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Divinity: Original Sin Pre-Release Thread

yaster

Liturgist
Joined
May 24, 2007
Messages
257
I think that's ok, even if that means that other player can cross the whole map to get to you while you are still in the 1st turn. The problem I see is when the out-of-combat player tries to cast some buff spells or cast fireball. Thought it could be easily fixed by instant enter combat mode when you want to do any action capable of changing the encounter while the other player is engaged.

As soon as you cast a spell on someone in combat (friend or foe), even from a distance while you're still in RT, you indeed instantly join combat


Yeah, but I see that as a little problematic. I think it would be better if joining the combat would be done before actual spell resolved, e.g. player hits the button to cast fireball and instead executing his desired action he joins combat waiting for his turn. Otherwise I think it would be beneficial to start combat with character with higher imitative and in his turn cast fireball with the other one essentially gaining free action. Not to mention possible free buffing, potion chugging and inventory swamping before combat. I could imagine that it would be profitable to keep safe distance between character just to minimize the threat of ambush (that way only one player is really ambushed).

Hmm, other thing that could help is enlarging the area that initiate combat around engaged enemies, e.g. fist player must to get as near as 10 meters to the monster to start combat and then when the second character get as close as 20 meters to the same monster he joins combat.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Rejoice Codex:

From Matt Barton's Facebook:
I'm interviewing these guys tomorrow, so give me questions if you got'em. I have to say, after watching their update videos I'm really excited to get to meet these guys. Their videos are hilarious, and the game looks fantastic.

Divinity: Original Sin
 

winterraptor

Cipher
Joined
Dec 13, 2008
Messages
408
Divinity: Original Sin Torment: Tides of Numenera
Realize I'm still pretty new here but what's with the antisemitism on this site? I notice it sprinkled here and there...is this just something that's made in jest or is the codex just friendly towards that type of stuff?

Well, I hear jews make lots of jew jokes...

futuramafry.jpg


Quite the conspiracy...
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
There the real issue or The problem is WHEN does the enemy decide to flee. What determines the behavior

I wouldn't make this stat-based or systemic. I'd say it's their AI script. I would only make NPCs flee if it fits their "character". But you make a good point. It can be annoying. I'd rather have them panic or try to "retreat" to a safe spot in the combat area, than flee. On the other hand, lowly grunts don't carry much loot anyway.

Since you imply that it is mostly lootless grunts that will panic and flee, you could lift a page from d&d and award experience for defeated (fleeing AND dead) enemies. That could even open the door for some sort of intimidation build to scare cannon fodder off and conserve resources.
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
Can you explain why you want this feature, instead of using a mouse? I saw some people at the Kickstarter asking for it, but I am still ???

It's just a whole lot more comfortable for me to use keyboard for movement, especially considering it's a big world to explore.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
AI doesn't flee yet. The player's flee button is stub.

The current idea, that still needs to be tested: when you click the flee button, the game shows you a trigger that you have to reach. If you reach it, you successfully flee to the latest safe point you defined.
The AI would use the same: when they decide to flee, they'll have to reach a spot, and they'll be gone from the game (lost XP).
AI will only flee if they're dumb grunts, small cannon fodder that panics when they're outnumbered and their "chief" is dead for instance. Depends on their script. (Not all dumb grunts panic. Orcs smash.)

This works on paper, still have to see it in game (and break it).

When you are in TB and I am not, yes, you can hold on to your first turn until I arrive to come and help you.

When someone joins you in MP, you can set timeouts for their TB turns (and set it to "none").
What prevents he players from killing a fixed encounter npc, fleeing, healing up and killing another npc, etc? Is the flee probability low; like 20% with you not allowed to do any other action or something? => average 4 free turns every 5 to the enemy? Can they follow? Are the flee zones only visible if the enemy is at some minimal distance?
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,972
Is it my imagination, or did the KS speed up a bit today? It would be quite nice if Torment ending and RPG fans being less distracted saw this get some big dorrah-dorrah-bills over the next month.
 

Multi-headed Cow

Guest
Welp. That Gamespot bro-team video pushed me over the edge. Also pushed my #1 co-op bro into buying it and we have entered a solemn blood pact to bro-op DOS together.

Largely was because of that multiplayer dialog. Seriously, that was the best fucking feature of the Old Republic. Fucking with one another in the dialog is great, and running around with friendly fire turn based RPG ON TOP OF multiplayer dialog is going to be fantastic. I also maaaaaaaaaay have accidentally linked him to this thread instead of directly to the Kickstarter so his referral is listed as coming from RPG Codex.

:kfc:
 

Aeschylus

Swindler
Patron
Joined
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Messages
2,543
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Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Is it my imagination, or did the KS speed up a bit today? It would be quite nice if Torment ending and RPG fans being less distracted saw this get some big dorrah-dorrah-bills over the next month.
It's been going at a fairly steady clip of around 20k/day on average since the initial burst wore off. It should be funded before the end of next week if it keeps up.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,972
Welp. That Gamespot bro-team video pushed me over the edge. Also pushed my #1 co-op bro into buying it and we have entered a solemn blood pact to bro-op DOS together.

Largely was because of that multiplayer dialog. Seriously, that was the best fucking feature of the Old Republic. Fucking with one another in the dialog is great, and running around with friendly fire turn based RPG ON TOP OF multiplayer dialog is going to be fantastic. I also maaaaaaaaaay have accidentally linked him to this thread instead of directly to the Kickstarter so his referral is listed as coming from RPG Codex.

:kfc:

Saw some people on a popular gaming site saying how DOS wasn't the first game to do cooperative dialogue because TOR did it, and I had this intense urge to leap in there all Roguey-like and scream: "NO. YOU'RE WRONG! NOPE! NOPE! NO! SHUT UP!"

Sure, TOR had a basic roll of the dice to see whose option gets used, but DOS goes a lot further in my book because you see that back and forth quantified in well-written dialogue that will no doubt be hilarious more often than not.
 

Multi-headed Cow

Guest
Saw some people on a popular gaming site saying how DOS wasn't the first game to do cooperative dialogue because TOR did it, and I had this intense urge to leap in there all Roguey-like and scream: "NO. YOU'RE WRONG! NOPE! NOPE! NO! SHUT UP!"

Sure, TOR had a basic roll of the dice to see whose option gets used, but DOS goes a lot further in my back because you see that back and forth quantified in well-written dialogue that will no doubt be hilarious more often than not.
Yeah, no doubt. DOS' use of it looks to be better, but even TOR's simple implementation was a hell of a lot of fun. Mostly because you'd get to the end of a quest and then you'd both be screaming in the chat at one another to see who wins the "Pat the orphan on the head" or "Announce to the orphan that the severed woman's head you're facefucking is in fact his mother's" roll.

Plus it was amusing during normal quests when one person is playing lightside and the other is darkside and your rolls alternate. Ridiculously hot and cold adventuring party.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,974
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?
 

Western

Arcane
Joined
Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?

Pretty sure there'll be magic skills, ranger/survivor skills and combat skills.
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?

Skills are in, not just stats.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?

Pretty sure there'll be magic skills, ranger/survivor skills and combat skills.
images
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?

Pretty sure there'll be magic skills, ranger/survivor skills and combat skills.

What about contempt, and other social skills presented in the one of the vids?
 

Western

Arcane
Joined
Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Looks intristinger and intristinger. Classless system, most of the game optional exploration? Yes please.
The character development seems quite basic though. Looks like there are no skills just stats? Or have I missed something?

Pretty sure there'll be magic skills, ranger/survivor skills and combat skills.

What about contempt, and other social skills presented in the one of the vids?

Those seem more like modifiers for differing dialogue opitions rather than skills.
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
There are 3 ways of trying to get your way with NPCs and your partner: sweet talk them into it, intimidate them, or use logic. The chance of these succeeding not only depends on your primary stats, but also on the context.

The stats that you gather by having these discussion, will also have an impact, we'll try to clarify this (and the above) in an update.
 

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