Originally Posted by anjovis bonus
Originally Posted by Nyanko
Originally Posted by anjovis bonus
So this will be less a D&d simulation and more of a choose your own adventure with in depth turn based combat? Sounds like a Japanese rpg to me, which I am not really interested at all.


Wait, what? In what way a D&D simulation is not exactly that: your own adventure with in depth turn based combat? It sounds like you've never played tabletop D&D or something to state such nonsense.


Freedom of choice, sounds to me like they're putting more emphasis on narrative and less on player choice. You're getting a collection of scenes, much like in a movie or a book rather than have freedom to choose what order you'd like to complete the game in (like you could in Balder's Gate 1 & 2, Fallouts etc. western RPG's).

I'm not saying one if better than the other, but as video game writing and acting is almost always sub par, getting forced to follow a b-movie plot and watch extended exposition scenes just to reach that next scripted combat area does not sound fun to me.


^This, I absolutely agree on this, the more I think about what features are they focused on the more it smells to me like a linear narrative story with less emphasis on player agency(something like ME series(not MEA, that poop doesnt exist)). Like no actual mechanics for Camp other than for talking(Sry Im not impressed with Vamp managing his hunger only in camp section) as oppose to Pathfinder kingmaker (also not saying that pathfinders D/N cycle is perfect but at least it interacts with u in some way, giving u some random events as Pathfinders Camp does with ambushes). Tadpole is there perfectly placed for not having a D/N cycle which also we will not see a none tadpole playthrough if we would wished so not to mention Specials post >

Originally Posted by Nobody_Special
Originally Posted by From the Divinity Original Sin FAQ.

Will Divinity Original Sin 2 have a Day and Night Cycle?

No, we have no plans to introduce a day and night cycle. What we're trying to do at the narrative & scripting level is really complicated, so to even contemplate adding yet another extra dimension of complexity to that gives us a headache. The impact of the player origins combined with a higher level of freedom than the already insane amount of freedom you had in Divinity: Original Sin, added to the options required for multiplayer mode already means that our development is going to be hugely complex. Until we tame all of that, we won't add an extra layer. Perhaps for another game, but definitely not for this one.


edit: I forgot to link the Kickstarter FAQ and put a 2 after sin
https://www.kickstarter.com/projects/larianstudios/divinity-original-sin-2/faqs

This is another Game!!! No night was really the only thing I hated about DOS2. Most monsters are Nocturnal. You giving them all Tadpoles too? (Jumping back on the fence)


To me BG3 gone from must buy to meh.. I will wait & see...



Last edited by PeteRock; 09/03/20 05:21 PM.