I will start by saying that I have been stalking you since the beginnings. The first Divine Divinity was one of the best RPGs.
I had immense hopes for this as there haven't been any big good games for quite some time.
Love almost every aspect of the game: the physics, the art direction, the particles, architecture, creature models etc.
It's just one tiny element that disconnects me so hard from the epic experience this should and could have been: the combat.
First time I heard you were going for turn-based I thought "I don't think this will be that bad."
For me, personally, the turn-based combat in this game is by far its greatest flaw. Although I am a turn-based fan in general, where turn-based can be used to enhance to depth of strategic decisions, in DOS this only cripples the flow and dynamics of the experience.
Every encounter starts too slow, with people unsheathing weapons and getting into combat positions in a very awkward manner. Then the giant text informs me that I am going to get into a fight like I wasn't already informed through the gravity of the fact that everything stopped and experienced warriors need more than enough seconds to get prepared.
The way every fight is introduced consumes too much time and is disconcerting. For me, at least, it rips a giant gap between the experience until that particular moment when everything stops because everybody has to get ready for combat and the combat itself which is mostly boring. True, I have not played that much yet and turn-based could be more awesome for a boss encounter but still.
I cannot understand why you did not go with the classic real-time rounds based combat that worked incredibly well for all the great ones.
Having the possibility of pausing in a complex rpg combat scenario is a must but the flow of the combat must not be interrupted by any other factor than the will of the player. Why did you not let us decide when to pause and reorganize?
I am also sure that a lot love the system. This is not a general blame that I bring. But, in my opinion, this game would have been HUGE if, at least, you gave the possibility of having the choice between the two systems.
Who knows, maybe you'll implement it at some point in time. I really hope you do. As this has immense potential and the forced turn-based combat just takes away from the "ZOMFG, I forgot to go to work moments."
I love your studios. I hope you continue making great games. You are a dying bread in an industry taken over by greed.
Thank you for staying on that crumbling wall of big dreams and great games. And please, for the love of everything fluffy, add real-time rounds based combat as an option.
Thank you for reading a completely random, completely lacking cohesiveness, ramblings of an old stalker.
Last edited by OrtoM; 02/07/14 07:28 AM.