Originally Posted by JoeBart
Originally Posted by Hassat Hunter

@ Joe, regarding 5. Since you can't simply make something "SP exclusive" (especially seeing there's drop-in MP). It needs to work for both SP and MP. The sollutions provided only work for SP. And are thus unsuitable for Original Sin. It's the nature of the beast.
When making suggestion one needs to keep such in mind. I know it can be difficult, but if you want to have more change for Larian to listen to you and implent your idea, you need a system that works SP *and* MP, and you can prove on paper it would work. And then there still would be the question of technical feasability.


I understand that many of the game concepts were designed with multiplayer in mind. If there was a single player only option that disabled drop in multiplayer I think some of these ideas would be more feasible, namely shared gold. Though the time to create that option is probably not worth it.

The other ideas like repair all and identify all could be implemented quite elegantly with the chain system perhaps. In that when you select repair all it will only repair the items of characters chained to your own. This keeps the concept of two separate characters with their own inventory, and eliminates some of the tedium of transferring a bunch of items off of your hired help.


Absolutely.

The chain/link mechanic could be the key to many usability improvments without getting in conflict with the co-op design. I personally think that Larian maybe put too little thought into what could be made with the chain system or maybe they did but the technical implemenation was too hard/time-consuming before release. So far the link/chain only let your party members follow the controlled character in movement but it could be used for so much more like I suggested in my initial post. It's one of my hopes that Larian reconsider the chain system and its possible application for other elements besides movement now after release, with a little bit more time and calmness... smile


Edit: I also think that stuff like quest items and keys should be usable by every linked character. Everything else just leads to pointless inventory transfers all the time. The whole system imo only exists because of the co-op design and the clever use of the chain/link system would also improve on that point (besided eg shared gold). I mean, all the old isometric party RPGs (like the Infinty engine games) didn't distinguish between different party members. Gold, keys and stuff were always "group property" and not individual property. It makes sense in a co-op game, but then again the chain system could "fix" the issue for SP.

Last edited by LordCrash; 11/07/14 01:38 PM.

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