Divinity: Original Sin Beta - Christopher lives to see another day..

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Bought this last night, couldn't pass up on the deal.

How is everyone's performance? I only played a few minutes but I was getting some pretty bad stuttering at times. Hopefully it'll be fixed by release.
 
Alright. So the skill tree stuff is just how many of a specific type of magic we can use right?
Is it? Maybe they've changed that fairly recently. It used to just determine how powerful that element is when you use it, and you couldn't learn high level stuff without a high level in the skill. Sounds like a good change for hybrids.
 
How does the co-op work? Are the characters stored in the savegame and when playing together, the players simple choose one of the 4 (?) characters to control? Or is it similar to NwN where you could use your own local characters on a friend's server (if it was allowed)?
 
Bought this last night, couldn't pass up on the deal.

How is everyone's performance? I only played a few minutes but I was getting some pretty bad stuttering at times. Hopefully it'll be fixed by release.

I had a couple issues, but I think that's more because my PC isn't up to snuff more than anything. I still need to mess with the settings more.
 
I was thinking about Transistor too. That's a tough one to categorize. At first glance, it seems like more of Bastion which I'd consider more action game than RPG. But that skill system and pause/turn mechanic... I suppose it's RTwP.

It's certainly more closely related to Bastion than Dragon Age: Origins but the combat system I think is something that should be copied for future designs in RTwP games.

It may be harder to pull off with multiple classes and skill sets however.
 
How does the co-op work? Are the characters stored in the savegame and when playing together, the players simple choose one of the 4 (?) characters to control? Or is it similar to NwN where you could use your own local characters on a friend's server (if it was allowed)?
First of all, I'm pretty sure co-op is limited to 2 players without mods. When someone joins for co-op, they just take over the other player character, and I've read that they take over a recruited NPC too. If you start a new game in co-op, you can each customize your own character, but from then on, the characters belong to the saved game itself, not to the players.

While on the subject, there is a trait called Lone Wolf that makes it so the PC with Lone Wolf cannot recruit an NPC. The other PC still can, unless they also pick that trait. So it effectively reduces your maximum party size by one, in return for making that character stronger. You'll always have two PCs though, as far as I know.
 
Anyone know how the non-LAN co-op works? I've got a couple of characters in multiplayer mode, but it's the same as single player as far as I can tell.
 
Anyone have an opinion on the skill that heals you while you stand in blood. Think it's called Leech Life? Thinking it could be a decent skill for some health regen, but not sure if it's worth the skill point.
 
So I'm confused as to certain character attributes and how they contribute to the game - since you can only control one character at a time.

Perception for example. Do you need to manually be in control of that character to get the added 'sight', or when you hit ALT does it just take the highest perception bonus of the party no matter who you're controlling? What if you have 2 characters with really high perception, does their benefit stack in any sort of way?

What about the Lucky Charm ability? Does that character have to specifically be the one that opens the chest or box? Is there no point in having more than one character with Lucky Charm then?
 
Anyone know how the non-LAN co-op works? I've got a couple of characters in multiplayer mode, but it's the same as single player as far as I can tell.
Like I said above, in any co-op, if someone joins you, they take control of one of your characters. They don't bring their own.
So I'm confused as to certain character attributes and how they contribute to the game - since you can only control one character at a time.

Perception for example. Do you need to manually be in control of that character to get the added 'sight', or when you hit ALT does it just take the highest perception bonus of the party no matter who you're controlling? What if you have 2 characters with really high perception, does their benefit stack in any sort of way?

What about the Lucky Charm ability? Does that character have to specifically be the one that opens the chest or box? Is there no point in having more than one character with Lucky Charm then?
I don't think perception stacks in any way, other than the fact that you have two guys looking out for traps and such. If you have one with higher sight than the other, then you'll just see farther no matter which character you're controlling, since you can always see what all characters can see. Lucky Charm probably works the way you think it does, but I'm really not sure. Maybe it's a party skill everyone contributes to. I'd like to know too.
 
I have not played Dragon Commander yet.

I bought that one yesterday too. Uninstalled it after an hour. The RTS combat is really boring - basically boiling down to spam building units faster than the other guy. Very little strategy in regard to positioning and such. And being a dragon felt really weak and underwhelming.
 
I had a couple issues, but I think that's more because my PC isn't up to snuff more than anything. I still need to mess with the settings more.

Just tried messing around with my settings, ran Heaven and played some DS2 to make sure it wasn't my video card and nope, I get a stutter every 3-4 seconds. If the final game is like this I will be quite pissed to say the least.
 
I bought that one yesterday too. Uninstalled it after an hour. The RTS combat is really boring - basically boiling down to spam building units faster than the other guy. Very little strategy in regard to positioning and such. And being a dragon felt really weak and underwhelming.

The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.

Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.
 
First of all, I'm pretty sure co-op is limited to 2 players without mods. When someone joins for co-op, they just take over the other player character, and I've read that they take over a recruited NPC too. If you start a new game in co-op, you can each customize your own character, but from then on, the characters belong to the saved game itself, not to the players.
Aw, so the co-op partner wouldn't have any progression of their own? That's rather... discouraging.
 
I got that. What I meant is how do you actually start/join a co-op game?
Oh I see. The way I did it is I just started my saved game and then invited a friend on Steam to join me. If you want to start a new game as co-op, then you just pick multiplayer and new game on the menu and invite someone.
Aw, so the co-op partner wouldn't have any progression of their own? That's rather... discouraging.
Yeah, progression is tied exclusively to the saved game. Whoever has it can continue on their own without a co-op partner. I'm not sure if you can share the saves while in the game, but yeah, I think they expect that if you start playing in co-op, you'll keep playing co-op with that person. It's not very drop-in, drop-out friendly in that way.
 
I disagree vehemently.

Well-implemented RTwP has all the strategic depth of turn-based systems (if not more, due to the additional situational complexity afforded by concurrent actions), while eliminating the tedium of turn-based systems, especially in games with a large party.

RTwP ends up being "I just let my guys flurry the enemy to death". You can't dodge like in a true action rpg with movement, nor have any meaningful options except "use skill XYZ". It inherently requires less strategy due to the nature of the "real time" part. It makes the encounters feel less strategic as they are often designed to be "right click" bullet sponges - even bosses as you want a battle to go on for x minutes. In TB that's easy and feels natural. In RTwP that means an artificial huge health pool. I have yet to play a RTwP game where that wasn't the case. Torment, Never Winter Nights, Baldurs Gate you name it. Without movement turns smart positioning is nigh unusable except for the first cast. One of the better RTwP gameplay games is Dragon Age Origins. And even there my melee ended up being an auto-attacking-aura-bot, that I barely needed to control. I just dunno, even tho it should be MORE engaging for the user, it often ends up requiring less interaction from the player than FF13.
 
The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.

Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.

This is the best way to enjoy it - the RTS stuff gets a little more involved in later chapters, but the character stuff is all excellent.
 
The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.

Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.
Why wouldn't you just play EUIV then? The only reason to consider Total War is because of the battles. Without them, it's a shallow Paradox game.
 
You can pretty much cheese through the RTS fights with upgraded Shamans. I can annihilate ANY battle (except Sea battles) with any unit (even a mere soldier). Just build SHAMANS asap and then just use the mind control to make the enemy fight his own units. After you have a big Shaman army, just build some canon tanks or something to close it out faster, or Baloons. Dragon helps too - it's a really strong unit.
 
I just found the RTS parts too easy. Even in battles where the game gave me a 1% chance to win I would succeed. The dragon is just too strong.
 
Well-implemented RTwP has all the strategic depth of turn-based systems (if not more, due to the additional situational complexity afforded by concurrent actions), while eliminating the tedium of turn-based systems, especially in games with a large party.

Has anyone actually done a "well-implemented" RTwP system? Bad pathfinding is rampant and they tend to dumb-down environmental interaction since they're really designed for just automating your party with simplistic, unstrategic rulesets of sorts.

They make easy fights less tedious, yes... but there are solutions to that outside of the combat system itself.

How are your companions handled in this game? Can you control them in combat? Or are they always run by the AI?
 
RTwP ends up being "I just let my guys flurry the enemy to death". You can't dodge like in a true action rpg with movement, nor have any meaningful options except "use skill XYZ". It inherently requires less strategy due to the nature of the "real time" part. It makes the encounters feel less strategic as they are often designed to be "right click" bullet sponges - even bosses as you want a battle to go on for x minutes. In TB that's easy and feels natural. In RTwP that means an artificial huge health pool. I have yet to play a RTwP game where that wasn't the case. Torment, Never Winter Nights, Baldurs Gate you name it. Without movement turns smart positioning is nigh unusable except for the first cast.
I'm sorry, but if you didn't find strategic positioning useful in BG, or IWD, or NWN2 (particularly SoZ which has the most strategic battles) then that's not the fault of the gameplay system.

Seriously, there's nothing TB can't do that RTwP doesn't have the potential to do better.

Has anyone actually done a "well-implemented" RTwP system?
NWN2: SoZ is probably the best modern example. But (other than easily fixed technical issues i.e. pathfinding) IWD1 and 2 were also great.
 
The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.

Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.

I may have to go back to that and auto-resolve everything if that's an option, because I really, really didn't like the RTS stuff. Then again, I only like traditional base-building RTS games like Warcraft, Command & Conquer, and Starcraft.
 
I really hope this is successful for them. They have a great framework for future RPG's now and I'd to see them make more. If they do keep making RPG's I'd love to see something outside of their Divinity universe, maybe a modern day or sci fi RPG.
 
Is this still early access or has it been released? I see a release date of today but Steam still says it is the early access version.
 
Is this still early access or has it been released? I see a release date of today but Steam still says it is the early access version.

It was supposed to be released today, but they delayed it until the 30th which makes me sad cause that's not at the start of a weekend, but the start of a week...which blows ass.
 
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Wonder if it means a new game announcement?
 
I already feel lost and stuck.

I've been dinking around in the first city for awhile, solving the murder stuff mainly. I'm level 3 and now all my clues and side-quests lead me out of the city - where I'm either confronted by large groups of level 4 undead or level 6 orcs. I get my ass kicked.

Am I going the wrong way, underleveled (where else can I level up?) or is the game just that hard?
 
I'm sorry, but if you didn't find strategic positioning useful in BG, or IWD, or NWN2 (particularly SoZ which has the most strategic battles) then that's not the fault of the gameplay system.

Seriously, there's nothing TB can't do that RTwP doesn't have the potential to do better.

NWN2: SoZ is probably the best modern example. But (other than easily fixed technical issues i.e. pathfinding) IWD1 and 2 were also great.

Real-time with pause systems are much easier to use for the most part, I would agree to that. But saying that RTwP can do anything better than turn-based systems is a big fat fib.

Real-time with pause systems are hamstrung by their need to be played out in real-time; by their very nature, they must obfuscate the mechanics from the player to ensure everything works smoothly. Attack and movement ranges in meters or feet instead of hexes or spaces is inherently obscure (in a video game) and works against a player's ability to strategise. Real-time with pause sacrifices precision of movement and clarity of choice in an effort to make the game faster and more easy to understand.

Turn-based games like XCOM or Fire Emblem would not work with a real-time, pausable system - it would compromise core aspects of their respective designs. The former is designed around percentage-based risk-taking, and the latter around tactical certainty - transforming them into real-time with pause games would undermine the very foundation of their respective designs, and would in no way improve them. At best, a real-time with pause system would act as a poor crutch for the lack of a turn-based system, periodically pausing the game so tactical decisions can be made.

Turn-based systems are not inferior, so don't be a fibber, Durante.
 
I already feel lost and stuck.

I've been dinking around in the first city for awhile, solving the murder stuff mainly. I'm level 3 and now all my clues and side-quests lead me out of the city - where I'm either confronted by large groups of level 4 undead or level 6 orcs. I get my ass kicked.

Am I going the wrong way, underleveled (where else can I level up?) or is the game just that hard?
Lv3 is an okay point to venture outside but note what the guards at the gate say, if they wish you well or if they warn you of dangers. That will help point you in the easier direction. Also note that you can pick up companions. There are two in Cyseal in the beta. Large groups of enemies are to be expected!
 
Real-time with pause systems are much easier to use for the most part, I would agree to that. But saying that RTwP can do anything better than turn-based systems is a big fat fib.
Let's see how you justify that position.

Real-time with pause systems are hamstrung by their need to be played out in real-time; by their very nature, they must obfuscate the mechanics from the player to ensure everything works smoothly. Attack and movement ranges in meters or feet instead of hexes or spaces is inherently obscure (in a video game) and works against a player's ability to strategise.
How so? I don't see any reason for that to be true, and you don't make an argument, just a statement.

Real-time with pause sacrifices precision of movement and clarity of choice in an effort to make the game faster and more easy to understand.
How does it sacrifice precision of movement? In fact, most (inferior) turn-based systems restrict themselves to squares or hexes (luckily not Divinity), and those clearly do restrict both precision and choice.

Turn-based games like XCOM or Fire Emblem would not work with a real-time, pausable system - it would compromise core aspects of their respective designs. The former is designed around percentage-based risk-taking, and the latter around tactical certainty - transforming them into real-time with pause games would undermine the very foundation of their respective designs, and would in no way improve them. At best, a real-time with pause system would act as a poor crutch for the lack of a turn-based system, periodically pausing the game so tactical decisions can be made.
I'd argue that any luck-based system is inherently nonstrategic. Is Go luck-based? Chess? Starcraft?
Statistical chance is at best an abstraction you use if you have no other choice.
 
I already feel lost and stuck.

I've been dinking around in the first city for awhile, solving the murder stuff mainly. I'm level 3 and now all my clues and side-quests lead me out of the city - where I'm either confronted by large groups of level 4 undead or level 6 orcs. I get my ass kicked.

Am I going the wrong way, underleveled (where else can I level up?) or is the game just that hard?

You are aware that your save file is going to be invalid in a week right?
 
I'd argue that any luck-based system is inherently nonstrategic.
I would *absolutely* disagree.
On a side note, unlike you I also have a very ill opinion of pretty much everything about NWN2, so I really wouldn't take anything about its combat system as a model.
 
I replayed NWN2, MOTB and SOZ at the beginning of the year and yea the combat is hot garbage in that game.
 
It's really sad that you are all so wrong. I pray that you will see the light when PoE releases.

I replayed IWD this year, and I had more significant positioning and interesting strategic plans and fights in that game than most any turn-based title I can remember. And all while still being able to resolve boring parts of fights extremely quickly and painlessly.
 
It's really sad that you are all so wrong. I pray that you will see the light when PoE releases.

RTWP can be done right (like in say Aarklash Legacy for a modern example), but NWN2's combat is just a bloody mess top to bottom.
 
It's really sad that you are all so wrong. I pray that you will see the light when PoE releases.

The ie games had terrible combat back in the day. I can barely imagine how awful they'd be now.

I replayed IWD this year, and I had more significant positioning and interesting strategic plans and fights in that game than most any turn-based title I can remember. And all while still being able to resolve boring parts of fights extremely quickly and painlessly.
lol. Joke post? The ie mechanics alone make what you say pretty much impossible.
 
RtwP lacks a proper movement system. Why bother moving ANYWHERE when the enemy can just wail on you while you walk away? Just wait for Divinity, it'll be glorious.
 
Wasn't there something about a dream RPG that they wanted to make awhile ago?

Swen (Larian's owner) has been talking about the RPG to end all RPGs for a few years now. He says he wants his studio to complete a few games before attempting it but he also mentioned how Original Sin turned out far better than he expected so the SUPER RPG might have been pushed forward a bit.
 
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