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I have posted my report (german) about the presentation and severals photos on PlanetDivinity.de.

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The interface was the only thing I couldn't take a photo from.

Plus I couldn't watch the second presentation due to

- great exhaustation on my side
- couldn't go to the tram with my bicycle because the handlebar of it was stolen some time on saturday. So my sister had to drive me to the nearest tram.

That's why I could be there not earlier than noon.


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Wow that sucks Alrik. Just the handlebar sounds like pointless theft too.

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It was the only one at that place - there were many bicycles around there - with that specific handlebar.

Two years ago, my saddle was stolen from exactly the same bike at exactly the same place.



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Originally Posted by Nemisis_Dragon
I have posted my report (german) about the presentation and severals photos on PlanetDivinity.de.


Thanks a lot, though I can't read a word of the text silly but I can read the photos thankyou

I have a question, I read on saturday I think, that the quest givers have an arrow over their heads, is that a final feature?????? Can I ask for a second thought and remove that or find another way to mark them? I remember that Two Worlds used different colors in the 'talking' icons for quest givers, those arrows shall ruin the inmersion!!! and the same goes for those red arrows in the head of the enemy you are attacking I saw in screenshots....... they are _ugly_ frown The enemy locking for the attack needs to be more 'dissimulated'....


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Originally Posted by Arkray
I have a question, I read on saturday I think, that the quest givers have an arrow over their heads, is that a final feature??????


I fear so. I hate these signs myself.

At the RPC, a visitor even hat a yellow exclamation mark floating over his head !

I think he positioned it over his pirate hat with some wire ...


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Originally Posted by Arkray
I have a question, I read on saturday I think, that the quest givers have an arrow over their heads, is that a final feature?????? Can I ask for a second thought and remove that or find another way to mark them? I remember that Two Worlds used different colors in the 'talking' icons for quest givers, those arrows shall ruin the inmersion!!! and the same goes for those red arrows in the head of the enemy you are attacking I saw in screenshots....... they are _ugly_ frown The enemy locking for the attack needs to be more 'dissimulated'....


I agree, removing any pointers will add to depth and realism... and it will make the world more alive cause there wont be a felling that the purpose of NPC's are there just to give us a quest, their "lives" wont start when we approach them and wont end when we leave them

You could add an option to enable or disable these pointers

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Originally Posted by drazac
You could add an option to enable or disable these pointers


Yes, that's my only hope.


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Originally Posted by AlrikFassbauer
[quote=drazac]You could add an option to enable or disable these pointers


That sounds like a really good idea! - I hope thay have considered that and made it an option.

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Optional is good to me.

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The third blog entry is now online too! smile

First blog entry
Second blog entry
Third blog entry

Enjoy!

Lynn #361549 07/04/09 04:14 PM
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Thanks ! smile


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imo there's a small typo in it. When you enlarge the last picture (fight) it says merly a "fles" wound. I think it should say flesh wound, right? Or is it a "fles" wound wink grin


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Is there any chance that gameplay clips form the rpc are going to be released online anytime soon?

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Hmmm I think the arrows may ruin the immersion for some but on the other hand, do you really want to spend hours hunting down the "right person" to talk to? Keeping track of a huge list of characters by having ,say, a "Notification" list as you move into an area which contains "XYZ characters" might work yet... that seems to require a lot of work.

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Did you have a problem finding people in the first Divinity game without arrows? I just like the "mouse-over" or possibly hitting a key to see any relevant info like name, state of mind/attitude, etc...

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Originally Posted by flixerflax
Did you have a problem finding people in the first Divinity game without arrows? I just like the "mouse-over" or possibly hitting a key to see any relevant info like name, state of mind/attitude, etc...


No, I didn't yet D2 promises to have a lot of characters who'll have affect the plot, right?

Well, using a mouse or key might work, I guess?

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Originally Posted by Raito
Hmmm I think the arrows may ruin the immersion for some but on the other hand, do you really want to spend hours hunting down the "right person" to talk to? Keeping track of a huge list of characters by having ,say, a "Notification" list as you move into an area which contains "XYZ characters" might work yet... that seems to require a lot of work.


That is what journals are for, to keep trackof the people you must talk _back_ and as per new ones it is more inmersive to talk to all them and see if they have cool stories to tell you and discover they may need or not your help.... As I said, just a different icon or little marker, or differnt color in the names, one color for trainers, other for quest givers etc, would suffice to differenciate them, but a neon gigantic marker arrow is a NONONO!

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When this discussion came up awhile ago, I suggested important NPCs could be highlighted in a manner that fit more into the gameworld, such as an aura around them or a rune on the ground at their feet. I'd have to play the game for awhile to see if these markers would bother me, or if I'd just get used to and ignore them.

There is no mouse cursor except in the inventory screen, so there needs to be some kind of marker during combat, though I don't know if an arrow would have been my first choice...

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No mouse cursor?! You mean the entire game is keyboard-based? I just hope not.

Yeah... aura or rune sure sounds better. smirk What does Larian think of that? It could even just be simple symbols like "rectangle, circle, etc." in different colours. Nevertheless, I hope they'll address this issue.

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