Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Divinity Divinity: Original Sin - Enhanced Edition

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,971
Larian should make being in dialog make it harder to detect sneaking enemies, but not make it a win button. A fix is needed.
They do still notice, just happened to me in the warehouse. He even had the back turned
Since Larian is full of cargo cultists you can just use invisibility instead and not bother putting any investment into sneak.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
OOOH SNAP

Larian should make being in dialog make it harder to detect sneaking enemies, but not make it a win button. A fix is needed.
They do still notice, just happened to me in the warehouse. He even had the back turned
Since Larian is full of cargo cultists you can just use invisibility instead and not bother putting any investment into sneak.
Won't opening the stuff break invisibility?
 

thesoup

Arcane
Joined
Oct 13, 2011
Messages
7,599
Falling on ice and "hammertime" appearing afterwards always reminds me of this. Not sure if intentional.

halt+hammerzeit.jpg
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
I had a co-op going with Broseph last night, both Lone wolf to limit our party control.
I took the ranger build - not really effective.
I switch to Crossbow, took double AP to fire but double dmg.
Special Arrows are good but forces me to craft - I use them sparingly but can't resist the temptation to put point in Geomancy & Aeromancy for Midnight Oil/Teleport shenanigans.
But tactical retreat is massively useful for positioning. Though I'm not convinced on my pick of Scoundrel's haste.
Broseph plays...'witch' I think he's Geo/Witchcraft - but I'm not sure. Saw him casting Aeromancer spells too. Whatever.
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
... and yet I've seen people complain about putting points into daggers and finding nothing but swords because 99% of the loot in this game is completely random which was an utterly terrible decision.

People are idiots. I've had a countless number of every item for every build and I just left Cyseal. You would literally have to live life with knuckles dragging perpetually to miss this. In fact one of the great things about loot in this game is how abundant it is early on but you might not want this particular piece because this other one is more suited to your more specific build. It's actually pretty solid, honestly. I've only changed weapons with each character no more than twice a piece despite finding some things that I've had difficult decisions in not choosing. Some just have that one thing you really like about it.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,064
Why are we arguing with someone about D:OS who hasn't even played the game, again?

"I heard the moon landing was fake from that guy who sleeps behind the Walmart!"

Well shit, our new #1 priority is disproving what we already know isn't true.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,971
People are idiots. I've had a countless number of every item for every build and I just left Cyseal. You would literally have to live life with knuckles dragging perpetually to miss this. In fact one of the great things about loot in this game is how abundant it is early on but you might not want this particular piece because this other one is more suited to your more specific build. It's actually pretty solid, honestly. I've only changed weapons with each character no more than twice a piece despite finding some things that I've had difficult decisions in not choosing. Some just have that one thing you really like about it.
You know what random means, right?

I suppose if you're extremely unlucky, you can find the weapons your build supports if you reload enough times, but that's an awful way to play.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
The item system is awful there's no way around it

Yeah I heard Broseph exclaiming 'Goddamn, we got so much swag bro'
I just sighed. 75% of them are junk. They're vendor trash.
It'd be nice if we can break them down and just improve our existing gear.

In fact, I'm waiting for a cheat/mod to just max out all crafting skill and tie down Telekinesis to Aeromancy.
There is no fucking way Telekinesis can be called its own skill. Or crafting sword = unlocking new spell.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Telekinesis is one of those super convenient skill though.
I remember wanting it a lot in my character. Even a point is massive.
Why? Barrels.
Grab a barrel, carry it anywhere with you - then deploy it as teleporting bombs on your enemies.
Water Barrel + Lightning
Oil Barrel + Fire
Poison Barrel + Fire
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
You know what random means, right?

I suppose if you're extremely unlucky, you can find the weapons your build supports if you reload enough times, but that's an awful way to play.

Yes.

And the fact I haven't had to do this has me calling bullshit. And honestly just shut the fuck up until you've actually played the game, etc.
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,064
Interesting quote from the interview earlier today that kinda confirms what I felt playing the game, paging Metro

PCG: Is it really designed for multiplayer or is it designed to be single-player and the multiplayer is just a bonus for people who want to make that commitment?

Vincke: It's been designed from the bottom-up with the multiplayer in mind, under the motto that the multiplayer will make the single-player stronger. That sounds strange, so allow me to explain that.

If you make enough RPG like this, in which the party can split up at any time, and each player can do whatever he wants, there is an enormous amount of contingencies that you have to put in place, or you have to come up with a very systemic system which is pretty much what we've done. You have to make sure that whatever storytelling you're trying to do it will work no matter what the players are going to do.
Say that you have PetPal, for instance, which lets you talk to animals. And you're trying to find a murderer, so you talk to Murphy, a dog.

Say that you [playing co-op] and I am your other player and I've killed Murphy—just because the dog is annoying me. The game has to be able to handle that and allow you to continue [the quest]. The fact that we had to do that actually makes the single-player much stronger, because all that freedom that you get in single-player for a large part is inspired by the multiplayer part, because we had to cater for it.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,064
so the next 20 pages of the thread is going to be metro and grunker and you arguing about co-op again, isn't it

LET'S BEGIN
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
No Swen, that's a long ass explanation that explains nothing.
The fact you attribute the dog's death handling to 2nd player actions doesn't mean jack shit.
Are you saying if you designed it purely from single player experience you will forgo creating contingency in case the player decided 'let's kill this dog, lolol'?
No, that is not the case at all.

Co-Op hype is simply to sell two games from a single buyer.
And combat in multiplayer does not make the single-player stronger. At all.

As Volourn always says, ROFFLES BULLSHIT WHY DO U LIE
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
PCG: Is it really designed for multiplayer or is it designed to be single-player and the multiplayer is just a bonus for people who want to make that commitment?

Vincke: It's been designed from the bottom-up with the multiplayer in mind, under the motto that the multiplayer will make the single-player stronger. That sounds strange, so allow me to explain that.

If you make enough RPG like this, in which the party can split up at any time, and each player can do whatever he wants, there is an enormous amount of contingencies that you have to put in place, or you have to come up with a very systemic system which is pretty much what we've done. You have to make sure that whatever storytelling you're trying to do it will work no matter what the players are going to do.
Say that you have PetPal, for instance, which lets you talk to animals. And you're trying to find a murderer, so you talk to Murphy, a dog.

Say that you [playing co-op] and I am your other player and I've killed Murphy—just because the dog is annoying me. The game has to be able to handle that and allow you to continue [the quest]. The fact that we had to do that actually makes the single-player much stronger, because all that freedom that you get in single-player for a large part is inspired by the multiplayer part, because we had to cater for it.

So, in other words, it's a total waste of time and resources for a developer to bother with? Yes. Marketing hook to sell to the early twenty-somethings (insert Grunker's mass amount of ?!?!?!?! here because he doesn't understand that most of that demographic is part of the 'NO COOP NO BUY' crowd).
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
So, in other words, it's a total waste of time and resources for a developer to bother with?

It's not a waste, cause they snag 2 purchases from 1 buyer.
But to espouse MP components as some kind of improvement over basic gameplay is pure hype-speak.

We all know how awesome Arcanum is in co-op.
I killed Bates, but my partner used Conjure Spirit.
Wow, much strengthen single player.
Very Multiplayer.
So Co Op.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Obviously from Larian's financial standpoint it's not a waste; I meant from the player's perspective. And, yes, as I've said all along: it was done to sell more copies.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Well, to lonely people and people who like playing with other people it's not a complete waste.
They like losing control over one party member in combat in exchange for having real time unscripted party banter.
Its like Ian calling you a faggot when you got SMG'ed on the ass in Fallout. It strengthens the Single Player, motherfucker.
'WHY U STAND IN FRONT OF ME BROSEPH LOLOLOL'
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom