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Joined: Oct 2020
stranger
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stranger
Joined: Oct 2020
So far my main two Big Opinions (TM) about the game are that 1) the turn order drives me crazy and 2) I could honestly do without a cutscene type display for every single conversation.

1. Turn Order: It's left-aligned in the top corner and in large fights turns into several rows. I don't know why but this (especially the rows) bothers me quite a bit. I could do with an option to make it centered (if possible).

2. Conversations: It seems like a whole lot of effort to do animations for every single conversation and its derivative dialogue options. I do enjoy the zoom-in when talking to companions at camp, because it reminds me of DA:O, but for random traders and such it feels a bit much to me. I'd love to hear if it's easier or harder to do than the DOS2 style of just zooming in on the models a bit and why Larian decided on this style.

Joined: Oct 2020
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Originally Posted by Noirscape
2. Conversations: It seems like a whole lot of effort to do animations for every single conversation and its derivative dialogue options. I do enjoy the zoom-in when talking to companions at camp, because it reminds me of DA:O, but for random traders and such it feels a bit much to me. I'd love to hear if it's easier or harder to do than the DOS2 style of just zooming in on the models a bit and why Larian decided on this style.


They want to be Bioware... wink I agree, though. While it's admirable that they wanted to go with this cinematic style of dialogue, the game really doesn't need it for every single interaction...

Joined: Oct 2020
stranger
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I agree with both.
I assume the turn order mimics the old Baldur's gate games, but I'd say the interface for this in Divinity was quicker to interpret. I'd love to have it as an option.

I like the first-person conversations, but It's a bit time-wastey to do the epic zoom-in when the person I clicked on is just a villager with a one-liner. They could just say their line without the cutscene.


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