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#641961 06/02/18 05:01 PM
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carolus Offline OP
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Hi !

I love this game. I loved D:OS1 and I love this one even better. Story, skills, visuals, music, characters, everything. My favorite RPG, yes, yes. That's why I want to share my feedback and maybe help to make it even better.

In one word : I believe a first-time player shouldn't need this : https://divinityoriginalsin2.vidyaw...e62a60d4f45898d8ada3cf34806c2340496b.jpg

Because to be honest, for my first run, without such a map, I really feel like lost and bad at it ...

In D:OS1, that was my main issue with the game. Still, using such a map makes me feel a bit like a cheater. Like not roleplay, immersion-breaking. I don't like having to check ennemy levels. I agree it's nice, sometimes, to meet ennemies too strong for you so you can say "I will come back later with something special for you". But it was way too often in D:OS1, in my opinion.

Then, the first act of D:OS2 was really good. So good ! I thought this issue was fixed. Not too much directions, good balance, everything I always wanted !
But then in act 2, it started again. Meeting too high leveled ennemies 90% of the time. Being lost. Eating dust. Depressed. Then find the good ennemies. Feeling like farming because I'm just waiting to level up to go there or there. Then I start to put markers with the required level on my map. Then think I should use a level map found on the internet, and I do it. Then I feel relieved but still, I think this could be different.

Open world is really cool that's true, and I feel like 2nd run or more will be a lot more fun, optimizing because predicting what will happen. But maybe for a first run the player should be more guided. Maybe it's just a matter of having something like a first-play help that will tell you to go there or there.


I don't know if other players are feeling the same but since I had exactly the same feeling in D:OS1 I believe maybe it's something obvious.
And since I know the first act do it the right way, maybe that's possible for the next ones ...

Beside that ... MUCH LOVE to you guys. Very inspired game.


Joined: Oct 2016
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As far as I remember, the first game was less restrictive, because numbers mattered less. There was no armor, so even higher leveled enemies could in general be outplayed with CC and enviromental effects like smoke wall or electrified water. (Noone really cares about electrified water or burning oil as long he has enough magic armor left.) Also the stat bloat from leveling was not has harsh as it seems to be in this game.

Boss fights like Bracchus or the Doomrobot and the spider desert with perma debuff were the only regions I remember, were you had to prepare that much before entering, as far as I remember. Also there was rarely a harsh cut between acts, so you could always just walk around an explore to get on that way exp or better stuff (with sneaking or going invis at least).

One of the reason why DOS2 is less open and more restrictive compared to the first game.

Though it has been a while since I played the first, so my memory is probably a bit flawed.

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Totally disagree, a new player needs to know nothing so he can die and understand how the most of RPG should be played.. A week ago a friend has tried this amazing game, he never played Larian titles but has used to play CRPG in genre... He died something like 10 times in 30 mins, and i'm really happy of that, probably he had to understand a little how the system works before try to be an hero.
BTW you can catch any kind of info about this game just searching on larian sites or on the web, but IMO you just loose a lot of atmosphere... Be happy to die so the next time you may be more smart avoiding your foolish path.
Quick save is the key on this kind of game
But if you will try a one shot Hard story (Epic mode) please try this game in any Game Mode before

Last edited by kilay; 06/02/18 08:18 PM.
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carolus Offline OP
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"He died something like 10 times in 30 mins, and i'm really happy of that, probably he had to understand a little how the system works before try to be an hero."

I feel you ! But what I mean is that it feels (to me) a little bit like "how the system works" is about "where I need to go at this level". I'm not sayin that build, strategy and roleplay are not the most important mechanics in this game (otherwise it won't be a game for me), I was just thinking maybe taking that much time for just finding the good place for your level is not a wanted mechanic for the game.

And I confirm I did DOS1 twice and every time I needed the level map from the beginning... and didn't need it for DOS2 act1 ... but I may be a casual gamer at heart ^^ (no offense taken)

Joined: Oct 2017
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I was about to say it's a signature of the Divinity games, as I recalled when I was playing the very first game, the "going to the area of your level" thing. But then if you think about it, RPGs in general are pretty much like this. Dark Souls, Witcher, old Fallout. Even in games where there is a level range mechanics like TES games, new Fallouts, or Dragon Age, there is still always a minimum level. If you go there too early, you're screwed.

What I'm saying is, this is nothing unique. The difference between this game and say, Witcher 3, or TES games, is that the worlds in the latter ones are way bigger, since they're open world, so you don't feel as restricted. Combined with a level range, the number of places you can possibly go to and do fine at any given level is a lot higher. In the Original Sin games, I agree that sometimes the "progress route" feels a little restrictive. It makes it easier if you learn to recognize it early, simply by looking at the level of any NPC you see.

Last edited by Try2Handing; 07/02/18 12:42 AM.

"We make our choices and take what comes and the rest is void."

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