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Having reputation back would be nice, imho.


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Originally Posted by AlrikFassbauer
Having reputation back would be nice, imho.


Only if it actually MEANS something for gameplay. Having it back for the sake of having it back is pointless. What did it actually ever DO? In Divine Divinity, it changed the greeting NPC's gave you, was checked in one single quest, and slightly affected merchant prices. In Beyond Divinity it slightly affected merchant prices.

I actually liked that there was no reputation system in Divinity 2 so you could do whatever quests you wanted, whether in a good way or an evil way and you would basically get an identical rewards. It let me decide how to react on the merits of each individual quest without having to worry if it would give me a frowny face on my Karma meter.

So if Reputation wants to make a comeback, it has to do so in a way that substantially affects gameplay, like closing off some quests and opening others. The problem with that is that it might also limit player choice in a bad way, railroading them farther and farther onto whatever karma path they started down.

@@@

I also agree that the next Divinity game should bring back more of the Seven Six Races. They were a big factor in Divine Divinity, key to the plot, but after that it's only been Humans and Imps. The next game should also bring racial diversity back to the human population.

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From the earliest Divinity 2 screenshots the game seemed to have taken place in Ferol, so I think there were other races around at that point. Not sure why the setting was moved to the area west of the mountains.

Last edited by virumor; 06/03/11 02:56 PM.
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I don't know if the setting was moved, but there was a region containing elves and dwarves that got cut during D2:ED's development. The earliest screenshots (one, two, three) were from an area created just to test the game engine, while the fourth screenshot was from an in-game region that got cut.

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Dragon armor from Divine Divinity could make comeback, Especially when we will play as dragon knight.

Larian armor Easter egg could return too, and three Bugs.

About reputation... I would prefer to have it in next game but , yes, it should really do something for gameplay, if not, then i can live without it.


Last edited by pall; 06/03/11 06:13 PM.
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Originally Posted by virumor
From the earliest Divinity 2 screenshots the game seemed to have taken place in Ferol, so I think there were other races around at that point. Not sure why the setting was moved to the area west of the mountains.


If I understood everything correctly, there was not a real "shift towards the mountains", but instead parts of the land masses have been shifted.

Just look at Aleroth. Totally different from what we knew from Divinity 1 ...

And I think I remember some - was it a book ? talk ? - where it was stated that Elves seem to have died out - at least there.

Don't remember anthing regarding the other races of the High Council.


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That was in a note in an underground elf liveplace. It told their experience had failed, but I don't think it means all the elves had died.

If you can't afford Elves, just give us orcs: I want to free Yuthul Gor laugh



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Here are two more suggestions:

1) Remove the limits on saved games. This game does encourage replayability, but the limit of 100 saved games DIScourages replayability. Even saving only at key spots, I can only have like 3 characters before I need to start deleting saved games.

2a) Remove the hard cap of 100 on attributes. I'm not sure why they even exist. The hard caps are especially harmful to the Unarmed skill because once Strength hits 100, there's no way to increase damage.

2b) Alternatively, You could keep the hard cap of 100 for stat points, but let bonuses from items contribute above and beyond the cap, so you could have 100 Strength from points and, let's say, +30 from items to give a total of 130.


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1) Remove the limits on saved games. This game does encourage replayability, but the limit of 100 saved games DIScourages replayability. Even saving only at key spots, I can only have like 3 characters before I need to start deleting saved games.


They would need a way to manage saves if you had over a hundred. Maybe a way to organize them based on area and characters.

And you can have over a hundred if you manage them yourself. I have about 860 saves for DKS myself; that's just one character. You have to rename the save folder while the game is running. This will allow you create new saves.

Also, when you reach that magic number the saves take much longer to pull up; even with a SSD. You can only imagine how long a few hundred saves would take. Organizing them would be a must.

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In Divinity 3 i would love to see online co-op. Also like most others i would like to see blocking in the combat system. As far as the pet goes i thought it was cool to have a minion but i think it would be better to have allies that you can recruit. Like a fellow warrior mage or ranger that you can call to your side at any time. Also it would be awesome if you could combine certin spells for greater damage. In my opinion the ranger class skill tree should be left unchanged because it it freakin sweet as it is i love the poison arrow stun arrow and explosive arrow. Although the explosive arrow is way over powered. Also i would like to see dragon customization.

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People who would like manual blocking mention it, but I think the majority of people are fine with combat being more skill/stat based than depending heavily on your own coordination and reflexes (or hope so, anyway).

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Lemme first reply on other ideas;
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-Better main character appearance & animation:

Graphics are graphics. I could care less. Although a beatiful Khajit? Yeah, I don't understand why RPG's *need* to have Oblivion type char generation. Especially since 80% of what you can create is horrible to look at, so might as well give only that 20%
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don't make him a silent hero

For the love of god, NOOOO. Look at DA2 for why. I rather wish they took these resources to make more NPC's and quests and situations (improving the game) then to use them to make the game 20% worse.
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-Reworked gameplay:

Blocking would be nice. Hold your shield up till you reach the ranger (not suggested for wizards). Until you get the high-level rush attack smile.
Permanent Buff is just silly though. That's what passive skills are for.
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-More ways to pimp your pet:

No objections here.
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-More side quests & more loot:

Who doesn't want that? Well, besides you because you want to spend the resources that can be used on NPC voice-actors to make the PC voiced.
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[all stuff by DebateMe]

Nice!
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Divinity 2 had a little too much humor involved in most of the characters behavior and actions

Ugh. If Divinity II was serious all around I doubt I could have enjoyed it (as) much.
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i would ask for better balance

It's an SP game. What fun would there be if it's 100% balanced. Unless I miss-interpretate your intention here. (and remember; bugs are bugs. Not balance)
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Falling damage wasn't in this game because you transform by leaping off of cliffs.

Wait. Whut? So because you should jump of a cliff and save yourself by turning a dragon there is no falling damage? And if you couldn't save yourself by turning a dragon, only THEN do you need to splatter and die? Personally I would claim the opposite...
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And make sure that out moral choices and aligment will have more impact/meaning in game world.

Choices, sure. Alignment? Why add that in? That's just restrictive.

Own additions;
* Less action, more RPG. But that may be just me loving RPG-games. So more non-combat skills (besides lockpick and mindread), XP awards to avoid certain combat events, choices having more effect.
* If Dragon Form makes it's return, more quests like the Zeppellin escort and less "no risk what-so-ever" destroying towers. Or as someone else mentioned anti-human estallages which need to be taken down. Something to break the easy drag-on it was in ED.
Oh, and no "find x items in y places, which you cannot see in dragon form, so you have to de-form in pretty much all of them.
* If you make a 'kill list' have it be an actual list, where you can click entries. And if you then want to scroll 250 pages, sure. Or just return to the actually easy to overview list.
* Make quest reward choices difficult instead of making me always pick XP because the rest is crap anyways.

That's all I can think of, at any rate... frown Yes, lack of imagination...

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To me balanced is 50 action 50 RPG. If there is less action then you're just a click away from the Tandy TRS80 text only. (boy I showed my age there) Character creation is fun to play with in the beginning but really doesn't matter with ... let's see ... oh yea, A HELMET. Give me something to burn up other than towers. Let me see the enemy cower in fear as I as I cook'em. All that flying around works up a powerful appetite, for crying out loud...


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*No clue what that is... must be REALLY old... like, ancient ;)*

I like adventures too, which might explain why I wouldn't mind more than 50%

While that sounds nice, imagine how easy the game could be if you could, say, dragon scorch all enemies in flying fortresses.
And even if they add it in, they probably have to resort to other dragon-nerfing options, like having most battles indoors.

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Easy solution for that is introducing a very large XP penalty for killing any non-aerial enemy in dragon form.


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It parallels the game pong. If that narrows the time frame...

Just let me see everything on the ground, and make the baddies take cover to escape the breath of death. Damian done it with the village. I want a taste of that...


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Originally Posted by Hassat Hunter
Wait. Whut? So because you should jump of a cliff and save yourself by turning a dragon there is no falling damage?

Because the dragon slayers have been hunting flying opponents for the last 50 years (in a magical realm where there are levitation spells strong enough to keep large boulders floating in the air with fortresses built on them) it seems reasonable that at some point it would occur to someone that the slayers should probably incorporate levitation strong enough to control a descent into their standard abilities.

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Originally Posted by Raze

People who would like manual blocking mention it, but I think the majority of people are fine with combat being more skill/stat based than depending heavily on your own coordination and reflexes (or hope so, anyway).


I'll go with that 100%!

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It is possible for a game to allow the player to block manualy and still require you to depend heavily on stats and skills.

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It is also possible to allow manual blocking but have an automatic setting. The main problem with manual blocking is that if it isn't required, then there are probably better places to devote limited resources than an optional combat technique (that at least most traditional RPG players don't like). If it is required, then it does dramatically reduce the roll of your character's stats. When it comes down to it, though, I simply do not want to micro-manage combat, and lack the desire and coordination to use such a system in a game as long as RPGs tend to be. There are plenty of fighting games around with various combinations and chained attacks, etc (I've even played a couple that were not too demanding on timing and coordination).

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