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

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Messed around in the beta some more to try out different skills and I really love that this game has global chat in it. Really adds to the experience being able to talk with other people about the game while you are playing. I wish more non-MMO games would do this, especially RPGs.
 
So how viable do you guys think an all magic build/party is going to be? I just love magic in games like this.

I like playing around with my shadowbalde and witch.
 
So how viable do you guys think an all magic build/party is going to be? I just love magic in games like this.

I like playing around with my shadowbalde and witch.

I don't know how viable it would be, magic doesn't do much damage really and the big spells cost a lot of AP and have very long cd.
 
Wow, I really did not think CRPGs were my thing, but after buying this on a whim and getting immersed so easily I have to reevaluate my taste in games. The amount of possibilities in this game is staggering, I can't get over it. I've experienced the first few hours of the game multiple times-- playing solo, watching a couple friends play, and co-op with a friend for 4 hours-- and every time it's different.

To anyone like me who just couldn't quite get into Infinity Engine RPGs but likes the concept and appreciates their quality: Get this game. I think it'll push you over the edge.
 
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?

For their last game, Divinity: Dragon Commander, the Beta was a completely separate build, so you had to download the final game again.

If you want to play with the mechanics and don't mind spoiling some of the story line, go ahead and play now. Otherwise it would be better to wait.
 
What do you mean by "square-based TB combat"? Are you referring to the grids?
Yes, square grids.

lol. Did you seriously just say "fixed length time quantum" in this thread?
Yes. So what? Do I need to dumb down my locution like a square grid turn based battle system? ;)

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.
That's because, like many people, you apparently never really thought about RTwP battle systems. The fact that IE games have underlying "turns" is an artifact of their DnD history. An undesirable artifact. A RTwP system designed from the ground up for CRPGs (like PoE's system) has no need for every action to take the same time - or an integral multiple of that time (which is greatly limiting). Every action can simply take as long as it takes.

So in a RTwP system with free movement both time and space are continuous, while they are discretized in a turn-based grid-based system. The former obviously has a far larger state space and degree of expressiveness than the latter.

By the way, PoE will have both attacks of opportunity (well, disengagement attacks which are the same thing) and flanking modifiers.

Durante likes hopeless causes.
I generally succeed though. Though convincing people is harder than convincing computers, the latter are much more rational :P

Wow, I really did not think CRPGs were my thing, but after buying this on a whim and getting immersed so easily I have to reevaluate my taste in games. The amount of possibilities in this game is staggering, I can't get over it. I've experienced the first few hours of the game multiple times-- playing solo, watching a couple friends play, and co-op with a friend for 4 hours-- and every time it's different.

To anyone like me who just couldn't quite get into Infinity Engine RPGs but likes the concept and appreciates their quality: Get this game. I think it'll push you over the edge.
Stuff like this is wonderful to read. It's really amazing how many people with different backgrounds have posted positive impression for D:OS after trying it.
 
Heh, I think of KotOR as my gateway drug for CRPGs. Not that it's a fully proper example of such, and not like I haven't tried beforehand (Fallout got a lot of praise and I DID make decent headway into that, and I got BGII but couldn't understand that and got Torment and did... a bit better there) but KotOR really eased me in and got me hooked, though it helped I got some proper D&D experience too.
 
Man I really need this game to come out. This is one of the RPGs I have been looking forward to all year so I am pretty excited for it.

As for the conversation going on now. I consider RTwP to be a bastard system in all honesty. If I have to pause it constantly to get the most out of it it might as well be turn based and if on the other hand I try to play it in real time then it always feels clunky. Though to be honest most of the RTwP games I played were trying to make a turn based system become real time so i have to acknowledge that.

Pillars of Eternity will be the game that either sells me on RTwP or damns it forever in my eyes. In my opinion if Obsidian can't make it work then I have little faith anyone else will be able to.
 
After watching that 40 minute video I'm so tempted to pick this up, but I still have Divinity II to play, plus I get the impression this will be one of those games that is well supported after launch, so I think I'll wait until the end of the year for a first playthrough.
 
I somehow feel that my Oil pool > fireball strategy isn't the most punishing way to be going on about it but I'm doing okay I guess. Good AoE and slow is pretty useful.
 
I somehow feel that my Oil pool > fireball strategy isn't the most punishing way to be going on about it but I'm doing okay I guess. Good AoE and slow is pretty useful.

Zombies use poison based AOE magic so fire retains its usefulness for a bit longer.
 
Oh yeah, it's important to diversify in magic. There are enemies that are not only immune to fire, but are healed by it, so even if you want to be mainly a fire wizard it's useful to have a pair of spells of other elements so your wizard can do something in those fights.
 
Yeah, definitely, though I'm still a little confused with the magic system. Getting the hang of it though.

I do wonder if my "always long range" tactics will hold much water soon though. I pretty much just use summons for my up close pseudo-tanking (pseudo in that they don't tank all that well really).
 
at what point can you put a second point into a skill, the spell schools for example
does it simply cost 2 points for level 2 or do you need higher levels for it?

and do you, at some point, get spells that make rogue skills obsolete? I already saw an unlock spell scroll, which probaly means there is an unlock spell book.
 
Is it possible to make it so the AI will only control one of your characters when they're talking to each other? I don't wanna talk to myself, but I'd like to be able to choose when CRAZY DIAMOND is talking to some NPC.
 
Is it possible to make it so the AI will only control one of your characters when they're talking to each other? I don't wanna talk to myself, but I'd like to be able to choose when CRAZY DIAMOND is talking to some NPC.

I'm pretty sure when you create a character and select their AI it will control their dialogue choices. Right now the only option is random but there should be more definitive options when the game releases.
 
at what point can you put a second point into a skill, the spell schools for example
does it simply cost 2 points for level 2 or do you need higher levels for it?

and do you, at some point, get spells that make rogue skills obsolete? I already saw an unlock spell scroll, which probaly means there is an unlock spell book.

It simply costs 2 points, you can do it at whatever level you wish. I haven't seen those spells, yet, but again, we don't know.
 
Divinity: Original Sin (OT) - Fixed Length Time Quantum GeDoSaTo RTwP TBS AoO WtF

Durante, nice work with taming D:OS with GeDoSaTo btw :)
 
Is there a list of companion party members out there btw?

How are the two included in the beta? Do they have personalities and feel fully fleshed out or are they relatively quiet?
 
Finally tried out the co-op last night. Can both party members not see an NPC conversation? My co-op partner kept saying he couldn't see any of the conversations which seems weird but I guess kind of makes sense since both people can go their own ways in the world if they want.
 
Is there a list of companion party members out there btw?

How are the two included in the beta? Do they have personalities and feel fully fleshed out or are they relatively quiet?

I don't think there's a list. The first two seem relatively fleshed out, they have backstories and everything. They aren't Bioware-level if that's what you are asking. I wouldn't go in expecting romances and all that. There is, or at least can be, a romance between the two main characters though.
 
Guys have any of you tried the rogue or ranger skills yet? I have only played around with mage and warrior types. Do rogues/rangers do solid damage? Are their skills/talents any good?

Considering the available NPC's that we know of, I am thinking of turning of my PC's into a rogue-type.

Is there a list of companion party members out there btw?

How are the two included in the beta? Do they have personalities and feel fully fleshed out or are they relatively quiet?

We know of a 2-handed sword wielding warrior and a water/air specialist mage so far.
 
Guys have any of you tried the rogue or ranger skills yet? I have only played around with mage and warrior types. Do rogues/rangers do solid damage? Are their skills/talents any good?

Considering the available NPC's that we know of, I am thinking of turning of my PC's into a rogue-type.

Yeah I use a Ranger. It has a ricochet skill that can bounce off multiple enemies and the Ranger also has a teleport/jump skill which can be used outside of combat to find hidden items and secret rooms.

You also get fire/poison/lightning arrows which can be crafted.
 
Yeah I use a Ranger. It has a ricochet skill that can bounce off multiple enemies and the Ranger also has a teleport/jump skill which can be used outside of combat to find hidden items and secret rooms.

You also get fire/poison/lightning arrows which can be crafted.

Oh very nice.
 
The "argument" system feels very poorly implemented for single player. I understand that I'm supposed to roleplay what the characters would say, but I'm not going to do that when it means I have to leave important decisions up to a rock paper scissors game.
 
I probably would have picked this up as a daily if I had known that the release date was so soon.

Is there somewhere I can read about this game's mechanics? (Stats, skills, items, etc.) My initial searching hasn't turned up anything useful.
 
I probably would have picked this up as a daily if I had known that the release date was so soon.

Is there somewhere I can read about this game's mechanics? (Stats, skills, items, etc.) My initial searching hasn't turned up anything useful.

The tooltips in-game pretty much tell you everything you need to know. It is pretty deep in terms of attributes/skills/talents. Game is well worth the $40 from what I have played so far.
 
Which element offers some utility magic? I want to make a warrior that has some sort of CC, Heal, Buff, Debuff, Summoning or something. Which school would be best? I also have looked for a list of available spells and what they do to no avail.
 
The "argument" system feels very poorly implemented for single player. I understand that I'm supposed to roleplay what the characters would say, but I'm not going to do that when it means I have to leave important decisions up to a rock paper scissors game.

They promised that they will implement three different AI personalities (something like "cynical" or "loyal") and that they will be available when the game launches.

I probably would have picked this up as a daily if I had known that the release date was so soon.

Is there somewhere I can read about this game's mechanics? (Stats, skills, items, etc.) My initial searching hasn't turned up anything useful.

Well there is a pretty good video that was linked a few pages ago, which gives a good overview about the different aspects of the game.

https://www.youtube.com/watch?v=nDaYWfqJD3g
 
Which element offers some utility magic? I want to make a warrior that has some sort of CC, Heal, Buff, Debuff, Summoning or something. Which school would be best? I also have looked for a list of available spells and what they do to no avail.

Water has heal, and man at arms has a buff so you could go those two routes. But you're probably better having a full mage handle healing as I believe heal power scales with int.
 
Water has heal, and man at arms has a buff so you could go those two routes. But you're probably better having a full mage handle healing as I believe heal power scales with int.
I bet fire elemental scales with int as well? Phoenix Dive scales with fire, so that would be neat to have if it doesn't require much of an int investment
 
Guys have any of you tried the rogue or ranger skills yet? I have only played around with mage and warrior types. Do rogues/rangers do solid damage? Are their skills/talents any good?

I have heard that larian cares a lot about balance, so I dont know if rogues will be as strong/weak at release as they are now.
I definitley see it like you thought, I made a wizard/warrior combo first, but since the 2 companions are warrior/wizard I will definitely make my main characters wizard/rogue. that seems like a good party. and after playing the eta for a few hours, i wouldnt want to miss out on sneaking skills, its too much fun to distract 3 NPCs with the rest of your party while the rogues gets to do his dirty business unhindered. and since I am not much of a hardcore player that needs to have the strongest party possible in a single player game, i dont care much if the rogue might be underpowered compared to wizards,
 
That Force video was pretty good. Lots of cool systems in this game and it looks great. Seems like the Kickstarter really let them add a bunch of cool stuff. Glad i have held off playing until the 30th.
 
Got the game yesterday and tried out the Mac version, I had low hopes but it seems like a capable port, though obviously not as optimized as the Windows version.
 
That Force video was pretty good. Lots of cool systems in this game and it looks great. Seems like the Kickstarter really let them add a bunch of cool stuff. Glad i have held off playing until the 30th.

Yeah as much as I wanted to play the beta I know holding off was for the best. I can't wait to jump in on the 30th, and to hang up my cloth map eventually.
 
Divinity: Original Sin |OT| Sandbox RPG. Co-op friendly. [port beg = good taste]

They didn't want us to trivialize the port begging warnings that many threads get.
 
Divinity: Original Sin |OT| Sandbox RPG. Co-op friendly. [port beg = good taste]

They didn't want us to trivialize the port begging warnings that many threads get.

Makes sense.

Is it the 30th yet?

Going to my folks house over the 4th of July weekend......most wouldn't understand or be like I am with family, but I'll be using this game as the perfect "escape".......
 
Divinity: Original Sin |OT| Real Time with Durante
Divinity: Original Sin |OT| Durante is a Lone Wolf

Ok, I guess I shouldn't pick on Durante anymore.. here are real suggestions.

Divinity: Original Sin |OT| Pause, Position, Proc
Divinity: Original Sin |OT| Poison fire, lightning water
Divinity: Original Sin |OT| It's fundamentally Rock, Paper, Scissors!
Divinity: Original Sin |OT| Rope, or Invisible Wall?
Divinity: Original Sin |OT| Think it, do it - believe it!
Divinity: Original Sin |OT| Chain-Link Co-op
Divinity: Original Sin |OT| the ULTIMAte freedom
Divinity: Original Sin |OT| LurkerPrime's Muse is Gone

Bonus
Divinity: Original Sin |OT| Don't Delay for a Sale
 
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