history, and poking me with a virtual stick to get a rise out of me. It's childish.


Originally Posted by Raze
Originally Posted by Gyson
That would actually be worse. If the setting actually becomes important.. if there is a permanent change to the game based on a decision made at the point of beginning a new game..

That is really not what I meant. There will be multiple ways to connect to play co-op, which could be implemented in a sub-menu, to keep all of the multiplayer stuff together (rather than starting a game, and then working out if and how you want to play co-op).

That's a possibility. We'll have to wait and see. How many co-op options is Divinity : OS supposed to have besides online (internet)? LAN? Splitscreen?


Originally Posted by eRe4s3r
[Currently I can't say of course how it will work (if at all!), but my fear is that the way the drop in system currently works we can't have campaigns that span over 2 separate FILE instances in-game (like NWN does it) (ie, a MODULE END | Export all char stats/persistent variables -> LOAD NEXT MODULE | Import all char stats, assign variables). While keeping our characters and quest decisions/dialog choices saved and persistent over various campaigns.

This was actually a concern (I share it too) and question that came up in a different discussion about level scaling (or the lack of it), and how it would impact characters undertaking multiple modular adventures in different orders (assuming persistence is allowed). I suspect it will not be allowed because without level scaling you'd have persistent characters combined with player created modules that are far too above them (or below them) in encounter level to enjoy.

But that's a whole other topic.



So I am a drama queen and a troll now? adorable. What else ya got?

I will keep posting what the buttons do you til it sinks into your thick skull their purpose. Which I know you know and are just trying to start up some long debate over two commonly used buttons in RPG games.

How have I lied and where have I poked you with a stick? you are the one getting upset yourself O.o not my fault a large portion of the gaming community comprehend what the buttons do and why they are there...


eRe4s3r ^_^
This may help you~ NWN was sort of a slap bang toolkit. From what we know the Divinity toolkit will be pretty powerful. Now I do not know if you can make seperate "packs" I will call them and have options saved. I do think you could easily make one seamless world in multiple installments.. just continually building off one file. (no idea if that helps or not, if not sorry ><)