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

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
Anyone has more pics like this one? I'm collecting.

In DOS2 Larian should completely remove quest log. It supposed to be that way in original original sin pitch.

Quest logs are bane of RPGs.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Diablo had better co-op. Trust me on this. Cause playing it single player in Hell leads to more deaths, while playing it with friends aids your survival much more and it's more fun.
Amusingly, D3 was at first much harder on co-op than alone (unless your partner was overlevelled).

Notice the pattern - co-op made the game easier in those games. Not harder.
Amusingly, i would also say that co-op making things harder is a sign of good co-op. It's the same way that Magicka co-op is much harder than playing solo, but it's still much better than solo.

Oh come on, you are comparing apples and oranges here, people.
Diablo and D:OS have a completely different focus and goal in their co-op component.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
Diablo had better co-op. Trust me on this. Cause playing it single player in Hell leads to more deaths, while playing it with friends aids your survival much more and it's more fun.
Amusingly, D3 was at first much harder on co-op than alone (unless your partner was overlevelled).

Notice the pattern - co-op made the game easier in those games. Not harder.
Amusingly, i would also say that co-op making things harder is a sign of good co-op. It's the same way that Magicka co-op is much harder than playing solo, but it's still much better than solo.

Oh come on, you are comparing apples and oranges here, people.
Diablo and D:OS have a completely different focus and goal in their co-op component.

More like two different ideologies.

- Co-op means playing easier
- Co-op means enjoying game with people

Only one is closer to PnP
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
I don't see that happening without replacing the character model (at least the male one) with one that doesn't resemble a walking refrigerator.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
That is also a thing. But as you said i don't see it being changed considering how this can fuck up animations and other stuff.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
Looks like editor will need some serious work before it will be usable to people beside creating pretty landscapes. I hear integrating anything into mc is pain in the ass. Also ton of crashes problems with dependencies and so on.

So more or less half a year before first real small module will hit.
 

PowerTorment

Io-Interactive
Patron
Developer
Joined
May 1, 2013
Messages
680
Location
The Ninth World
Looks like editor will need some serious work before it will be usable to people beside creating pretty landscapes. I hear integrating anything into mc is pain in the ass. Also ton of crashes problems with dependencies and so on.

So more or less half a year before first real small module will hit.

Well they managed to make the game with this thing so something must be working. And with such tools there is probably a lot of magic you need to know before being productive. That goes for all the engines/editors I have worked with over the years. Asumming Larian fix any blocker bugs that happened in the deployment to the public and they make more tutorials I think we will see modules much sooner.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
Yeah but something tells me this isn't really 1:1 editor they use. Maybe they reworked a bit their engine for public release purpose and thus it affected stability.

But don't take my worlds as some bad things. It's their first toolkit released to public it will take a while to iron it out.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
There's a bunch of goblins with unique names
standing around the totem at the goblin camp
but I can't speak to any of them even after passing the test - is it supposed to be this way?

Also, what's with the statue
of the troll king in the cave below?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,971
so where's the megadungeon in phantom forest? i scoured every inch of it to no avail, am sad
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=511603&page=3
The Knight's Dungeon, the Inner Sanctum (Temple of the dead), the Druid Dungeon(Alchemist) were originally all part of the mega dungeon but when we realised we were never going to make it at the density level we aspired to, we decided to modify their function. We have the other parts of the dungeons on our HDDs but they're not that much fun so we decided not to include them. As I said before, it's a game, not a shopping list and "Killing your darlings" is an inevitable part of any production as is shifting priorities.

I think there's more than sufficient content in D:OS as is. There certainly is more than we planned for and I hope people do realise just exactly how easy it would be to construct a few extra boring dungeon levels just for the sake to living up to the "letter of the law". Or maybe we could have cut up some of the existing dungeons and split them in different levels. We opted not to do that because we thought it'd deteriorate the game and tbh, didn't consider it a big deal. A lot these resource shifts had to do with implementing other feedback we got during the beta which we thought was more important. You may agree or disagree with that, but it's one of those things developers sometimes have to do. I certainly don't regret making other areas more dense and adding more freedom at the expense of these dungeon levels.
Larian lied, people cried. "Haha, let's promise to add a level to a dungeon for every 1000 backers we get after 10,000 to create hype and enthusiasm and then just cut that reward after we have their money." You wanted a carrot and instead you got the stick.

You know which game actually managed to create its megadungeon? :smug:

I expect Volourn to hate it. And Rougey can't recognize a good game if it hits her with a shovel on the head.
There's a relevant quote in my sig.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,215
You can only talk to the goblins if they're not doing whatever it is the totem wants them to do.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Yeah but something tells me this isn't really 1:1 editor they use. Maybe they reworked a bit their engine for public release purpose and thus it affected stability.

But don't take my worlds as some bad things. It's their first toolkit released to public it will take a while to iron it out.
We'll see. Given their rates of updates, i am fairly positive they are going to put making the editor tutorials and updating it as a priority.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
I am assuming they probably use middleware they can't put into public release thus engine for public needs to be reworked thus creates problems.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Something fun i didn't realize in the game: animals like rats only run away from characters without pet pals. Just unlink the pet pal character and no more rat running.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,400
I wonder how much of these little things we will find in game.

Game looks like is packed with those little things
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,215
brSeQGP.png
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I'm not a dan of reading all this inane bullshit steam comments.
 

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