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Divinity: Original Sin Pre-Release Thread

Joined
Mar 13, 2012
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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.

Can you tell us will there be skills or just stats in the game? And how will skills develop? Like when you use them, or during level up?
 

ForkTong

Larian Studios
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There are skills. They don't "level" by using them. Currently, only some skills have more than 1 level, but skills where that doesn't make sense, don't.

On the other hand, there are things that you can do that don't require skills. E.g. lockpicking is not a skill atm, you just need lockpicks and dex gives bonuses to success.
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
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The money should go the other way ;)
 

ForkTong

Larian Studios
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What prevents he players from killing a fixed encounter npc, fleeing, healing up and killing another npc, etc?

Nothing. If that's the way you wanna play, go ahead.

EVDK : my mom taught me to give back to those who hath given. And I was tired of ads. And questions / remarks here do help.
 

Western

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Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
What prevents he players from killing a fixed encounter npc, fleeing, healing up and killing another npc, etc?

Nothing. If that's the way you wanna play, go ahead.

EVDK : my mom taught me to give back to those who hath given. And I was tired of ads. And questions / remarks here do help.

Stay out of GD, we don't want you to run away.
 

Gord

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GD is really just a containment facility to prevent the worst stuff from spilling out the important sub-forums.
 

MicoSelva

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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.
It would be great if you got XP for defeated but not killed enemies. I am really tired of defeating = killing in RPGs. Why doesn't anyone run away or surrender in these worlds? Does adrenaline make everyone axe-crazy and unable to formulate words after initiating a fight? Imagine if it worked that way in the real world. What do You think, ForkTong?
 

Arkeus

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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.
It would be great if you got XP for defeated but not killed enemies. I am really tired of defeating = killing in RPGs. Why doesn't anyone run away or surrender in these worlds? Does adrenaline make everyone axe-crazy and unable to formulate words after initiating a fight? Imagine if it worked that way in the real world. What do You think, ForkTong?
:bro:
 

Breydel

Literate
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Right, it would be good if you still got some xp from enemies that manage to flee. Maybe depending on how the long the fight has lasted up until then, or on how much damage you did to them.
 
Self-Ejected

Ulminati

Kamelåså!
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The whole luring monsters into town to distract guards was a favourite tactic of mine on a Neverwinter Nights persistent world. The uber-level guards would pummel the monsters for me and I'd loot them afterwards. One day, one of the server staff spotted me doing this and banned me because being creative = hacking apparently. :(


Awarding XP for fleeing enemies will dimish peoples compulsive need to chase down everything for maximum XP. As long as it's in some way implied ot the player that signifigant loot won't be lost by letting people flee and they get a message about xp gain from fled enemy, it should turn fleeing enemies into a feature rather than a tedious chore to maximize gain from a fight.
 

Raapys

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Well, Gothic managed both, by giving XP for knocking down human enemies and allowing you the opportunity to loot them while unconscious. You could also finish them off, but I can't remember it giving you any more XP.
 

MicoSelva

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Well, Gothic managed both, by giving XP for knocking down human enemies and allowing you the opportunity to loot them while unconscious. You could also finish them off, but I can't remember it giving you any more XP.
You're right, we should also add "lose consciousness" to the the list of possible combat results (die/lose consciousness/surrender/flee). But frankly, ANY variety here would be better than what we get in RPGs now.
 

Zeriel

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Esp. considering they average about an update a day, in addition to pages of comment replies. Larian should win an award for being absurdly responsive on their KS, if nothing else.
 

SCO

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Shadorwun: Hong Kong
How speedy is the TB combat? Some games (notably SJRPG) can be unbearable with their large casts of enemies and interface that uses animations that delay the next turn for mundane details (like for instance, +10xp over the npc after a hit; yes this is dumb, yes this happened).
A option to affect the speed of combat animations would be nice. The ToEE trick of making AI controlled npcs attack simultaneously if their turn is adjacent on the initiative list too.
 

SCO

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Shadorwun: Hong Kong
No, i'm not on the habit of wasting limited downloads. So it has simultaneous turns for enemies or not?
 

MicoSelva

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I think simultaneous turns for enemies are not in, but the combat animations are rather fast and there's little delay between player's turns (I'd actually prefer something a bit slower).
All combat encounters shown so far had <10 participants, though.
 

Arkeus

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I think simultaneous turns for enemies are not in, but the combat animations are rather fast and there's little delay between player's turns (I'd actually prefer something a bit slower).
All combat encounters shown so far had <10 participants, though.
The gamepost demo finished with a 'bigger' fight, and it did seem slow.

I am hoping that they do something about that, as the combat slowing to a crawl when there are lots of enemies can be a pain.
 

MicoSelva

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Well, I wouldn't expect combat getting faster with increasing numbers of enemies, but I get Your point. SCO's suggestion (simultaneous turns) could help there.
 

CappenVarra

phase-based phantasmist
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None of this "unconscious = defeated" nonsense, bring back the 1 GP = 1 XP standard and you've already solved the "incentive to kill and loot everything" problem :P
 

Gord

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Those people from the Watch still pay more than the Codex...
 

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