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

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Are there any salenumbers about how the game sold during the steamsale? Should be interesting.
Sweet... some screen caps?
This is absolutely offtopic but your avatar is amazing.
 
Nice, Durante.

Also the number of people on my Steam friends list who own Divinity: OS has shot up from 10 pre-sale to 35 post-sale.

Awesome to see.
 
So I bought this due to the high praise from folks on this forum and i have to say it is really...fun! It reminds me a bit of the Neverwinter Nights Games from Obsidian, and Baulder's Gate. But I really enjoy it, good call folks! now to just get more people to buy it.
 
Sweet... some screen caps?
Here's one:
dump123_framedump_postfjf4.jpg


Still have to implement a hudless screenshot key.
 
I now feel woefully inadequate, having found today the best graphics/fps compromise, getting a good steady framerate with bloom/ao/reflections/dof off and shadows in very low.

I really need a decent pc :(
 
If it makes you happier, at maxed settings and 4k bicubic downsampling using GeDoSaTo (like in that screenshot) I only hover around 20 FPS myself. I won't play it like that ;)
 
That screenshot <3

Man, this is gonna be my first Divinity game. Not only that, I have 0 clues as to what I'm getting myself into.
 
Great Scott.

That's beautifull.
 
Just installed the beta and was about to try and make a character, when I saw it didn't support downsampling, I instantly googled "gedosato Divinity". Thanks based Durante, Father of the Abyss. TT_TT

Can't wait for the full game, the menu music is great, I'm so excited for this :D
 
After quite the fittingly epic struggle, I just finally succeeded in making Divinity: Original Sin work with GeDoSaTo :)
Edit: actually, scratch that, still not quite there.
Edit2: unscratch that again, got it:
Posts like this are why I am glad we have similar tastes in games.
Nice, Durante.

Also the number of people on my Steam friends list who own Divinity: OS has shot up from 10 pre-sale to 35 post-sale.

Awesome to see.
I only had one person on my list buy it. I need better friends clearly.
 
Those will get deleted come release day, so don't get too attached :p

I won't even play, I just wanted to see how the character creator was, and since it's not super complex with tons of sliders, I'll be able to recreate them in no time instead of wasting 30 minutes staring at the classes to decide how I'm gonna play this.

EDIT: URGHHH it was so hard to press Alt F4.

Just 9 more days, I can do it!!
 
I now feel woefully inadequate, having found today the best graphics/fps compromise, getting a good steady framerate with bloom/ao/reflections/dof off and shadows in very low.

I really need a decent pc :(
I can do Ultra but seem stuck on 30 FPS. Will have to check with Fraps later.

Eh, don't need 60 FPS here anyway.
 
I won't even play, I just wanted to see how the character creator was, and since it's not super complex with tons of sliders, I'll be able to recreate them in no time instead of wasting 30 minutes staring at the classes to decide how I'm gonna play this.

EDIT: URGHHH it was so hard to press Alt F4.

Just 9 more days, I can do it!!

I've played the tutorial dungeon 3 times already to try different characters, you should do that to get a feel of the abilities etc.
 
This is not an issue of RTWP, I don't think.

RTWP functions like turn-based. The game has an internal clock which all activities (movement, attack, cast, skill) tick along like turn-based would. Developers can pack as many calculations (opportunity, initiative, flank, interrupt etc) per activity or tick.

Just talking about the IE. Not what RTwP can or can't do. Like I mentioned earlier, I think RTwP has a lot more potential than what we've seen (of course I feel the same way about turn-based, but...another time).
 
I won't even play, I just wanted to see how the character creator was, and since it's not super complex with tons of sliders, I'll be able to recreate them in no time instead of wasting 30 minutes staring at the classes to decide how I'm gonna play this.
This is really disappointing :( I was hoping for deep character creation. I'm worried that, classless or not, character development is going to be little too straightforward, too.
 
EDIT: URGHHH it was so hard to press Alt F4.

Do you really quit out of games with Alt-F4 rather than using the "quit game" option?

I'm not being condescending or sarcastic. It's just not something I thought anyone did as a regular practice. Graceful exits are usually the best.
 
This is really disappointing :( I was hoping for deep character creation. I'm worried that, classless or not, character development is going to be little too straightforward, too.

Hm, you see, when I saw the character creation screen, I have to say I was disappointed too, especially coming out of Dark Souls II that is surprisingly good in that aspect, but it is much better than I expected when I saw it. It's still quite simple, but it's ok.

EDIT: Let me make that clear, since you mentioned classes: I was talking about the faces when I said there aren't tons of sliders and shit, and the "not wasting 30 minutes staring at classes" comment is because I already did it and chose my classes today, not because there aren't any.

Do you really quit out of games with Alt-F4 rather than using the "quit game" option?

When I'm on my keyboard, sure.

Or in Dark Souls II's case, it's quicker to get up and alt f4 than it is to go through all the server bullshit to quit (and alt f4 even saves the game for you)
 
I think you are missing out on a great many strategic positioning-related opportunities in IE games if you only consider "close" and "far". Just a few examples from my recent IWD playthrough:
<snip>

Like I said, most of it is based on spells and their use. This is all basic stuff, IMO. Without spellcasting in the IE games you could leave for a beer while combat resolves itself. Nothing really to it.

One thing about the choke points...IE was terrible at that. Since you didn't "engage" enemies and there was no AoO or flanking, there it was just a charge towards archers/mages. So many times enemies would just glitch through a "choke point".

That is not to say that flanking and AoO would not further improve the systems. But this is equally true for both turn-based and RTwP -- it's (sadly) not like every turn-based system features them! -- so doesn't really have much bearing on our overall discussion.

No question that turn-based games can't have a ton more features added (far more than RTwP games, IMO), but what are we discussing if not the strengths and weaknesses of combat in IE games? I came in late, so maybe I just wondered in off topic.
 
Do you really quit out of games with Alt-F4 rather than using the "quit game" option?

I'm not being condescending or sarcastic. It's just not something I thought anyone did as a regular practice. Graceful exits are usually the best.

Alt F4 is a graceful shutdown as far as I know. It's nothing like killing the process.
 
Do you really quit out of games with Alt-F4 rather than using the "quit game" option?

I'm not being condescending or sarcastic. It's just not something I thought anyone did as a regular practice. Graceful exits are usually the best.
I always do. Unless it's a badly programmed game, it should handle alt-f4 gracefully.

Like I said, most of it is based on spells and their use. This is all basic stuff, IMO. Without spellcasting in the IE games you could leave for a beer while combat resolves itself. Nothing really to it.
Only about half of my points were at all related to spellcasting. And anyway, spells are an integral part of the game, so why would you leave them out when discussing it?

Seriously, throughout our conversation (and with stuff like "you could leave") I really have to wonder if you ever played these games at high difficulty levels.

One thing about the choke points...IE was terrible at that. Since you didn't "engage" enemies and there was no AoO or flanking, there it was just a charge towards archers/mages. So many times enemies would just glitch through a "choke point".
I can't remember any single instance of an enemy "glitching" through anything in IE games. You have to make your walls tight of course.
 
Congrats GAF i spunked £24 on this because of the impressions. Already spent more than i anticipated this steam sale lol.
 
After quite the fittingly epic struggle, I just finally succeeded in making Divinity: Original Sin work with GeDoSaTo :)
Edit: actually, scratch that, still not quite there.
Edit2: unscratch that again, got it:

How did you make it to work?

I'm new with GeDoSaTo

I usually downsample with by adding a higher custom resolution in Nvidia Control Panel but that doesn't work with Divinity
 
Alt-F4 just sends a WM_CLOSE message to the game. It can decide how to handle that. (Some games decide not to react at all to it, which is annoying)

Thanks for the information. I used to be a software developer, have an M.S. in Software Engineering, but mostly not Windows/OS level stuff, so I appreciate more detail.

Oh, it's Durante. Hi, Durante. You do great work. Keep it up.
 
Only about half of my points were at all related to spellcasting. And anyway, spells are an integral part of the game, so why would you leave them out when discussing it?
All but three were, and two of them the IE handled poorly due to lack of of features such as AoO. I guess different things impress different people. We had so many IE games over such a short span this stuff just seems rote. Nothing that makes me excited to see the return of RTwP. Particularly over TBed combat, that's for sure.

Seriously, throughout our conversation (and with stuff like "you could leave") I really have to wonder if you ever played these games at high difficulty levels.

Honestly, I don't recall what difficulty I played them on. I vaguely remember that higher difficulty levels were the usual cop-out, though: Double enemy HP or damage or whatever. Same tactics apply that just took longer. Can't remember if I tried it on many of the games. Are there custom difficulty levels or mods that improve combat balance?

And to clarify the "you could leave"...I was referring to if you remove spells from the equation. I remember doing this.

I can't remember any single instance of an enemy "glitching" through anything in IE games. You have to make your walls tight of course.
My memory is foggy of course, but I remember it being a total pain in the ass to arrange a "choke-point" because if there was even a tiniest space enemies would squeeze through since you don't "engage" enemies there is nothing to stop them from waltzing around your character.

I've browsed through this thread. There is no question that there is a lot of potential in RTwP...but to say it can match, let alone exceed, the potential of turn-based is a stretch in the extreme.
 
Male customization sucks. I wanna make a pretty boy.

Yeah, the lack of body types really is a bummer, I didn't even notice it because I actually wanted that body type for my male character, but now that you mention it...

Still, I'm pretty happy with my CRAZY DIAMOND.
 
How did you make it to work?

I'm new with GeDoSaTo
By
- implementing a new injection method
- intercepting 2 more Windows APIs
- and adding an additional setting which pretends that the desktop resolution is higher than it really is

Easy ;)
But seriously, this was one of the hardest DX9 games to make work.

All but three were, and two of them the IE handled poorly due to lack of of features such as AoO. I guess different things impress different people. We had so many IE games over such a short span this stuff just seems rote. Nothing that makes me excited to see the return of RTwP. Particularly over TBed combat, that's for sure.
You are getting over 10 times as many TB RPGs this year as there are RTwP RPGs. TB fans are in no position to complain.

If anything is "rote" at this point its square-based TB combat. It discretizes both time and space, thereby greatly restricting the potential state space of battles. Luckily Divinity has free movement.

I've browsed through this thread. There is no question that there is a lot of potential in RTwP...but to say it can match, let alone exceed, the potential of turn-based is a stretch in the extreme.
Actually, it's the other way around. Why would a system which has the potential of freely adjustable "turn" lengths ever be inferior to one with a fixed length time quantum?
 
Force2Strategy posted a 40 minute look at the game.

https://www.youtube.com/watch?v=nDaYWfqJD3g


so gud.

Thanks for this. Reminded me I need to sub to his channel.

This looks amazing. I ignored it at first because of the early access tag and I vaguely remember being turned off by the look of previous games with the Divinity name. That video sold me. How long has this game been in development? Judging by what I've watched it has to be at least 4-5 years, I assume its not the largest of teams either.
 
Thanks for this. Reminded me I need to sub to his channel.

This looks amazing. I ignored it at first because of the early access tag and I vaguely remember being turned off by the look of previous games with the Divinity name. That video sold me. How long has this game been in development? Judging by what I've watched it has to be at least 4-5 years, I assume its not the largest of teams either.

Since around 2010, but they were also making another game at the time so not full development dedication until recently.
 
Male customization sucks. I wanna make a pretty boy.

The portrait selection for the male is very lacking.

40% of the portraits are a slight variation on the default dude with the same skintone and hair colour. Really, the selection for both genders is pretty blah.

It's really annoying when the portrait doesn't match, and because of this I feel obligated to make it look somewhat similar; this limits my characters' possible appearance a great deal.
 
The portrait selection for the male is very lacking.

40% of the portraits are a slight variation on the default dude with the same skintone and hair colour. Really, the selection for both genders is pretty blah.

It's really annoying when the portrait doesn't match, and because of this I feel obligated to make it look somewhat similar; this limits my characters' possible appearance a great deal.

I just pick a similar skin tone and pretend it's how the character looked at some point in their life. Kinda like your ID picture might not match your current self, but it's still you. I have like 30kg more and longer hair on my passport.
 
I just pick a similar skin tone and pretend it's how the character looked at some point in their life. Kinda like your ID picture might not match your current self, but it's still you. I have like 30kg more and longer hair on my passport.

But there's so many skin tones, and thet all have great names! (same goes for all the customization options)

Larian just needs to implement a real-time portrait for the characters. NWN2 did it, and so can Divinity: Original Sin! Yes, they were sorta bland, but it was nice to have an accurate representation of your character. The only shame was NWN2's horrible standardization of character head/hair models (some hair clipped through the skull, or the skull would cover some parts of a hairstyle. Real bummer for short hair styles.)
 
I just pick a similar skin tone and pretend it's how the character looked at some point in their life. Kinda like your ID picture might not match your current self, but it's still you. I have like 30kg more and longer hair on my passport.
And you were SO cute. :)


The wait for this game is killing. It's almost on the level of a GTA V or Dark Souls 2 close to release. D:
 
I used to think Durante and I agreed on everything. And then he said that RTwP was superior to turn-based.

And nothing was ever the same again.
 
But there's so many skin tones, and thet all have great names! (same goes for all the customization options)

Larian just needs to implement a real-time portrait for the characters. NWN2 did it, and so can Divinity: Original Sin! Yes, they were sorta bland, but it was nice to have an accurate representation of your character. The only shame was NWN2's horrible standardization of character head/hair models (some hair clipped through the skull, or the skull would cover some parts of a hairstyle. Real bummer for short hair styles.)

Hm, you're right. Real time portraits would be the best. They don't even have to remove the current portraits, why not have the option? :D

And you were SO cute. :)

hahahahahaha wat

thanks?
 
You are getting over 10 times as many TB RPGs this year as there are RTwP RPGs. TB fans are in no position to complain.
Haha. Kneel before your TBed overlords! Costs 3 AP. :p

If anything is "rote" at this point its square-based TB combat. It discretizes both time and space, thereby greatly restricting the potential state space of battles. Luckily Divinity has free movement.

What do you mean by "square-based TB combat"? Are you referring to the grids?

Actually, it's the other way around. Why would a system which has the potential of freely adjustable "turn" lengths ever be inferior to one with a fixed length time quantum?
lol. Did you seriously just say "fixed length time quantum" in this thread?

How would "freely adjustable turn lengths" work and why would they be so wonderful? I assume you are referring to the 6 second rounds in the IE games. So one round is 6 seconds and the next one is 3 seconds? 0_o I don't think I get what you are saying.
 
Okay, so this may have been covered in the thread and I missed it while searching. I just managed to pick this up, and was wondering about a couple things.

First, when the full version goes live on the 30th is it going to require a complete re-download (if anyone knows), and is it better to just go ahead and wait for the full release to jump in or should I just download it and enjoy whats available until then?
 
How is the multi-player? Well-implemented developments depending on both characters' choices? I heard that was an idea upon developing the game and I'd like to be excited for it come final release.
 
I used to think Durante and I agreed on everything. And then he said that RTwP was superior to turn-based.

And nothing was ever the same again.

We should just make an action versus turn based versus atb thread. Instead of having it in here.
 
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