thanks for asking about enemy positioning
since you spent there a while did you have any insight into itemization or crafting mats availability?
Last year they talked about keeping most of the equipment randomized, but making crafting more powerful. Unfortunately, I didn't have the opportunity to check out crafting this time; it would be interesting to see how it "feels" now.
Actually I like the idea a lot, and not for the sake of roleplaying. A phrase in a dialogue can be quite ambiguous in its intention. Is is a straight up suggestion, a well intended joke, a jest, an insult? I can't always tell. Indirect speech solves that completely and without help of awkward tags like [truth] [lie] [smart] [aggressive].I still really fucking hate this:
Last year, the writers still described indirect dialogue options as an “experiment”; by now, they've become fully entrenched in the game. The difference between two options like “Who are you?” and *Ask him who he is* seems minimal to me, but passionate role players will probably like it.
That's the kind of treatment that Larian extends to its biggest fan communities, and we highly appreciate it.
can be quite frustrating because, even though I understand the intentions of these lines, I don't feel like saying any of that, yet from:
I can find an option that fits my line of inquiry well enough.
I don't know, I feel that indirect dialogue offers just as much potential for good writing. I won't be the same, but it doesn't have to be any worse quality wise.I don't find it frustrating at all. I'd rather read well written lines. The times where such ambiguity would annoy is massively dwarfed by the loss of potential quality character writing.
Dozens and dozens of good lines from games like Mask of the Betrayer would just be chucked out the window via indirect dialog. No thanks.
Oh yes he does:if I would show you the initial dialogues, you'd say “that's shit!”
Swen knows us very well.
I really like the art style. I know there's some Codexers who say “ugh, looks like shit”, but they will always say that.
Didn't have enough pictures of the writing staff. It's important to see for us who's fighting the good fight with her words.
Bubbles: [pondering the Red Prince's corpse] Can I get rid of him?
Swen: That's a good question, because he stays in the party… that's actually a really good question. We assume that you'd wanna revive him, otherwise you'd have to talk to him and get rid of him.
I still really fucking hate this:
Last year, the writers still described indirect dialogue options as an “experiment”; by now, they've become fully entrenched in the game. The difference between two options like “Who are you?” and *Ask him who he is* seems minimal to me, but passionate role players will probably like it.
Or it's an amnesiac immortal who wants to solve the mystery of his constantly updating journal.Perhaps Chris Avellone's Undead origin can provide meta-commentary on the triviality of death in the Divinity universe as expressed through its game mechanics.
Perhaps Chris Avellone's Undead origin can provide meta-commentary on the triviality of death in the Divinity universe as expressed through its game mechanics.
Didn't have enough pictures of the writing staff. It's important to see for us who's fighting the good fight with her words.