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#73751 15/06/03 08:18 AM
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on the screenshots the peopel are so small,can you make them bigger like in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> ?

#73752 15/06/03 08:34 AM
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No, not like in Divinity.... better. In Divinity the only way to change the character size is to change resolutions. In RiftRunner, zooming functionality is built in, along with other improvements to the game engine (though changing resolution should work as well).

http://www.larian.com/riftrunner/FAQ.php

#73753 15/06/03 09:28 AM
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No, not like in Divinity.... better. In Divinity the only way to change the character size is to change resolutions. In RiftRunner, zooming functionality is built in, along with other improvements to the game engine (though changing resolution should work as well).

http://www.larian.com/riftrunner/FAQ.php


Larian actually listens to its customers and the feedbacks in the Suggestion forum. <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> That FAQ almost proves it. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

#73754 15/06/03 02:20 PM
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Zoom function would be great. Cheers for the Larians.

#73755 15/06/03 06:32 PM
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YaaaaaaaaaaaY !!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

cool, will it be toggle- able?


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#73756 15/06/03 07:42 PM
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yes! no more squinting! I love Larian! zoom zoom zoom!



#73757 17/06/03 03:29 PM
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Larian actually listens to its customers and the feedbacks in the Suggestion forum. <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> That FAQ almost proves it. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


So? Where's the multiplayer?

#73758 17/06/03 03:51 PM
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Some of the player feedback suggest that people don't want to see Divine Divinity turned into a MMORPG or a Diablo-esque online game. Larian listened to them, too. Riftrunner will probably be a classic single-player style game like Divine Divinity. I personally find this to be a good thing, although others may not -- but those others can find MANY different MMORPGs (and more are coming out), whereas those who prefer single player CRPGs will find only a few rare gems.

If Larian does decide to put in multiplayer mode in either RR or DD, I hope it'll be for LAN or TCP/IP and support only up to a certain number of players.

For the love of god, I don't want to see 40 Divine Ones running around! No pun intended. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

#73759 17/06/03 03:51 PM
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So? Where's the multiplayer?

In 101 other games around the world? <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> Crappy games that go with the flow? Games of which the gameplay is based - and usually ruined - by (usually the lack of) team spirit of it's players? <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />

So far, I haven't seen any real suggestion concerning multiplayer... "I want muliplayer!! I look at the box and i'm like wtf, no MP??? Yo, I luv Devine! But wheres da f*ckin multyplayer!!!!!!!!!" <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" /> -- I haven't seen a single "suggestion" for how to implement multiplayer into a game like <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> No seriously, practically: how would you make <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> multiplayer? What would you do with the story? Where should all the data be stored (because ALL the data should be stored *somewhere*, right?)...

>>Larian actually listens to its customers and the feedbacks in the Suggestion forum
Some of the real oldtimers at these forums could confirm how many feedback was asked for and considered in the early days of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> - Heck, half of the characters in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> are early fans! (trapped in Rivellon! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> ) (they wish <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> )


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#73760 17/06/03 03:53 PM
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No pun intended. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Oh come on Rose, you write this in half of your posts! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


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#73761 17/06/03 03:58 PM
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Do I really, Kejero? <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> But I don't think that I'm too punny. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> At least not on this forum. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

#73762 17/06/03 05:32 PM
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i hate to be simplistic about this, but I'm not sure why anyone would be against multi-player.

i mean, if you dont like it - dont use it. and yes, you could make arguments about it taking resources from other development - but that's a tricky claim. when a company decides to serious expand their offering in such area (and one that presumably would expand the reach of the game and make them more money)they will simply hire more staff. the person who writes the quests isn't going to be writing multi-player code...

I'm not a big fan of multi-player in my CRPGs, but if it will sell more copies and reward Larian with mucho gold - then they should go fo it. Meanwhile, I will probably stay in my happy single player land.


#73763 17/06/03 05:49 PM
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siimply said. <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> wasn't made for multiplayer.
how does that fit in the story? it doesn't.
- a whole party becoms the "protector" of janus?
- everybody becomes the divine one(s)?
- you have 4 sets of dragon armor?

there is to mutch story and quests for an multiplayer option.


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#73764 17/06/03 05:50 PM
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@Galileo:

But the question remains: How do you want to implement the multiplayer part into a game like DivDiv and/or RRR? Don't you realize that DivDiv for example was an obvious single player game and its story made sense only with one protagonist? What makes you think that RRR might be different from that? I agree with Kej in this point (as I have done since the beginning of DivDiv's development <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />)

Last edited by elgi; 17/06/03 05:51 PM.

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#73765 17/06/03 05:53 PM
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you could make arguments about it taking resources from other development - but that's a tricky claim. when a company decides to serious expand their offering in such area (and one that presumably would expand the reach of the game and make them more money)they will simply hire more staff.

Well that's exactly the "problem" here - Larian Studios is a new, fresh, small team... They don't have or get millions to take a chance (not yet anyway <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> , or at least, so I presume <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> )


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#73766 17/06/03 10:48 PM
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@Galileo:

But the question remains: How do you want to implement the multiplayer part into a game like DivDiv and/or RRR? Don't you realize that DivDiv for example was an obvious single player game and its story made sense only with one protagonist? What makes you think that RRR might be different from that? I agree with Kej in this point (as I have done since the beginning of DivDiv's development <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />)


first of all, we don't know enough about RRR to say where it would fit in.

but...

why does multiplayer have to have the same story? perhaps small seperate campaigns. now, i havent finished DivDiv (i've rang the gong. i try to read spoliers, but it seems like im near the end) but why couldnt a multiplayer aspect have people playing different incarnations of the marked ones on a seperate quest that takes place somewhere in the second act of the game? I think one could use their imaginations to make it work....

now, I loved DivDiv (am loving). But I will not replay it. I don't replay almost any single character game because I don't like repeating the same story. It will now gather dust. However, if there were a diversion, even if it were in a smaller, contained episiode - well, I think that would be fun. people are still playing Diablo II (I know, I know - I don't like that game either) but that was undoubtedly a single player game w/o the multiplayer add-on. and no one would be still playing it w/o multiplayer. Wouldn't it be nice if a game with a lot more strategy like DivDiv could reach out to a bigger audience AND provide more playing hours to those of us who have no interest in replaying the main quest?

#73767 17/06/03 11:44 PM
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who here on the forum is in the game??? maybe we could be in the 2nd one, or in riftrunner? <img src="/ubbthreads/images/graemlins/eek.gif" alt="" />



#73768 18/06/03 03:49 AM
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And how much longer are you willing to wait for the release date? How many more bugs will be in the game if you add multiplayer? How will the story be modified to cope with multiplayability? American McGee's Alice was a great single player game, but there is no way that any sort of multiplayer mode would work in it. Some games are made this way so that they are great.

#73769 18/06/03 04:58 AM
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I prefer my RPG's single player, because in the multiplayer ones Ive found that there is an absolute deluge of morons who have one goal, and one goal only, to spoil everyone elses fun.

Player killing for no reason comes to mind as the major annoyance, I dont mind PK if its part of some plot or roleplay but its rarely that, its just some greedy 11 year old punk with a well tooled character who thinks he is "leet".

With single player I have control, I can play how I want and dont have to worry about some selfish moron spoiling it for me. I dont mind adventuring in BG, BG2 or NWN with a small party of close friends because I know them and trust them to roleplay. Apart from that though? Id prefer tightly plotted single player game anyday. Anyway, back to the topic.


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#73770 18/06/03 06:00 AM
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I prefer my RPG's single player, because in the multiplayer ones Ive found that there is an absolute deluge of morons who have one goal, and one goal only, to spoil everyone elses fun.

Now don't get me wrong since I DO want a single player game, too. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> But I think the "moron" problem would be addressed if they didn't make a MMORPG but just add a multiplayer part for a few players - like a party of a 6 persons (just an example) so that you would play with people you more or less choose for yourself. And if you played with morons with such a multiplayer part, you would have to be worried about your friends. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

But nevertheless, I want to come to talk about the comparison of Diablo2 and DivDiv (or rather DivDiv games).
Diablo2 is indeed a very nice mp-game, and I even enjoyed it for a few days in sp-mode. But is there any way of comparing it to DivDiv other than in graphics? In my opinion, there is not. D2 is based on the idea of getting a better and better character and collecting more and more items while killing anything you come across. The story in sp-mode is nice for a 5-page-fantasy-brochure coming along with a new generation of cooking pots (a nice idea actually <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />) - but it is not the main aspect of the game.
Now, compare this to DivDiv. Of course, you can concentrate on fighting and collecting items. But is that great in DivDiv? The amount of clearly different items is not very huge, fighting gets rather boring with time. Instead, the story is maybe not very sophisticated (getting the divine one and kicking a mighty demon's [nocando]! wow!) but the realisation is indeed very good - with myriads of sub-quests and interdependence between the quests. And many of the quests make sense only with a single character.
So what? Let us add extra quests which don't have much in common with the main story / quests but are just for the multiplayer part. Is that such a great idea? Would it be fun to have a few separate quests just for mp-game? If you regard the story implementation in DivDiv as the most important part of the game, would you be glad about just a few attached mp-quests? I wouldn't and therefore I don't want such a thing. Not to talk about the mentioned extra work which you would have to do in order to create such a mp-part - and we shouldn't forget how long DivDiv took even without mp.


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