Click Roguey's name and then click ignore. Do it for your own sanity.That was a well argumented critique.
Click Roguey's name and then click ignore. Do it for your own sanity.That was a well argumented critique.
Click Roguey's name and then click ignore. Do it for your own sanity.That was a well argumented critique.
Is it class based?
No. Just like all other Divinity games, it's classless.
Believe it or not, a lot of people at Larian are pretty oldschool in what they play. So is Swen. So am I. We had come up with dual dialogs, so a party made sense. And if you have a party, TB combat makes sense. Even if it turns out that this is suicide, at least we died trying. We have always tried to make what we would like to play ourselves. I'm not saying we were always successful, but that is what drives us: we don't make games because "there is a demand", but because we are looking at ourselves. And if there are enough guys at Larian that would play it, then why would that be a bad market analysis? 90% of our employees are RPG fans. As good an analysis as any.
Hmm. Divine Divinity has 3 classess : Wizard, Survivor, Warrior. And in the later part of Divinity 2 you choose between Ranger, Wizard, Warrior o_O.
Will there be difficulty options in the game (preferable ones that impacts AI or encounter strength, rather than the usual "you do less damage they do more" etc.)? It's a challenge of party based games...it's never fun for the player to have to *work* at making the game challenging. It's fine if you have henchmen and the game is designed so you don't need them...as long as they is a mode that's design so you *do*.
Is it class based?
No. Just like all other Divinity games, it's classless.
Believe it or not, a lot of people at Larian are pretty oldschool in what they play. So is Swen. So am I. We had come up with dual dialogs, so a party made sense. And if you have a party, TB combat makes sense. Even if it turns out that this is suicide, at least we died trying. We have always tried to make what we would like to play ourselves. I'm not saying we were always successful, but that is what drives us: we don't make games because "there is a demand", but because we are looking at ourselves. And if there are enough guys at Larian that would play it, then why would that be a bad market analysis? 90% of our employees are RPG fans. As good an analysis as any.
Hmm. Divine Divinity has 3 classess : Wizard, Survivor, Warrior.
ForkTong - can you comment on dungeon-delving / questing ratio?
Wow thanks for going over so many details
Divine Divinity has 3 classess : Wizard, Survivor, Warrior. And in the later part of Divinity 2 you choose between Ranger, Wizard, Warrior
Thanks for taking the time to answer all of that
Yeah. Sorry. I can understand French, but if you'd ask to form sentences of my own, you'd still be here.I did have the decency to speak English too.
Wow thanks for going over so many details
Yes well. It kinda got the team going: "Great job, dude, what is left now to talk about for the next six months?"
All right, here.That was a well argumented critique.
Basically I think that most designers are overly concerned with what's come before when they sit down to write CRPG mechanics. When looking at mechanics that typically go into CRPGs, it's pretty hard to reverse-engineer a plan of intent. The conclusion I'm usually left with is that they wanted the system to "look like an RPG" on a UI screen. They have classes and stats and skills and skill/talent trees and a ton of derived stats when probably not all of that is necessary.
I believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"
Yeah. Sorry. I can understand French, but if you'd ask to form sentences of my own, you'd still be here.
Yes it's Josh's and no he's not saying "get rid of attributes." He's saying you should not go into making a game thinking of attributes first or even midway through the process. In Project Eternity, the blueprint for a nigh-perfect RPG, the attributes are going to be the very last thing he puts into the game because of how problematic they are.
No clear path of intent. They don't even know if they should give extra AP for meeting certain speed thresholds (hot tip: don't). I don't see a reason why I should ever put any points into con at all, just like with most RPGs and it's clear that some character concepts can safely dump certain stats without feeling any sting (right now I'm seeing str/speed/perc, dex/speed/perc and int/speed with little incentive to put any kind of major investment in anything else).So how was that an explanation of why the attributes in D: OS "suck"?
I honestly can't tell when you're joking about your fanboyism or when you're serious anymore.
Story sounds fine. Hopefully we will get to see a combat video. <3
The story setup reads like a bad fantasy fanfic,