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Divinity: Original Sin Pre-Release Thread

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
A good kicktarter campaign is very important for sure and Larian has make some mistakes here and there but it doesn't explain everything.
The W2 and SR demo video show more or less as much as D:OS video so we can reasonably compare our expectations about these 3 projects.
And while i find D:OS interesting, i'm still much more excited about W2 and SR (or PE and Torment but we know a lot less about this game so it's not comparable).
So i'm not very surprised that the D:OS campaign doesn't raise as much.
I must not be the only one to think like that and not everyone is as much interested as us in cRPG so they don't pledge.
The game will be funded anyway.

This is how Kickstarter works best. What Fargo did was show you his plans for his games, and you in your mind envisioned them as being perfect for you. You imagined them as having the perfect graphics, perfect gameplay, perfect story, perfect everything. On the other hand, Divnity shows you pretty much everything from the get go so now you know exactly what to expect, and some of its features are not as awesome as you would have liked.

Fargo sold you a vision.
Swen sold you a concrete product.

Fargo targeted your emotions.
Swen targeted your reason.

This is how marketing works, it tells you want you want to hear. VD could probably explain it better, seeing as how he worked in this business.
You misunderstand me.
It may be true in general but for W2 and SR it's not (or the dream has come true), at least for me.
If they have showed the W2 and SR video during the campaign i would have pledge as much for W2 and even more for SR.
As i write right now we have as much real info about these 3 games and if i have to choose W2 and SR would come way ahead of D:OS.
But some may of course like D:OS better like krist2, it's just a matter of taste.
 

hiver

Guest
You do understand that, as developers, we can't really be that way to people? :)

I mean. You should see our support mails.

Of course not. Thats just me.
For this case i would suggest to just ignore it and not waste any time on that at all.
If i would suggest something to you directly.

I just think that paying attention to the difference between legitimate critiques or complaints and internet retards will only benefit you.


btw... just checking, did you guys see my suggestion i sent you over Kickstarter or did that get lost in thousands of messages too?
No need to tell me anything about it.Its not a demand - just a suggestion and it will work better as a little surprise for everyone.

- Im just wandering have you seen it or not. -

And if you did, take the stuff i said just as very basic examples, a few ideas how it might work - just generally speaking.
Im sure you can come up with better specific details and everything.
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
I can understand it's much easier for the map makers to use random looting so as not to have to set every enemy equipment painstakingly, but i'd expect a TB game would have a lower combat encounter density, more like U7 than diablo that would make it possible.

Actually, balancing and creating meaningful treasure tables is probably more work than placing treasures/items by hand.

But once the treasure generation was in, and containers could contain something, and there was a chance of something cool dropping, you immediately felt it when you were playing it.

It may sound cheap, but item fever works, even in a game where combat is TB. This was also proven by the journalists that got the hands-on previews: they all immediately started opening things. And if an NPC was watching, their curiosity got the better of them and they were trying to make him look away or lure him off or distract him in any way (most of them ended up killing everyone, but that's besides the point).

So, in short: item gen is in, because we believe item fever works and can be fun, and is one of the things that helps replayability. But not ALL drops are generated, and there are items that are hand-placed.

But we do also know that balancing those treasure tables the generate loot, is the hardest part.

Hiver: yes I have seen that post here and in the PMs on Kickstarter. You are right.
 

felipepepe

Codex's Heretic
Patron
Joined
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Messages
17,310
Location
Terra da Garoa
and is one of the things that helps replayability.
Yeah, I hope the game is good and i'll replay it many time, so this is certainly a welcome thing. Games like Fallout loose some of the magic when you know exactly where to go first to get some itens... or just run like a retard to San Francisco and steal a power armor at Lv 2.
 

MicoSelva

backlog digger
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and is one of the things that helps replayability.
Yeah, I hope the game is good and i'll replay it many time, so this is certainly a welcome thing. Games like Fallout loose some of the magic when you know exactly where to go first to get some itens... or just run like a retard to San Francisco and steal a power armor at Lv 2.
Well, in Original Sin You will be able to sneak into a high level area and loot the high level containers there, but it probably won't be easy.

Personally I'm not a big fan of random item generators in my RPGs (but I can live with them ;) ). I think loot worked best in Baldur's Gate, where 90% of stuff was hand placed, but random encounter enemies (like hobgoblins) dropped random low-level stuff, like money, gems or spell scrolls. From what I gathered, Original Sin does not have random encounters: all the enemies are hand placed, but they drop generated loot (except for some preset drops). We'll see how that works in practice.
 

felipepepe

Codex's Heretic
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Terra da Garoa
Well, in Original Sin You will be able to sneak into a high level area and loot the high level containers there, but it probably won't be easy.
There's a huge difference from looting A item to looting THE item. I could run to The Hub, help that bro and get the .233 pistol everytime, making the game way easier.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,716
From what I gathered, Original Sin does not have random encounters: all the enemies are hand placed, but they drop generated loot (except for some preset drops). We'll see how that works in practice.
We've already seen it in practice in Divinity 2. My opinion: meh. Larian really messed up when it came to the randomly generated attribute requirements so they fixed it by removing them.
 

turrican

Educated
Joined
Dec 15, 2010
Messages
34
Location
Commodore HQ
"Exclusive items" we give away as bonuses do not unbalance the game. It's not like you get the Red Dragon's Footman's Lance Of Brutal Smiting +1 or anything.

Sure, but why discriminate between Kickstarter backers who have pledged equal amounts of money? You want to incentivize MORE backers to pledge, not make them feel bad for being late to the party.

Pretty much this. Larian is pressing all the right buttons with the game itself (no-level scaling, turn based TOEE style combat, friendly fire, lockpicking, sneaking, not to mention DRM-free and Linux support included), but then an exclusive item is announced which threshold to receive it is almost reached at the time of it being advertised. This is hardly a way to motivate new backers to pledge when they feel that they are missing out even though the early bird tier is still ongoing. Let all backers that decide to spend their money on Divinity: Original Sin have this.

This kickstarter has all the potential to generate so much more money and I hope that Larian starts to be smarter about making potential backers to support the project. All the more because the devs in the videos really seem to be cool bros that believably want to make a no bullshit cRPG.
 

hiver

Guest
ForkTong


Just invent another item that those who backed from 5K to 10K will receive.

Everyone happy and everyone have their own.

maybe nice panties for girls or a bra?
http://www.victoriassecret.com/panties

:takemyjewgold:


- be sure to have them also raise intelligence by the same amount -

...otherwise youll be in the world of pain. :)

Also make these items be interchangeable between the players.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
So, in short: item gen is in, because we believe item fever works and can be fun, and is one of the things that helps replayability. But not ALL drops are generated, and there are items that are hand-placed.
I respectfully disagree. I never liked it because it's 'anti-narrative' like i said; legendary handplaced loot with lore being obsoleted by random generated lore-less loot is very bad for that verisimilitude for me. That's why i suggested location randomization; it would ALSO help replays without being silly.

I hope that random generated loot can be turned off, maybe in a config file; for loot that is equipable never to be generated (so only things like money, lockpicks and so on are generated).
 

hiver

Guest
No, why? The first 5K already have their own pants.
Im one of the first 5K and i wouldn't mind that at all.

This "could"... - whats the purpose of basing logic on fear? An imaginary fear that something just might happen?
Fear is the mind killer.


In fact i would suggest a different but similar item for every 5K until the end of Kickstarter.
 

hiver

Guest
That effectively removes you from being considered as a human completely.

No wonder youre logic is based on paranoia and nonsense.
 

MicoSelva

backlog digger
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Yeah, I really tried to like it. Read the first book twice. It was decent, with the first half being great, and the second rather meh. The second one I barely suffered through. The third one is a bit better (I'm actually reading it at the moment) so far, but still nothing special. I just don't see what's so good about this series. I suppose it was a breakthrough in its time and is carried by this reputation to this day, just like LoTR.
[/derail]
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
The second is bad, agreed. It's because FH didn't actually really want to write it. It's a slamdunk. And the concept was purpose built to annoy the superficial fans (demolish the character of Paul). It's a pity the 'villain' council there is so pathetic, but it's interesting that the Tleilaxu are already characterized as being weird mofos.

The 3rd butchers Alia's character, for want of conflict, the 4th many people hate because it's very slow and weird (but it's actually the linchpin of the series metaplot), 5th and 6th is some Bene Gesserit love (i like reading about them, so i'm alright with that).

Anyway, if you didn't like Dune itself, i wouldn't expect you to love the rest anyway. The reasons i like those books have more to do with the themes (weird jungian mysticism, organic predestination, other memory) and the solipsism of the narrative (the first person internal monologues) than the plot itself. I'm also highly resistant to slow moving narratives, probably because of dune itself (so some of my favourite later books are 'action-less').
 

MicoSelva

backlog digger
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Good to know the second one was the worst, because I still intend to read through all of them (gotta know Your classics).
I'm rather enjoying the setting, but the focus on characters' inner feelings is a bit tiring. I just feel there is too much of that. The characters themselves are ok (although my favourite was Vladimir Harkonnen, who was unjustly killed :( ), but I wish thet actually did something, instead of sepnding 90% of time inside their own heads.
Well, anyway, I will read this series through to the end and then maybe make some more blaspehmous statements in the Codex Library. Let's focus on Divinity here.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
I wouldn't mind either, but I think many people would be pretyy butthurt.
Fear is the mind killer.
Fuck, I hate Dune. Few books are as overrated as this boring piece of crap.

tumblr_lyixg7Tkej1qei4xzo1_500.jpg


My name is Sting. Your logic is invalid.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
The second is bad, agreed. It's because FH didn't actually really want to write it. It's a slamdunk. And the concept was purpose built to annoy the superficial fans (demolish the character of Paul). It's a pity the 'villain' council there is so pathetic, but it's interesting that the Tleilaxu are already characterized as being weird mofos.

The 3rd butchers Alia's character, for want of conflict, the 4th many people hate because it's very slow and weird (but it's actually the linchpin of the series metaplot), 5th and 6th is some Bene Gesserit love (i like reading about them, so i'm alright with that).

Anyway, if you didn't like Dune itself, i wouldn't expect you to love the rest anyway. The reasons i like those books have more to do with the themes (weird jungian mysticism, organic predestination, other memory) and the solipsism of the narrative (the first person internal monologues) than the plot itself. I'm also highly resistant to slow moving narratives, probably because of dune itself (so some of my favourite later books are 'action-less').

The TV series was also a nice watch if one enjoyed the universe, and much more faithful to the books than the movie ever was.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
These 60's books are special; LSD and hippies really did a number on science fiction at the time. Dune; the Childe Cycle; Time Enough for Love and the Number of the Beast...
 

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