zeitgeist said:
Could someone please give me a brief comparison between the paperdolling (i.e. variety of armor, visible equipment, etc.) and general (non-visible but affecting gameplay) equipment/weapon customization in Two Worlds 2 and Divinity 2? I thought both were pretty decent in TW2, for a console game at least.
No, but I can describe Divinity2's system:
You get slots for helm, gauntlets, leg armour, torso armour, 3 sets of equipped weapons, two rings, amulet, belt, earrings, and a bracelet. All save for jewelry and belt show up on your character.
1h weapons can be dual wielded or single wielded with or without shield.
Armour system is simplistic, with simple separate ratings for magic, ranged and melee resistance, there are 7 'archetypes' of armour focusing on protection from 7 possible combinations of aforementioned attacks. There are 3 or four tiers for each archetype distinguished by looks and protection level.
Weapons generally do two kinds of damage - magical and physical, the former scales with int, the latter with str. They can also crit (scales with dex). Different weapons may put different emphasis on different damage types.
Shields work like armour, but are treated as weapons.
What I described are base items, then there is shitload of derived randomly generated weapons, jewelry and armours divided in several tiers of "epicness" based on the amount of boosts, enchantments and charms.
And then there are one-of-a-kind items, and sets that give bonuses when used together.
Enchantments can be put on the items with the aid of an enchanter if you have proper recipe and resources (gems and ores), they can also be removed but the resources are not recovered. Enchantments may provide various interesting effects, such as chance to poison or ignite enemy, chance to leech life or mana, extra damage, defensive auras, extra regen, extra health or mana, magical retaliation, extra protection and so on.
Charms are simple items that add various simple, but useful bonuses. They can be inserted at any time without anyone's aid, but are there to stay.
made said:
DKS broke the loot game by adding op DLC armor sets
I
![FFFFUUUUUU- :rage: :rage:](/forums/smiles/fuuuuu.png)
d as well.
Arcanoix said:
1. So WTF is the difference between Ego Draconis and The Dragon Knight Saga?
DKS is ED+FoV but with some changes and extras added to the ED part.
DKS is incompatibile with neither ED nor FoV.
2. Do both versions run on the shitty Gamebryo engine?
Yes, but they actually look quite gorgeous.
Not that I know of, but it is not a TES kind of game.
Mikayel said:
I did -- the note you find on the corpse also clues you into the statues lying.
The Journal won't tell you where each statue is located so you would have a harder time figuring out which statue is "room-mating" with the other.
I took notes on the margin of in-game map and marked the statues there. Then it was simple logic. Still, a pretty nice puzzle overall, as it actually involved some thinking on player's part.
deus101 said:
So its a diablo clone....
Hmm?
Can someone explain why this garner so much attention on the codex?
Technically it is. There is no such thing as non-combat build and you run around all the time whacking stuff upside the head and grabbing randomized lewt.
But then there is crapload of dialogues, often witty, some C&C, quests, often branching, actual plot with twists which despite entire game being tongue-in-cheek and over-the-top high fantasy doesn't go full retard (think Anachronox or Wizardry 8, rather than MDK 2).
And then there are puzzles, refreshing lack of handholding and somewhat elusive 'oldskool' vibe.
On top of all this, soundtrack is awesome, visuals are good, game is surprisingly atmospheric, and voice-acting actually contributes to the game rather than detracting from it.
No, it isn't.