There's nothing novel about AI personalities that actually have an impact on how quests unfold? Come on, you can do better than this.
Again, you misinterpret my argument. I said that there is nothing novel in party members having different AI personalities, and this is the second time you quote mine me and use strawmen to defend your fallacious position. Also, the problem is not that these AI personalities can have an impact on how quests unfold (as I said before I encourage that). For example if an AI personality decided to not participate in a quest he does not agree to, you would get an impact on how quests unfold - and with that I would have no problem. However when all you get is a dice roll and different AI personalities just play along contrary to what they believe just because the dice said so, you are effectively taking away their will.
In IE games for example it just depended on your reputation. Want to play lawful good with an evil party? No problemo, just steal some stuff in an unimportant interior cell. The other way around? Donate some money in the temple of your choice.
Look, you dimwit. Even if BG sucked hard (which it doesn't) that by itself does not make Divinity's RPS system good. So stop using retarded arguments and stick to golf because you fail both in logic and roleplaying games. And yes, the things you say were possible in BG, but at least you had some consequences to what you are doing. What?!, you might be saying now my dimwitted friend. Well you see, in BG there are consequences to doing what you suggested. First of all there is the consequence of having to waste gold in temples to be able to play a good character with an evil party, and secondly having a very high reputation will make evil characters just pack their things and leave after a while, regardless of your attempts to exploit the game's mechanics. And your party members would also complain all the time. The other way around is even harder, since good characters would sometimes even attack you if you went too far into the dark side. The only way to avoid such scenarios was to reload, since there was some luck involved in calculating the chance of your characters abandoning or attacking you, but play long enough and these events are guaranteed to happen. Also, if you played a paladin, doing evil things would prevent you from leveling up until you redeem yourself, which will result in losing a substantial number of EXP if you do not change your ways rapidly. And funny you mention these exploits in BG, a game that at least had some meaningful consequences to your choices, and yet you stand blind to complete lack of any similar choices and consequences in Divinity. In Divinity the personalities cannot attack you when they disagree with you, nor will they abandon you, nor will they complain. They will stay loyal regardless of what the dice says and will often behave completely contrary to their own personality, thus making this "novelty" (pffft) nothing more than a broken gimmick. A petty, because it could be so much more if only they would abandon this retarded RPS gimmick.
Fallout also had nothing like that, these NPC companions were pretty much silent except for some nice taunts and stuff in combat. They didn't even leave you if you did the things they claimed to despise (see Cassidy and slaver trait).
Again, saying how Fallout didn't have something does not mean the RPS mechanic in Divinity is good. Stop using retarded arguments. And again, you are factually wrong. Haven't played Fallout games in ages, but I do remember that Sulik attacks you if you become a slaver, which is already far more than what Divinity has. I don't remember other examples, since it was long time I played Fallout, but again you miss the point. Gord asked me to mention some not IE games that had consequences outside of the outcome to the quest itself. Here Fallout certainly qualifies, since world actively reacts to your actions, which qualifies as consequences outside the outcome of the quest itself, so I am not moving the goal post. I just answered what I was asked.
PC states his opinion on the matter at hand
True.
AI companion expresses his opinion
Also true.
Nope. They play an RPS minigame.
and realistically they can't reach an agreement
=> The issue has to be settled somehow, and since this game is goofy and has freaking bushes and rocks as sneaking camouflage Larian decided to implement a rock paper scissors minigame.
Well, your premise here is just wrong. There is nothing illogical in allowing people who play in co-op mode to allow them to settle an argument online among themselves. Thus you don't need a broken RPS mechanic for 2 player co-op game. As for single-player game it is just retarded that something as random as a dice roll settles arguments and makes characters do stuff outside their AI personality. Such gimmicks have no place in roleplaying games. Also, game being goofy is a bad argument, because you cannot defend lack of depth with goofiness. If that was the case, one could defend lack of anything with the game being goofy. Stop using retarded arguments.
I mean, I just encountered a problem where some old elf Eldegar(if I remember correctly) unlocks his door for me and invites me to his room. The door is still red and after closing and opening it everyone started attacking me. Should we defend such an obvious problem with arguments like: Oh, the game is just goofy, so Larian decided it would funny if you got attacked after opening and closing a red door.
Codex, sometimes you are way too autist even for my taste.
Thats why you should stick to golf.
There comes one of the first heralds of incline and a truly great tb CRPG, but since it happens to also not satisfy our resident storyfags, they have to run rampant in D:OS threads bickering about all kinds of unimportant bullshit.
My goodness, you really are dimwitted, aren't you? Do I seriously have to think that every single thing in the game is an incline for the game to be amazing? You newfags are bunch of pussified fanboys if you can't handle critique aimed at a very specific and real problem. As I already mentioned before, I think this game overall is a huge incline, and it hits many notes perfectly for an old roleplayer such as myself. However, that does not mean I have to applaud at everything. Divinity has its problems and I am criticizing a very specific issue that I do not want to see in other games. If this horrible RPS gimmick catches on, I am worried other developers may want to implement it, and that is just bad news.