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God DAMN Divinity II is addictive

abnaxus

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There was even a blue glow around the fake items, ffs.

But yeh, considering the most popular threads in the Help section of Larian forums are Keara's Maze & Temple of Doom, it's no wonder.
 

Mangoose

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Divinity: Original Sin Project: Eternity
this game actually does have some small, interesting additions to the "you save the world from the evil guy" motiff. It actually explains things like why the same character is a member of a military order, and incredibly weak at first. It has a twist ending, and it includes moral choices without any such thing as a silly scale to track it, something Bioware should make note of. That being said, it completely lacks anything approaching character development (or characters period, really), and the overall story is still rather blunt. Furthermore, the game manages to combine to contradictory elements; on the one hand, you have a very limited world to explore, as if everything of importance to Rivellon happens in a few small areas, and yet at the same time, most of the game seems unrelated to the actual goal at hand (revealed within the first few hours of gameplay), to the point that you may literally have a dozen quests at hand and yet no clue how to advance the actual plot. The game is made mostly of sidequests, while the main plot is literally to go to a succession of towers, and then one broad, final quest. It's like the writer thought he had made a long, glorious journey, only to realize too late that it encompasses no more than 5 hours of play time.
 

DraQ

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abnaxus said:
There was even a blue glow around the fake items, ffs.
I assumed it was radiant aura of POWAH.
Still, we have a slippery sort of guy, selling his stuff in the middle of wilderness, claiming that other merchants don't like him because of how cheap he sells, when asked why, and all of his stuff is ridiculously powerful for this stage and bears blue aura of POWAH/illusion - takes a genuine retard to not question the whole thing.


But yeh, considering the most popular threads in the Help section of Larian forums are Keara's Maze & Temple of Doom, it's no wonder.
Both areas are optional. :smug:
 
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Black said:
Lookie what I found.
http://www.youtube.com/watch?v=GXKU9OyaAs0
I watched this consolefag's LP of DKS because I wanted to see how they deal with games (not so well btw) but I didn't know one could fall for such an obvious trap :thumbsup:

Holy fuck, this is some serious :retarded:

I skipped around, found this gem. Now I see why even quest markers isn't enough, all console RPGs need to have a bread crumb trail to keep some people on track.
 

Angthoron

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Wow, someone actually took the bait with that merchant? I didn't think it was possible, even without mindreading, it was too good to be true. Man, that's one dumbass.

He does have one real item though, one piece of a set IIRC, an earring or something else similarly small.
 

circ

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Sergiu64 said:
circ said:
Is Divinity 2 the game that had the completely awesome inventory screen with really cool looking armor? Or was that some other game? I think you could even switch not only shoulder guards but also shin guards etc.

Um, the armor is "cool" looking I suppose, depending on how much you enjoy seeing unpractical spikes/ridges on your armor. But you can't switch shin guards/shoulder guards... At least not in the Dragon Knight saga. Only game I remember where this is customizable is Morrowind.
Minor hijack in progress. Ok it wasn't Divinity 2 I was thinking of with the cool armor, it seems to have been Disciples 3. Is that any good?
 

Angthoron

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No, it's a horrible game. You can "demo" it to check it out though, but I'd really not recommend buying it.
 

SCO

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Shadorwun: Hong Kong
There was a quest like that on Divinity 1.

It gave exp, so i similarly played th yokel.
 

VentilatorOfDoom

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Quick question: I installed the ED+FoV 2 DKS patch, started a game and as soon as I arrived in Broken Valley my char became invisible,forcing me to reload an earlier save! Is this a known issue and is there a solution to it?
 

MicoSelva

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The one thing that annoys me in this game is the D&D3ed-like XP scaling. Enemies give You less XP when You overlevel them, while You get more quest XP when Your level is higher (I think). This means that doing all the quests first (with consequent levelling up) and then clearing the area of enemies will give You less XP in the long run than clearing the area first and doing quests later.
I'd like to finish up some quests now, but my inner munchkin says I can't - there are still skeletons out there to kill before that. And I can't disobey my inner munchkin. Weird things happen if I try that. Why have You done that to me, Larian? Why!?

@VoD
Never encountered anything like this (playing patched DKS).
 

AlaCarcuss

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VentilatorOfDoom said:
Quick question: I installed the ED+FoV 2 DKS patch, started a game and as soon as I arrived in Broken Valley my char became invisible,forcing me to reload an earlier save! Is this a known issue and is there a solution to it?

Hmm, maybe the patch needs a patch? The did say it was kinda 'unofficial'.

I know I'm stating the bleeding obvious, but try starting again from a fresh install of ED+FoV->patch them to latest FoV patch, make sure that's working ok, then install the ED+FoV->DKS patch.

@MicoSelva - You can of course do the quests, just don't hand them in till you're ready to move on. ;)

I don't mind the system so much. You should get less experience from weaker enemies when you out level them, though the quest rewards probably should remain static - which would discourage the kind of powergaming you're talking about (which I'm guilty of too).
 

MicoSelva

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Yeah, I actually meant completing or "handing in" the quests - they're already all greened out in the logbook now. That's exactly what pisses me off and reminds me of Diablo 2, where You stalled getting some level-dependable quest rewards until reaching Hell difficulty.
 

VentilatorOfDoom

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AlaCarcuss said:
I know I'm stating the bleeding obvious, but try starting again from a fresh install of ED+FoV->patch them to latest FoV patch, make sure that's working ok, then install the ED+FoV->DKS patch.
The install was fresh. I found out that the bug was caused by a specific spot on the map (reliably) , for now I just circumvented it by avoiding the area.

Also nightmare seems slightly easier than hard in ED. Slightly. Or maybe it's because level 1 poison arrow is better than level 1 fireball.
 

circ

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Ok where's the good part? I made a char, some ghost showed up and said something about freeing him. I show up at some weird place and guy talks to me as if I'm supposed to know shit. I buy a really shitty looking sword. Although atleast the armour looks better than in Oblivion. Other than that, game looks pretty shit. But then, it's Gaybryo. What am I supposed to get excited about? The really bad soundtrack? I thought Souleboy and Zur were repetitive and shitty, but what is this shit?
 

Varn

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Lawl. Divinity 2, and to a somewhat lesser extent Two Worlds 1/2 are in a unique category of below-par quality RPG's that have surprisingly deep gameplay mechanics. You have to ignore the lack of polish, and the quality of the soundtrack and graphics, to get any enjoyment from the games.

This can at times be difficult.
 

Angthoron

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circ said:
Ok where's the good part? I made a char, some ghost showed up and said something about freeing him. I show up at some weird place and guy talks to me as if I'm supposed to know shit. I buy a really shitty looking sword. Although atleast the armour looks better than in Oblivion. Other than that, game looks pretty shit. But then, it's Gaybryo. What am I supposed to get excited about? The really bad soundtrack? I thought Souleboy and Zur were repetitive and shitty, but what is this shit?

Finish the starter zone, it's really bland, as soon as possible, and move on to the "actual" game. The part with ghost etc is basically a somewhat poorly done tutorial. It gets better.
 

AlaCarcuss

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Varn said:
Lawl. Divinity 2, and to a somewhat lesser extent Two Worlds 1/2 are in a unique category of below-par quality RPG's that have surprisingly deep gameplay mechanics. You have to ignore the lack of polish, and the quality of the soundtrack and graphics, to get any enjoyment from the games.

This can at times be difficult.

Tell me, if Divinity is below-par, give me some examples of par (or above) RPG's released in the last few years. Just so I know what your definition of par is.

circ said:
Ok where's the good part? I made a char, some ghost showed up and said something about freeing him. I show up at some weird place and guy talks to me as if I'm supposed to know shit. I buy a really shitty looking sword. Although atleast the armour looks better than in Oblivion. Other than that, game looks pretty shit. But then, it's Gaybryo. What am I supposed to get excited about? The really bad soundtrack? I thought Souleboy and Zur were repetitive and shitty, but what is this shit?

Seriously? You havn't even left the tutorial island and you're asking this?
 

MicoSelva

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Just got to the wishing well and bought +wisdom +summon bracelet. Too bad I can't use it, because my char is still at level 10 (11 is needed). WTF is this shit? I can understand stat requirements for items (especially strength, maybe also intelligence, dexterity is disputable), but why level? This is an artificial, grind-inducing MMO mechanic that basically comes down to "You're not yet awesome enough to use this item". It has no place in a single player game!

Anyway, off to kill some more skeletons.
 

Kashrlyyk

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MicoSelva said:
... This is an artificial, grind-inducing MMO mechanic that basically comes down to "You're not yet awesome enough to use this item". It has no place in a single player game!

Anyway, off to kill some more skeletons.

There is no grind in ED, since no enemies respawn and you level up really fast. Without trying I reached level 35 and I wasted a lot of XP mindreading, because I first talked to my trainer about training at level 27 and was surprised to see she can raise the cap on "Mindreading" skill. I know RTFM or loading screen.

MicoSelva said:
The one thing that annoys me in this game is the D&D3ed-like XP scaling. Enemies give You less XP when You overlevel them, while You get more quest XP when Your level is higher (I think). ....
With one exception the flying fortress ballista towers etc always give you the same amount. It is create to be level 34 and still get 1000XP for such easy targets.
 

DraQ

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circ said:
Ok where's the good part? I made a char, some ghost showed up and said something about freeing him. I show up at some weird place and guy talks to me as if I'm supposed to know shit.
Because you are supposed to know shit. From, like finishing the base game before moving onto the expansion.
:roll:
 

MicoSelva

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Kashrlyyk said:
MicoSelva said:
... This is an artificial, grind-inducing MMO mechanic that basically comes down to "You're not yet awesome enough to use this item". It has no place in a single player game!

Anyway, off to kill some more skeletons.

There is no grind in ED, since no enemies respawn and you level up really fast. Without trying I reached level 35 and I wasted a lot of XP mindreading, because I first talked to my trainer about training at level 27 and was surprised to see she can raise the cap on "Mindreading" skill. I know RTFM or loading screen.
Never said there is grind in Div2 - that's why the "level req" mechanic seems even more out of place. It's a completely artificial limitation, justified in a certain type of games that reward mostly the amount of time invested into them (like MMOs) - You can't just buy the Uber Sword of Doom and start swinging it at level #1, making all other players envious. You first have to earn it by running around the countryside for 50 hours and killing enemies.
This kind of limitation is just stupid in a single player game. I would understand if my char was too weak/stupid to use it. Ok. Some people don't invest points in strength, and they face the consequence of not being able to use the heavy armor. Makes sense.
But a level limitation? My character hasn't been running around long enough? My character is not yet old enough (but will be the next day)? The sword knows I suck and won't let me use it? It doesn't make any fucking sense.
NPCs won't be envious of my bracelet - why can't I use it the moment I find it? What, it's very easy to find? Then make it more difficult, dammit!
 

Sceptic

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Divinity: Original Sin
Varn said:
Two Worlds 1/2 are in a unique category of below-par quality RPG's that have surprisingly deep gameplay mechanics. You have to ignore the lack of polish, and the quality of the soundtrack and graphics, to get any enjoyment from the games.
Lack of polish I can agree with (though with 1.7 the first game's completely bug-free, something that can't be said about any other CRPG in the past 5 years or so). But soundtrack and graphics? Both 2W's look quite pretty (especially 1, for a game that came out so shortly after Oblivion, looks impressive), and 2's soundtrack is pretty good.
 
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I agree with level limits being stupid in a strictly single player game. If you acquire the +100 sword of doomslaying at lvl 1 you should fucking be able to use it. Even sillier is that the level requirements aren't even meaningful most of the time. A sword at lvl 20 has a 20% (number pulled out of ass) chance of being better than a lvl 30 sword. If the argument for lvl requirements is to preserve difficulty than why doesn't level reflect weapon usefulness?
 

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