Avellion
Erudite
Why watch skyrim when you can play skyrim and fap to the dozen porn mods you downloaded?
So how bout dat skyrim, eh?
Why watch skyrim when you can play skyrim and fap to the dozen porn mods you downloaded?
So how bout dat skyrim, eh?
WTF is the deal with Sacred Stone? Cut content?
Something is really wrong with the people those days. Since when did you go out proudly announcing that you're lazy/ignorant?
Yeah but they're shit otherwise. 3 armour and no bonuses, plus if any of your party or enemies use water magic you will want the non-slip ability all the time. I think you only need 1 crafting skill to alter boots.
I seen rich people, and government official to do it all time.Something is really wrong with the people those days. Since when did you go out proudly announcing that you're lazy/ignorant?
Yeah but they're shit otherwise. 3 armour and no bonuses, plus if any of your party or enemies use water magic you will want the non-slip ability all the time. I think you only need 1 crafting skill to alter boots.
Actually, needs 5 in crafting. Remember being annoyed by that.
Same way some people here proudly announce they are too handicapped to play anything that requires the minimum of reflexesSomething is really wrong with the people those days. Since when did you go out proudly announcing that you're lazy/ignorant?
who gives a shitPoe's law or parody?
Same way some people here proudly announce they are too handicapped to play anything that requires the minimum of reflexesSomething is really wrong with the people those days. Since when did you go out proudly announcing that you're lazy/ignorant?
Once your heroes reach the quest-hub town of Cyseal, they receive a barrel full of quests, at which point one of the game’s most stubborn, old-school qualities emerge. Rather than holding your hand and bombarding you with “go here” arrows to complete your quests, Divinity runs the opposite direction—perhaps a little too far.
I didn’t mind occasionally getting lost on a quest, but I often struggled to understand the order in which I needed to tackle those quests. At one point, I was told that the next step in the main quest was to find a secret hidden laboratory, with no hint as to where that might be. I spent the next several hours thinking I had missed something obvious before learning that the quest with that information actually came from elsewhere.
The game’s chief progression mechanism didn’t exist in old RPGs and is still relatively rare in the genre today. Unlocking new parts of the game is slow and heavily regulated via difficulty. To put it another way, Divinity adopts the “Metroidvania” view of progression, where the world initially seems open but requires unlocking each part in a certain order. But where Super Metroid or Castlevania do this via items—like double-jump boots allowing you to reach previously unreachable heights—Divinity does this via its leveling and experience system.
Enemies don’t appear randomly, nor do they respawn, meaning there’s only so much “experience” to be found in the entire game. Since higher-level enemies are extremely difficult to defeat, progression becomes a matter of figuring out the right ways to move. In this respect, it’s most similar to the modern King’s Bounty or Dark Souls series.
Unfortunately, Divinity: Original Sin doesn’t make this system clear to players at either the macro or the micro level. Normal RPG behavior suggests that if players receive a quest—without a giant skull icon or other “high-level” warning—then they should be capable of completing that quest immediately. Instead, I spent hours trying to win fights slightly above my level to realize that this wasn’t normal or even expected yet.
Divinity can at times be too complete for its own good. Combining a modern single-character crafting system (fairly similar to massively multiplayer RPGs) with a party-based inventory is a recipe for confusion. The inventory management on its own is a pain—although a just-released patch offers some significant improvements—without adding the dozens or even hundreds of crafting items the game presents. I found it much easier to just ignore the vast majority of crafting components and stick with the rest of the game’s robust systems.
I keep saying this, but play with 2. Much more fun, and gives a proper challenge, and means you can't just do everything.
Welp. I did duo Lone Wolf co-op to lvl 10 before stopping.
It was fine.
It looks hard until the summons come in.
I know, I did not believe people like this existed few years ago, but I think they are the norm now. Back in the day you would keep something like this to yourself or try and phrase it a different way. Now people just flat come out with that it is hard to read, how can you not be embarrassed to admit that?Something is really wrong with the people those days. Since when did you go out proudly announcing that you're lazy/ignorant?
I mean, ideally the best way to run a game studio is the traditional way: be profitable by releasing awesome games. If they can get to the point where their games are profitable enough to keep them going, that's what they should be doing. Because I think (eventually) people are going to stop donating to Kickstarter. I dunno, maybe I'm way off base there.