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Author Topic: Divinity - Original Sin Release  (Read 15331 times)

GrizzlyAdamz

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Re: Divinity - Original Sin Release
« Reply #45 on: July 02, 2014, 08:32:54 am »

wait, do i have to play as two dudes at once?

Nah, it's a optionally two-player game. Anyone care to enlighten us as to whether it's splitscreen? Sounds like you could manage two people on the same computer, though they wouldn't be able to move independently right?

Mm, I doubt it's split screen, how would that work on a M&KB game? When playing single player you can swap between which character you control, everyone else follows your characters around, (unless you tell them not to). Haven't done single player combat though, got reset before either of my games saw companion behavior in combat, so dunno how much AI is implemented.

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« Last Edit: July 02, 2014, 08:51:00 am by GrizzlyAdamz »
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Biowraith

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Re: Divinity - Original Sin Release
« Reply #46 on: July 02, 2014, 09:17:09 am »

In single player combat you have full control over all party members in combat (whether that's the 2 main characters, companions, or hired henchmen).  Afaik there's not an option to have the AI control the others - if there is it's not on by default.
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Anvilfolk

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Re: Divinity - Original Sin Release
« Reply #47 on: July 02, 2014, 09:43:54 am »

Could anyone clarify what open-world actually means for this game? I see Skyrim and the later Elder Scrolls being described as "open-world", but then it's just basically a large world with lots of very linear quests with little real interaction/modification of the "open world" beyond now a person says "hi" instead of "go away" because you saved their husband or something.

Mindmaker

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Re: Divinity - Original Sin Release
« Reply #48 on: July 02, 2014, 11:36:02 am »

From what I understand "Go wherever you like, buy the enemies there might kick your ass".
At least that's what most people seem to be whining about. I just arrived at the first city so I wouldn't know.
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umiman

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Re: Divinity - Original Sin Release
« Reply #49 on: July 02, 2014, 12:34:50 pm »

Yeah, it's extremely brutal. This game doesn't have random mobs or any way to grind exp, so while you can technically go anywhere you want (and you probably should, since there's lots to explore), you will probably die like... all the time. F5 and F8 will be your best friends.

thegoatgod_pan

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Re: Divinity - Original Sin Release
« Reply #50 on: July 07, 2014, 01:39:52 pm »

Yeah, it's extremely brutal. This game doesn't have random mobs or any way to grind exp, so while you can technically go anywhere you want (and you probably should, since there's lots to explore), you will probably die like... all the time. F5 and F8 will be your best friends.

Yeah, now I have to buy it. That sounds like exactly what made Baldur's gate and Morrowind more fun than NWN2 and Skyrim: "I wonder what is in this area: basilisks? Well I hope my sleep spell works on them. Nope!" or " What's in this tomb, hope I don't run into bonewalkers: hey! a person! Why are they moving so quickly? Vampires! Run!" were some of my favorite times in those games.
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Retropunch

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Re: Divinity - Original Sin Release
« Reply #51 on: July 07, 2014, 02:10:09 pm »

Yeah, it's extremely brutal. This game doesn't have random mobs or any way to grind exp, so while you can technically go anywhere you want (and you probably should, since there's lots to explore), you will probably die like... all the time. F5 and F8 will be your best friends.

Yeah, now I have to buy it. That sounds like exactly what made Baldur's gate and Morrowind more fun than NWN2 and Skyrim: "I wonder what is in this area: basilisks? Well I hope my sleep spell works on them. Nope!" or " What's in this tomb, hope I don't run into bonewalkers: hey! a person! Why are they moving so quickly? Vampires! Run!" were some of my favorite times in those games.

Yeah, I much prefer this style of play where you just have to avoid tough areas till later - It gives a much better sense of progression than everything just leveling up with you. However, I think Might and Magic:Legacy went a bit too far, as it became basically a puzzle game of finding who the next actually beatable area is - especially if you didn't have a wonderfully good party composition. Definitely going to give Divinity a whirl!
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umiman

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Re: Divinity - Original Sin Release
« Reply #52 on: July 07, 2014, 07:34:25 pm »

It gets a lot better especially once you pass the level 10 mark. I mean, it's still hard but you don't feel completely or of your league.

The reason for this is that you have lots of spells, skills, ave equipment at that point.

So your warrior that was once useless at long range now has a super long range dash skill. Stuff like that.

Edit: I need to tell the story of my first encounter with the chapter one final boss though. I was pretty freaking strong at that point so I thought I could be a badass hero and marched my entire team to meet him head on.

He obliterated my tightly packed team with a meteor shower in one turn.

It was pretty hilarious.

The next time I ambushed him instead hehehe.

BuriBuriZaemon

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Re: Divinity - Original Sin Release
« Reply #53 on: July 08, 2014, 03:55:00 am »

The game is fantastic, one of the most polished Kickstarter games released.

I am wondering what others use as starting characters?

I have a "Cleric" (physical defense + water-magic for healing) and an "Arcane Archer" (bow skill + fire-magic for damage). The Cleric benefits greatly as a tank from Leech perk.

Note that there are two companions currently available (two more on the way through future patches). One is a two-handed sword warrior, the other an air+water mage.

I want to both of them before doing double Lone Wolves playthrough.
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Biowraith

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Re: Divinity - Original Sin Release
« Reply #54 on: July 08, 2014, 01:58:52 pm »

I started with a Knight that I customised to add in water magic for healing and later added some earth for self-buffing, and a Wizard that I gave fire and earth magic (adding in witchcraft later on).  I've used both companions, keeping the mage pretty much as given, but diverting the warrior to be a dagger wielding backstabber.

I did have a henchman instead of one of the companions for a while, but decided to stick with the companions for my first time through since they presumably have some story and/or quest elements.
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Anvilfolk

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Re: Divinity - Original Sin Release
« Reply #55 on: July 08, 2014, 02:40:39 pm »

Is it still basically a linearish storyline with preprogrammed quests?

Biowraith

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Re: Divinity - Original Sin Release
« Reply #56 on: July 08, 2014, 02:48:02 pm »

Yeah, pretty much.
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Werdna

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Re: Divinity - Original Sin Release
« Reply #57 on: July 08, 2014, 03:16:40 pm »

Is it still basically a linearish storyline with preprogrammed quests?

The quests feel exactly like the ones from Baldur's Gate.  High quality, quite pre-programmed, lots of dialogue.  No quest waypoints, no exclamation points over heads*, very little hand-holding.  The conversations have a more dynamic feel to them than they do in BG, as any sort of dialogue conflict is resolved using a series of rochambeau's that are modified by your Reason/Charm/Intimidate scores.  So instead of walking conversation trees to their inevitable 'Oh!  You have now convinced me to mend my erroneous ways!' dialogue, there's now an element of chance to it.  Main storyline also feels Baldur Gate-esque (you're special/save the world).  Voice acting and overall dialogue is very nice (although NPC's tend to spam their global dialogue a bit too enthusiastically for my taste).  Cheese vendor would have been a lot more funny if he wasn't repeating his lines every few minutes.

* Well, there is the usual yellow bangs, but in D:OS it only indicates one of your companions wants to chat about a recent development
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Neonivek

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Re: Divinity - Original Sin Release
« Reply #58 on: July 08, 2014, 03:20:23 pm »

It is kind of funny that they can avoid a lot of the "Lowest Common Denominator" by going on kickstarter.
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umiman

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Re: Divinity - Original Sin Release
« Reply #59 on: July 08, 2014, 10:12:38 pm »

I started with two mages when I first got the game. But when I saw what exactly was going on with the double main character thing I immediately rerolled omniknight and drow ranger. I even gave drow a necklace that grants 100% chance for freeze on every attack.

So now my characters are those two playing as themselves.

Jahan the mage is super useful. Between water and air he can deal with almost anything. He can also function as your healer. Later in the game I found a ring that lets you cast fireball so I gave that to him for more firepower.

I really hesitated on getting the crazy old woman because she's a crazy old woman. Also neither omniknight or drow would have approved. However the game became too hard for my team comp to progress without her.

I gradually came to like the crazy old woman a lot though, and she very useful as a berserker type character. She also speaks some sense once in awhile.
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