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Darkhold posted:Any word on how much Dragon Commander will cost on its own when it's released? According to a press release, $40 during pre-order ($5 off) with a code for another $2 off to be given out during a live Q&A session next on Wednesday April 10th.
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# ? Apr 6, 2013 23:16 |
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# ? Apr 24, 2024 03:47 |
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Raze_Larian posted:According to a press release, $40 during pre-order ($5 off) with a code for another $2 off to be given out during a live Q&A session next on Wednesday April 10th. I'm giving far more thought into getting that $65 tier than I should be; I want to support you all, which is why I keep returning to it. Would it be a fun game to play if I'm not that great an rts player - like I probably suck monkey nuts at a game like Starcraft, but I DO enjoy Dawn of War 2?
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# ? Apr 7, 2013 00:25 |
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Well, there are different kinds of Dragon setups to suit different playstyles. Some Dragon setups are suited for offense and destroying enemy units, which would probably be good for a weaker RTS player. Other Dragon setups are good at supporting and healing your own units/structures, another is good for sabotaging enemy units and structures, and one is merely okay at all of those, but not good at any one in particular. Here's an interview from E3 2012 about Original Sin that I don't think I've seen before. The rest of the demo is also worth watching. RPG Gamer.com - Original Sin E3 2012 Interview (added 04/06) EDIT: From *shudder* RPGCodex: quote:Larian is suffering from the classic KS malady of "need X dollars, ask for two thirds of that," so I don't think they are entirely pleased. Stabbey_the_Clown fucked around with this message at 03:21 on Apr 7, 2013 |
# ? Apr 7, 2013 03:15 |
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I really loved Divinity II and like what little I've played so far of Divine Divinity. Larian seems to have a great sense of humor and the quests in both games are really fun. There's a few other RPGs out there that get praised for having multiple solutions to quests, but I think these games really nail making it feel natural. Been hyped for this game ever since it was announced. I think it's a shame that it'll be turn-based rather than an ARPG, but that's personal preference. Game will own.
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# ? Apr 7, 2013 03:19 |
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Mung Dynasty posted:Been hyped for this game ever since it was announced. I think it's a shame that it'll be turn-based rather than an ARPG, but that's personal preference. Game will own. I'm the opposite. That being said, I've pledged to kickstart Grim Dawn which is as arpg as they come. I really like the idea of having this be turn based - it lets you experiment a lot more with multiple strategies and doesn't eventually end up being a 'spam lightning bolt/fireball' (or powercleave) type of click fest. Divinity being turn based appeals to me more than if it were an arpg clicky thing.
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# ? Apr 7, 2013 03:27 |
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As I said earlier in the thread, I was a little apprehensive about the turn-based combat, since it can sometimes break up the flow of the game to have your party suddenly get thrust into ~turn-based mode~. Especially if the animations take too long (looking at you, Anachronox ). But in this case, it seems to be very smoothly integrated with the rest of the game, and I'm looking forward to feeling like a tactical genius because I electrocuted someone standing in a puddle. Also: I think there might be an update later today. Not entirely sure. Stay tuned.
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# ? Apr 7, 2013 11:52 |
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I think the 650k is pretty much a given at this point but I'm pretty worried about the 800k one. There really needs to be an uptick as player companion quests really add to the life of a game for me. It's nice that the Stronghold is so low after Torment put it in the highest tier. Can't say I care too much about day/night and weather cycles. I mean they can be fun and all but I don't really notice when they're not in a game. Also having the weather affect your abilities could go either way. It'd be neat to have a rainy day help you cast your ice/lightening spells but really crap if you had to work around certain weather patterns because they gave enemies too big of a bonus or something.
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# ? Apr 7, 2013 12:14 |
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Air is lava! posted:Ah okay, that makes a lot of sense acutally. Just to clear this up for you, Paypal donations have nothing to do with Kickstarter. Any money you donate via Paypal goes directly to the developers. It doesn't show up on the Kickstarter page pledge total at all. Because you are charged straight away with Paypal, most projects wait until they are definitely at their goal on Kickstarter before opening up Paypal to make sure they don't have to refund a bunch of money to people if the Kickstarter falls through.
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# ? Apr 7, 2013 12:42 |
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Update #8: 90% Funding!, More Single-player party control info
Single Player Campaign, Drop In/Out Multiplayer: Party-based You start the game with two avatars in your party. Let's call them Roderick and Scarlett for now. Obviously when starting the game you can name and customize them. And yes, you can also play this game with two men or two women, it doesn't always have to be man/woman. Roderick and Scarlett are the true heroes of this tale, and they'll always be in your party, but should you feel the need for reinforcements, you can recruit two extra party members. Split up Except in a few special circumstances, your party doesn't need to stay together. Sometimes the game will ask you to gather your party first, usually only when going from zone to zone, but our zones are very big (think Divine Divinity big). (That means this big, and this doesn't even show the entire map) But in one zone, including its houses, cellars, and dungeons, it means that you can control Scarlett to explore an underground cave while Roderick buys some fresh fish on the market. (Each hero's henchman will follow his master.) For example Because Divinity: Original Sin features a turn-based combat system, this can lead to pretty interesting situations. For instance: you switch to Scarlett, and in the cave, she encounters a friendly community of unfortunate ghosts, and has lengthy conversations with them, trying to understand why their souls aren't floating towards the Hall Of Echoes. You switch to Roderick and, shopping around, realize he doesn't have enough gold to pay for his fish. So you try your hand at stealing. Lacking the necessary skills and talents for conducting successful theft, another shopper catches Roderick in the act and calls for the guards. Roderick is a bit short of temper and he's also on a mission to save Rivellon: there's no way he's going to put up with such foolery as going to jail, so he resists arrest and draws his sword. Turn-based combat starts on the market, and several guards, as well as some market-goers that feel up to it, join the fight. Roderick has a high initiative, and in your first turn, you manage to conjure an earth elemental to even the odds a bit before any of the guards can even make their move. But there are a lot of guards... Oops. Now what? At this moment, you could decide that Roderick needs help from Scarlett, and switch to Scarlett. You could guide her out of the black cove, accross the beach, over the hills and into Cyseal. Then when she would get close enough to the fight, she would automatically become part of combat.Or, you could switch to Scarlett to continue exploring the cave. While you switch to Scarlett and control her, Roderick and his combat will still be "paused in his turn", awaiting your commands. Let's keep Roderick stuck in time for a while, and just keep on exploring. As Scarlett ventures deeper into the cave, she stumbles upon a whole bunch of angry undead who attack you on sight. (Why are the ghosts friendly? Why are these guys unfriendly? If only you had talked to more ghosts...) 1.21 Gigawatts if you think about it This means that now we have a situation in which both Roderick and Scarlett are in different turn-based combat situations at different locations in the world. You can do these fights one after the other, or you can jump from fight to fight by just clicking on their avatar icons (or using shortcut keys). And should you ever manage to get the enemies from both fights close enough to one another, then the two combats would merge into one big combat. The Dual-dialogue system Scarlett for instance tries to REASON with Roderick whereas Roderick decides that he might give INTIMIDATION a go. Not only do the character's stats come in play, the context of the disagreement also plays in along. In this particular situation, reasoning works better, and Scarlett ends up winning the discussion. (In the background, the game rolled against strength, persuasion and intelligence stats to decide who would win, also taking into account the nature of the situation. The same system is used when talking to NPCs, and trying to change their minds: for instance, a certain NPC may not be easy to intimidate, but may very susceptible to CHARM.) Personal traits and talents Now what happens next depends on us making the "personal traits and talents" stretchgoal in our Kickstarter campaign, but let's be optimistic and imagine that we do. The following example is purely illustrative, so don't take it as an example that will be in the game. We hope it will be of course. Because of the choices Scarlett and Roderick made, Scarlett gains a point in "Empathy" whereas Roderick gains a point in "Righteousness". Since this is not the first time Roderick went for the "Righteous" answer, the game decides it is time to award Roderick the "Righteous" personality trait, which means that from now on demons and other infernal scum will not be able to affect Roderick's mind because of the strength of his principles, i.e. his resistance to mind-control increases. Had Scarlett and Roderick agreed, and if this would be the nth time that they agreed, then they might actually have gained a point in "party spirit", which would boost the bonuses they'd receive when fighting together instead of alone Stabbey_the_Clown fucked around with this message at 16:42 on Apr 7, 2013 |
# ? Apr 7, 2013 16:30 |
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After playing Divine Divinity for a few days I think I'm definitely sold on the $65 tier. I really hope we make it to at least $650 because traits and talents seems like sort of a basic thing that'd feel missing if not here. I like that it's turn-based because I'm burning out on Diablolikes but King's Bounty series and Xcom have been reminding me how much I miss tactics games. But a question about Divine Divinity: Could someone explain stealing? Like if nobody's in the room, there's no consequences to taking anything, ever? Is there a hidden "someone owns this" flag? Is there a "stolen item" flag that influences what you can do with it later? I'm playing a good-guy character, as I tend to do, but it seems like the game is possibly balanced around the idea that anything laying unattended is all yours and, by video game logic, it's only "owned"/stealing if somebody can see it?
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# ? Apr 7, 2013 17:06 |
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I think it's only stealing if someone sees you take it. If you want, save, steal something without getting seen, then sell it back to the owner. If I remember right, there's an exploit. It's only counted a stealing if you move it into your inventory, so if you bring in a container and drop that, open it up, then move the stolen item into the container, you can walk out with the container right in front of the shopkeeper. (That's not going to work in OS, moving an item is considered a steal attempt.)
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# ? Apr 7, 2013 17:10 |
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Stabbey_the_Clown posted:I think it's only stealing if someone sees you take it. Nah, the first thing I always do in Divine Divinity is have the first merchant go to the other room to show me the herb he wants, then rob him blind/resell everything back to him. Maybe later merchants aren't as stupid, but by the time I reached them I had all of the cash.
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# ? Apr 7, 2013 17:31 |
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Darkhold posted:I think the 650k is pretty much a given at this point but I'm pretty worried about the 800k one. There really needs to be an uptick as player companion quests really add to the life of a game for me. It's nice that the Stronghold is so low after Torment put it in the highest tier. It's averaging near $20,000 even on a weekend. If it keeps that pace it'll be at around $730,000 at the end without any typical final boost. With the boost it should be able to clear it
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# ? Apr 7, 2013 18:25 |
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theblackw0lf posted:It's averaging near $20,000 even on a weekend. If it keeps that pace it'll be at around $730,000 at the end without any typical final boost. With the boost it should be able to clear it As dickish as it may be, I (hyperbole::'really hope') they don't clear the $1 mil stretch goal. It's a whole lot of man hours to implement day/night cycles and going to only seriously matter for the whiniest of the < .1%. I'm sure it's cool to look at and all, but in my gaming experience I've yet to see what they're describing additively impact a videogame. 875k - 900k would be my ideal amount given to Larian. All that being said, I'll probably bump up to the 65$ tier in a few days because I gotta respect these guys. For thievery, I think it'd be kinda cool to have shopkeepers, whom you steal from, become suspicious if you sell back their own stolen products - they might recognize some unique pieces. A suspicious shopkeep might raise prices at their store, and not let you out of their sight barring a pretty hefty sneak skill. You might be able to apologize and bribe them, or enter into an exclusive trade agreement with them or something to get them to lower their prices. I don't know. Might only be interesting on paper. Drifter fucked around with this message at 19:23 on Apr 7, 2013 |
# ? Apr 7, 2013 19:16 |
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Stabbey_the_Clown posted:If I remember right, there's an exploit. It's only counted a stealing if you move it into your inventory, so if you bring in a container and drop that, open it up, then move the stolen item into the container, you can walk out with the container right in front of the shopkeeper. You need to make sure you are alone when you remove the item from the container, though, since that will be considered stealing. Once an item is in your inventory, though, you are free and clear; there are no hidden flags or later gameplay consequences (well, other than the exploit making stealing so easy it becomes boring). Drifter posted:For thievery, I think it'd be kinda cool to have shopkeepers, whom you steal from, become suspicious if you sell back their own stolen products - they might recognize some unique pieces. I'm not sure if it it is actually in the game, but there was an example given already about looting a lute from an orc (IIRC) and his brother recognizing it in your inventory and wanting to know how you got it. Raze_Larian fucked around with this message at 19:31 on Apr 7, 2013 |
# ? Apr 7, 2013 19:25 |
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Drifter posted:As dickish as it may be, I (hyperbole::'really hope') they don't clear the $1 mil stretch goal. It does sound like they have interesting ideas about their weather cycle. Hopefully if they do hit that goal they blow way past it and have the resources to make it really useful and balanced.
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# ? Apr 7, 2013 19:32 |
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Raze_Larian posted:I'm not sure if it it is actually in the game, but there was an example given already about looting a lute from an orc (IIRC) and his brother recognizing it in your inventory and wanting to know how you got it. Yeah, I remember reading about that somewhere. I thought it was neat. That sounded like a one off quest, however. I want it systemically realized.
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# ? Apr 7, 2013 19:39 |
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Drifter posted:As dickish as it may be, I (hyperbole::'really hope') they don't clear the $1 mil stretch goal. It depends on how they integrate it with the mechanics and the quests. If it's like Oblivion where you had to wait another 23 hours if you weren't in the right place at the right time, then I'm not much of a fan either.
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# ? Apr 7, 2013 21:35 |
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Great update from Larian, Raze. I really like the way drop-in multiplayer is being handled and the thoughtfulness in general that is being put into the game systems. You convinced me to bump up to the Name a Pet tier! Just to be totally clear, there's a boxed copy for that reward tier as well as a digital copy I can gift away? Unrelated question: is it at all possible to implement a Name a Pet add-on so I can have two named pets at once? That would be, as they say,
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# ? Apr 8, 2013 03:54 |
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Okay, thanks for the help, folks! I guess too much Skyrim and New Vegas have me expecting "stolen" flags everywhere. After throwing another few hours into Divine, I've officially pushed the kickstarter button, as well. It's hard to beat $65 for three quality games at release. And Larian confirming that it was initially a mistake, but honoring it anyway, just gives me more reason to support them!
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# ? Apr 8, 2013 05:08 |
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There's a new video interview with Swen Vincke at Matt Chat: https://www.youtube.com/watch?v=tIpfydUsaNw. It's pretty good.
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# ? Apr 8, 2013 07:30 |
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CrookedB posted:There's a new video interview with Swen Vincke at Matt Chat: https://www.youtube.com/watch?v=tIpfydUsaNw. It's pretty good. It is funny there's a bit of a language barrier going on. It's clear that often Swen is answering what he thought Matt was asking and it's slightly off. Hearing this guy talking about all the things he wants in the game makes it sound far more dynamic than anything I've ever played. Hopefully they can pull it off properly.
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# ? Apr 8, 2013 10:14 |
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Wow, a full-hour interview. I didn't listen to all of it, but what I heard was certainly interesting. I did think it was funny that he ended up mentioning the Codex and even some of the specific people on there that criticize him (though most seem to like D:OS). Larian, you're an established company producing what looks to be an impressive RPG with high production values. You don't have to do that. There is such a thing as being too close to your customers. It's adorable though, it just makes me want to throw more money at them.
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# ? Apr 8, 2013 11:47 |
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Can you rotate the camera?quote:at the moment you cannot rotate the camera (you can zoom in/out though). Basically because a lot of our levels are build specifically for the fixed view direction. We have put a lot of effort in creating nice vistas in our regions, which we wouldn't want you to miss out on . For those who didn't listen, here's the Matt Chat summary. (I hope you appreciate this. My wrists are hurting now.)
Stabbey_the_Clown fucked around with this message at 15:17 on Apr 8, 2013 |
# ? Apr 8, 2013 15:09 |
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Thanks, Stabbey. That's a lot of work. C'mon, Larian, don't let me down!!!
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# ? Apr 8, 2013 15:52 |
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I just don't know how to feel about the 'no quests' thing. I know a lot of people really like that free form explore the world gameplay but I'm very objective orientated. I can see that also really hurting them in reviews if it's not something that's just so elegantly done that it confuses people.
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# ? Apr 8, 2013 16:10 |
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Darkhold posted:I just don't know how to feel about the 'no quests' thing. I know a lot of people really like that free form explore the world gameplay but I'm very objective orientated. I can see that also really hurting them in reviews if it's not something that's just so elegantly done that it confuses people. He said there's still a journal where everything interesting pops up, you just won't have a WOW-esque quest tracker.
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# ? Apr 8, 2013 16:12 |
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Darkhold posted:I just don't know how to feel about the 'no quests' thing. I know a lot of people really like that free form explore the world gameplay but I'm very objective orientated. I can see that also really hurting them in reviews if it's not something that's just so elegantly done that it confuses people. He just said that it'll work like the Divine Divinity one. That one was pretty useful and organized into quests, even though they didn't have official quest titles and they were freeform without a lot of direction, just bits that you find. There will also be a conversation log like Divine Divinity's. When I heard that part of the Matt Chat interview, I actually stopped and started to write up an example of how one of those freeform quests in Divine Divinity worked. Watch this space and I'll edit it in in a few minutes: EDIT: The full walkthrough of a quest is below, here are visual examples of the Divine Divinity quest log: Stabbey_the_Clown fucked around with this message at 17:17 on Apr 8, 2013 |
# ? Apr 8, 2013 16:18 |
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Stabbey_the_Clown posted:He just said that it'll work like the Divine Divinity one. That one was pretty useful and organized into quests, even though they didn't have official quest titles and they were freeform without a lot of direction, just bits that you find. When I heard that part of the Matt Chat interview, I actually stopped and started to write up an example of how one of those freeform quests in Divine Divinity worked. Watch this space and I'll edit it in in a few minutes: Also thanks for the effort post. I watched the whole interview but it's nice to have a quick summary to look at.
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# ? Apr 8, 2013 16:24 |
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Larian has done that kind of questing system before in Divine Divinity. Here’s an example of how a quest in Divine Divinity is more fluid and less structured than the normal kind. This is the “Poisoned Harvest / Plague” linked quests. I’m using spoilers for people who may be playing Divine Divinity at the moment. You can wander the farmlands and visit houses, and in one of them is farmer Hugh (an ex-tailor/gigolo) and he mentions a strange blight affecting all the farmers crops. You ask if he has any suspicions, and he is shocked at your suggestion that someone might be deliberately poisoning the crops while the dukedom is at war with the orcs. Nothing much comes of that unless further random explorations take you to a cave full of poison and an orc. He drops a key, but you have no idea what it goes to. You have to explore some more. In someone’s basement you find the room that the key unlocks, and it’s got more poison barrels in it. You confront the owner and he says that it’s being rented by Doctor Elrath. He’s trying to cure a plague that’s affected the poor quarter. (That's a separate quest on its own.) You talk to Elrath and he says the key was stolen a while ago. Then it’s back to exploring some more. This next part is optional. By this point, you’re probably suspicious of the doctor and interested in checking out the quarantined plague village. You have to break in through the back gate. Inside there are three sick people (and you get an optional quest to cure them). There used to be four but one says that Elrath told her that the fourth wasn’t drinking enough water and he “suffocated in his sleep from the fever”. In a bush near the well are a few empty flasks that your character notes as “smelling funny.” So you break into the house of Elrath, solve a door puzzle to reach the back room and cellar but there’s nothing there. Until you notice the stack of boxes piled up against a wall. Move them, and the wall is walk-through. In the back room you find 2 cure potions for the sick people, and a note chastising Elrath for poisoning the poor quarter instead of the Barracks well like he was supposed to, signed by “I”. You leave turn Elrath in to the authorities. That’s how that quest ends. At like every stage, you can go back and tell Hugh what you’ve found, if you’re stuck, but I never even noticed you could do that until recently. You can even report to him after finding the stash in someone’s house, but before talking to the owner, even though that’s a much longer walk. If you want, you can go use the potions you found to cure two of the three people, but that’s not required and is only marked in your journal. There’s nothing you can do about the information suggesting that the real target was the barracks, that’s just foreshadowing and subtle explanations for some things, showing that there's a plot against the kingdom *********** You're never directed to Hugh, there's no quest marker at all pointing to the orc. You solve this quest by exploring the world, taking your own initiative and finding little bits a little on your own. The order I did that in is just the logical order. I think there may be ways to shortcut parts of that. There are little optional bits that help you find some things. In fact, there's a special encounter a little bit south-west of the quarantined village that also hints at where you should go. Stabbey_the_Clown fucked around with this message at 17:08 on Apr 8, 2013 |
# ? Apr 8, 2013 16:56 |
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This thread makes me very happy. I thought I was insane for thinking Divinity 2 was one of the best RPGs in a long time, but now all of the Divnity fans are coming out of the woodwork. Thanks for the chat summary, Stabbey.
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# ? Apr 8, 2013 18:36 |
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Darkhold posted:I'll await your explanation then because I must have totally misunderstood what he was talking about. It sounded like you'd get a series of notes about the world with the 'quest' just kinda hidden in there and even if you resolved it you weren't really told that you were through with that particular puzzle/part. Well, I can kind of understand your concerns. I mean, not that I necessarily want a traditional quest log, let alone quest markers, but I do like clarity and oversight. However, I'm fine with a more fluid quest structure and figuring things out on my own in D:OS as long as the available information is still at least sorted by topic/'quest', and as long as there's an indication that I'm more or less finished with a particular chain of events. Jack's Flow posted:This thread makes me very happy. I thought I was insane for thinking Divinity 2 was one of the best RPGs in a long time, but now all of the Divnity fans are coming out of the woodwork. Sadly, today has been slow so far: Hope it picks up. Oh, and to goons that haven't pledged yet and would like to: make sure to get referred via the forum. All things considered, SA is doing pretty good in the referral statistics, being directly responsible for more than $5000 in pledges. Phlegmish fucked around with this message at 18:44 on Apr 8, 2013 |
# ? Apr 8, 2013 18:37 |
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Update #9 - Almost there Video, continuing the creation of the butcher quest. https://www.youtube.com/watch?v=l-qp_FcAa6w Come on people, we still haven't even hit the minimum goal!
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# ? Apr 8, 2013 19:56 |
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I know Larian don't have the high profile of Obsidian or InXile, but it's kinda bumming me out that Original Sin may be the most revolutionary of the 3 in terms of gameplay mechanics (true 2 player co-op system including dialogue built from the ground up in a non-MMO RPG has never really been seen, right?), but it's getting the least funding. I really hope they get a big ending bump - I'd love to see what they could do with say, $2 million. Their games have clearly have had a lot of love and personality put into them, they deserve a chance like this.
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# ? Apr 8, 2013 21:32 |
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I initially pledged 25 bucks but I upped it to the 65 tier for Dragon Commander package. I really really liked Divinity 2, the only thing that soured me in that game was its ending, but that only lasted until the Dragon Knight Saga came out and things were back to being great again.
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# ? Apr 8, 2013 23:31 |
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Despite the loveably fumbled start I think D:OS can snag quite a few of the currently posted stretch goals if not all. It's probably best not to spam Reddit and other link aggregators too much so they don't get tired of hearing about it before the final push (this obviously doesn't mean don't post any updates). We need Larian to really be on the ball when it comes to self-promotion in the final three to four days. Also I don't see why people are so dismissive of the weather/day cycle stretch goal, it's not just a cosmetic change. If you pay attention it says it will affect creature behavior and spells; so (talking out of my rear end here) if it's raining lightning/fire spells work better/worse respectively, if it's night your light-based spells will have a blinding effect etc. It brings a whole new level of environment interactivity to the game which I think is really cool and not at all a final stretch goal to scoff at.
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# ? Apr 8, 2013 23:48 |
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SaltyJesus posted:
I totally respect your opinion and your interest in those things. While it's not important to me I certainly don't think it would ruin my enjoyment were it implemented - so don't think I'm vehemently opposed or anything. I can see where it'd be cool, but in my experience it really just adds a certain...boring routine to it all. In my mind a day/night cycle means that you have to wait for *this* to happen and then you have to wait for *that* to happen, instead of having the agency to cause it yourself. Divinity:DoS has a cool quest they showed off where you were able to cause sets of guards to argue with each other - I don't know how, shenanigans may have been involved - so you could sneak into the building/rooms they had been guarding while they were distracted by each other. But if I had to *wait*(rest 11 hours) for evening until they went to bed? It's no fun to me when a game tells me that I'm gated by time - for a limited time -, instead of preparation. For instance if you know you'll be fighting robbers you might want to wait until the evening to better sneak up on them and surprise attack the group; maybe the darkness would reduce everyone's attack power/percentage or it could increase initiative or something - first strike. But you may as well just be able to craft a potion or spell to grant those, if it means being forced to *wait* otherwise. I think one of my biggest issues with cycles is that most games, at night, reduce visibility of the screen to the point where it's really not fun for me to squint and try to make out what's happening or where I'm going. That's just dumb. Larian seems like they'd be taking it down a slightly more effectual path, but all in all it doesn't serve as a goal for me to be excited about. Also, what you're describing with regards to environmental interactivity for the most part exists now, mostly as a player controlled strategy. Ice spells can be melted down into water, which, in puddle form, amplifies electrical spells and, in god dammit I'm wet these clothes are going to be ruined form, reduces fire spells. Barrels can explode or gush forth water if you break them.
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# ? Apr 9, 2013 01:13 |
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Yeah OK, I see your point. From a game design perspective what you said is a totally valid concern (tho I am sure Larian would find an awesome way to implement it!). I'm also OK with keeping the cool interactions, either with NPCs or between spells, completely within the player's power.Drifter posted:Also, what you're describing with regards to environmental interactivity for the most part exists now I'm aware of this. I was just saying because some people were going "pffft a million for NPC cycles" so I was just pointing out it's a little more than that.
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# ? Apr 9, 2013 01:41 |
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SaltyJesus posted:Yeah OK, I see your point. From a game design perspective what you said is a totally valid concern (tho I am sure Larian would find an awesome way to implement it!). I'm also OK with keeping the cool interactions, either with NPCs or between spells, completely within the player's power. Haha, I get you. I think people see the Cool Million as the monetary goal and forget that it's probably the difference between tiers for that one, at most. And I like how Larian organized the stretch goals. The goal that least impacts the gameplay/story is the one that's added last. Fund, drat you!!
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# ? Apr 9, 2013 02:03 |
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# ? Apr 24, 2024 03:47 |
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Signed up for my $65 share. I only played Divinity 2, but it was more than enough for me to have faith that Larian will pull through brilliantly with these two. Plus, two full/real games for $65 is a steal in my book. Hopefully they'll meet their goals with room to spare.
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# ? Apr 9, 2013 02:31 |