• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Divinity: Original Sin |OT| Sandbox RPG. Co-Op friendly. Bread.

The game can be be hard for those of us new to cRPGs, but I'd encourage you to stick with it. As someone who has never been able to get into the genre before, I love this game.

A few of things that will help:

1) make sure you have FOUR party members before you leave the town. One is in the tavern and one is on the second floor of the Mayor's House

2) If at all possible get the spider summons spell. It's a geomancy spell so you'll need one point in that. If none of your characters have a point in it, one of the characters you'll find (Jahan) does. You can buy the spell from the witch merchant on the second floor of the in. Throw this spider out in front of you to initiate combat and use it to tank/ soak up damage. Repeat when it dies.


3) Use the environoment as part of your strategy. You can often aproach a battle from several angles. Find the best one. Create choke points. Hide behind cover. Throw down oil and fire and create a firewall enemies have to come through to reach you. Sneak up on them and toss explosing barrels out before the fight even starts, etc.

Here are a complete location of skill vendors that I can remember in Cyreal:

PERSON / LOCATION / SKILLS

WItch / 2nd Floor of Inn / Witchcraft and Scoundrel Skills

Aureus / 1st Floor Leionaire HQ / Man at Arms Skills

Wizard / 2nd Floor Legionaire HQ / Geomancer and Pyrokentic Skills

Trader / Marketplace Blue Tent / Marksmen Skills

Trader / Marketplace / Aereothurge skills

Thank you so much, that's incredibly helpful. I fully intend to stick with it as I love games like this.
 

Heman

Member
The only gripe I have with the control scheme is very specific and I think its just me. But say I have the inventory open for character A, now I want to see character Bs inventory. I try to click on B's portrait but it doesn't change whose inventory I was viewing. To do so you have to use the arrows or the small icon beneath the portraits.
 

Brakke

Banned
Thank you so much, that's incredibly helpful. I fully intend to stick with it as I love games like this.

I'd also recommend the second post of this thread, which has some beginner's guide stuff. There's also a pretty good tips guide on Kotaku from Kirk Hamilton I think, I'm sure you can find it. Definitely don't go wandering out of town without four party members if you're having trouble.
 

Durante

Member
The only gripe I have with the control scheme is very specific and I think its just me. But say I have the inventory open for character A, now I want to see character Bs inventory. I try to click on B's portrait but it doesn't change whose inventory I was viewing. To do so you have to use the arrows or the small icon beneath the portraits.
You can also open the inventory of multiple characters at the same time by right-clicking their portraits. That's pretty useful sometimes.
 

duckroll

Member
The controls in Divinity OS are far from perfect. I think that one thing they should really have done for combat is to do some sort of grid-lock in terms of how it addresses mouse cursor detection. It's really frustrating trying to click on some stuff at times when the camera or the object animation is working against you. The jumping snowmen and some twitching goblins in particular can be a pain in the ass at certain angles because if you click just as the animation moves the object out of the cursor location, you'll end up moving to somewhere you don't want instead. Enemies surrounding other large interactive objects also causes all sorts of conflicts - like if a bunch of enemies and your characters are surrounding an open door or gate with a part of the wall blocking your view.

Compared to what the game offers in general, the complaints are pretty minor, but there's definitely room for improvement in a lot of these areas to polish up what is already a great game.
 

EviLore

Expansive Ellipses
Staff Member
The controls in Divinity OS are far from perfect. I think that one thing they should really have done for combat is to do some sort of grid-lock in terms of how it addresses mouse cursor detection. It's really frustrating trying to click on some stuff at times when the camera or the object animation is working against you. The jumping snowmen and some twitching goblins in particular can be a pain in the ass at certain angles because if you click just as the animation moves the object out of the cursor location, you'll end up moving to somewhere you don't want instead. Enemies surrounding other large interactive objects also causes all sorts of conflicts - like if a bunch of enemies and your characters are surrounding an open door or gate with a part of the wall blocking your view.

Compared to what the game offers in general, the complaints are pretty minor, but there's definitely room for improvement in a lot of these areas to polish up what is already a great game.

I'm doing a double lone wolf co-op campaign playing as a backstabbing rogue, and positioning for backstabs can be very frustrating. Requires just the right angle, and good luck determining that when the enemy is knocked down.
 

epmode

Member
You think that the game could highlight backstabbing ranges when a character with the talent is active? Similar to how spell ranges are displayed when an AOE skill is activated.

I agree that targeting is prone to fuckups beyond your control. FOR EXAMPLE, I'm pretty sure that the camera shake when volcanoes erupt can also affect your targeting. Some improvements would be welcome.
 

nbthedude

Member
is it normal to keep getting my arse handed to me? I'm by the beginning and my party is level 4 but even the lighthouse fight was difficult.

It is. The fights are meant to be challenging but as long as you fight guys your level or a level higher you can succeed with good strategy. Gotta really use all your resources though-summons, items, environment and objects in it, to your advantage. Feel free to ask for help.
 

duckroll

Member
I'm doing a double lone wolf co-op campaign playing as a backstabbing rogue, and positioning for backstabs can be very frustrating. Requires just the right angle, and good luck determining that when the enemy is knocked down.

Yeah I'm playing a Rogue and Ranger for my main characters, and the backstabbing stuff can be really crappy in certain encounters. I've also found that sometimes it seems like the backstabbing icon detection is simply wrong. Sometimes I'm in the right spot for a backstab, it doesn't give me the icon, and I try attacking anyway and it registers as a backstab. Obviously something funky going on there!

Doesn't the icon change to a red knife when you can backstab? You'd need to zoom in a bit though.

Yes but you need to move into a position before you can see if it's available at all. Sometimes you can't tell what the exact position you need to be in for it to register as such.
 

nbthedude

Member
You think that the game could highlight backstabbing ranges when a character with the talent is active? Similar to how spell ranges are displayed when an AOE skill is activated.

I agree that targeting is prone to fuckups beyond your control. FOR EXAMPLE, I'm pretty sure that the camera shake when volcanoes erupt can also affect your targeting. Some improvements would be welcome.

Just use the portraits at the top (the fight queue) to target enemies.
 

Moonstone

Member
I'm doing a double lone wolf co-op campaign playing as a backstabbing rogue, and positioning for backstabs can be very frustrating. Requires just the right angle, and good luck determining that when the enemy is knocked down.

Pressing 'B' helps, at least when the enemy is not knocked down.
 

SummitAve

Banned
I don't see how WASD to control characters would work with Original Sin's combat system without a significant redesign.

I do to see how people are doing so much moving. I use WASD to scroll the map around, click where I want to go, and then wait. I'm hardly ever micromanaging unless I'm near traps or enemies.
 

Grayman

Member
Doesn't the icon change to a red knife when you can backstab? You'd need to zoom in a bit though.

The knife does do that but the character needs to be in position for it. Sometimes they can use the 0 point movement to get a backstab but sometimes a player can be a full ap point off of the backstab even though the graphics look like a fair backstab. A way to improve the system would be for backstab capable characters to view a red cone when they highlight enemies.
 

Sinatar

Official GAF Bottom Feeder
Yea as someone who played a rogue, the backstab angles was one of my only real complaints with the game. It's not that they need a visual indicator, they just need to make the arc that's classified as a backstab bigger.
 

nbthedude

Member
I'm doing a double lone wolf co-op campaign playing as a backstabbing rogue, and positioning for backstabs can be very frustrating. Requires just the right angle, and good luck determining that when the enemy is knocked down.

I would hate to see them ditch the naturalistic distance based system. A better solution I think would just be to make the backstabbing angle more generous.
 

duckroll

Member
If I enjoy Diablo will I enjoy this title?

That's not really valid info to go on. The game is nothing like Diablo, so someone who enjoys Diablo might enjoy this or might not depending on whether they would like something which is really nothing like Diablo at all.

This isn't a dungeon crawler, it's not an action RPG, and while there is random itemization, it doesn't form a core component of what makes the game fun. It's a party based RPG focused on exploration, discovery, story related quests, and the combat is turn based and entirely stat and tactics driven. There's a lot of interactivity in the game both in and out of combat, with lots of environmental factors you can take advantage of. It's also a very densely populated game with a huge content to area ratio throughout the game.

If you enjoyed stuff like Baldur's Gate, Fallout, Ultima VII, etc, you will probably enjoy this game a lot. If you're unfamiliar with them, then you might want to do a bit of research to see if you would enjoy this.
 

Durante

Member
For enemy idle animations messing up your targeting, I find that it's generally much less of an issue in the strategic (overhead) view.

Edit: oops, saw that this was already mentioned. I shouldn't reply to threads I've kept open in a tab for who knows how long without refreshing.
 

nbthedude

Member
That's not really valid info to go on. The game is nothing like Diablo, so someone who enjoys Diablo might enjoy this or might not depending on whether they would like something which is really nothing like Diablo at all.

This isn't a dungeon crawler, it's not an action RPG, and while there is random itemization, it doesn't form a core component of what makes the game fun. It's a party based RPG focused on exploration, discovery, story related quests, and the combat is turn based and entirely stat and tactics driven. There's a lot of interactivity in the game both in and out of combat, with lots of environmental factors you can take advantage of. It's also a very densely populated game with a huge content to area ratio throughout the game.

If you enjoyed stuff like Baldur's Gate, Fallout, Ultima VII, etc, you will probably enjoy this game a lot. If you're unfamiliar with them, then you might want to do a bit of research to see if you would enjoy this.


I think the most popular modern comparisons is that the combat is like Fire Emblem or Xcom with more emphasis on using elemental combos and environmental strategies.
 
I think the most popular modern comparisons is that the combat is like Fire Emblem or Xcom with more emphasis on using elemental combos and environmental strategies.

Well, I do enjoy XCOM and Fire Emblem quite a bit. This game is already on my wishlist so I'll need to find out if I like it eventually.
 

nbthedude

Member
Well, I do enjoy XCOM and Fire Emblem quite a bit. This game is already on my wishlist so I'll need to find out if I like it eventually.

Combat is very Xcom right down to action points split between movement and skill usage. Combine that style of combat with Diablo style exploration and random loot and the openness similar to Bethesda games and you have a decent idea what it is like.
 

danthefan

Member
2nd map question:
I paid for the locations of hidden treasure chests which were all put on my map. Saved and stopped playing, started playing again, and all the little icons are gone. Is this a bug or do they expire or what? The woman who sold them to me won't talk to me anymore, she didn't like what she saw in my future.
 

KingKong

Member
So I'm a little confused where to go.

I got to the first town, picked up a bunch of side quests, made progress with the murder and the wife case, picked up two companions, went to that weird realm, and now I'm not sure.

I went past the North gate but it seems like I was underleveled for it. Am I supposed to finish the 'murder' case in town or get to some obvious point? Should I go do sidequests instead? Which way is the next area based on my level (2 I think)
 

Fuz

Banned
So I'm a little confused where to go.

I got to the first town, picked up a bunch of side quests, made progress with the murder and the wife case, picked up two companions, went to that weird realm, and now I'm not sure.

I went past the North gate but it seems like I was underleveled for it. Am I supposed to finish the 'murder' case in town or get to some obvious point? Should I go do sidequests instead? Which way is the next area based on my level (2 I think)

You can
dig in the cemetery or exit through the west gate (not to the beach).

I think that you could be level 4 before leaving the town.
 

Kiyoshi

Member
So I'm a little confused where to go.

I got to the first town, picked up a bunch of side quests, made progress with the murder and the wife case, picked up two companions, went to that weird realm, and now I'm not sure.

I went past the North gate but it seems like I was underleveled for it. Am I supposed to finish the 'murder' case in town or get to some obvious point? Should I go do sidequests instead? Which way is the next area based on my level (2 I think)

Try to level as much as you can from side quests in the town before venturing out. I think I was level 3 at that point, and there are some level 3 undead not far outside of town that should be the first port of call. If you encounter enemies of a higher level, fall back and explore further. The game tends to offer areas/quote groups of enemies for each level as you progress.

EDIT: Yeah forgot about the large mound in the Cemetery, dig there and that's a good place to start
 

nbthedude

Member
So I'm a little confused where to go.

I got to the first town, picked up a bunch of side quests, made progress with the murder and the wife case, picked up two companions, went to that weird realm, and now I'm not sure.

I went past the North gate but it seems like I was underleveled for it. Am I supposed to finish the 'murder' case in town or get to some obvious point? Should I go do sidequests instead? Which way is the next area based on my level (2 I think)

Try digging in the graveyard. There is a mini-dungeon there with level 2-3 enemies.
 
I'm now killing everyone to maximize my EXP before the final boss.

Currently level 21. I was 22 on my first run.

Arhu regening all his health even after you've blown him up with 20 oil barrels is BS.
 
Question about a first area sidequest:

I failed the diceroll concerning the crowd warmer and the two competing carnival acts when I first started the game. Fast forward 10 hrs later and now i find the ghost who the head belongs to. None of the dialogue at the carnival has changed and interacting with the skull triggers a rep hit and I am assuming counts as trying to steal. I have put 0 pts into pickpocket and sneak. Am I screwed in completing ths quest?
 
Question about a first area sidequest:

I failed the diceroll concerning the crowd warmer and the two competing carnival acts when I first started the game. Fast forward 10 hrs later and now i find the ghost who the head belongs to. None of the dialogue at the carnival has changed and interacting with the skull triggers a rep hit and I am assuming counts as trying to steal. I have put 0 pts into pickpocket and sneak. Am I screwed in completing ths quest?

Yup.
 

Calabi

Member
Just started playing it. I'm liking it alot. Its a proper RPG, there's so much going on yet it doesnt seem overwhelming. The atmosphere and interactions with the npc's and your companion, the fact they dont always agree is great. All the little things
its not afraid to just insta kill you for digging a grave
, the humour, it doesnt take itself too seriously.

Its great to see an RPG like this again. I hope it sells really well, because it deserves to.
 

DMiz

Member
So I'm a little confused where to go.

I got to the first town, picked up a bunch of side quests, made progress with the murder and the wife case, picked up two companions, went to that weird realm, and now I'm not sure.

I went past the North gate but it seems like I was underleveled for it. Am I supposed to finish the 'murder' case in town or get to some obvious point? Should I go do sidequests instead? Which way is the next area based on my level (2 I think)

Someone already mentioned the graveyard, but you can also (early quest spoilers)
do a few more quests there that would net you into level 3-4 status. Specifically, check the harbour for the boys that need work - you'll find a captain in town. You should also be able to find the lost sheep that someone is complaining about in the market, as well as a few quests for the mayor and his daughter that would round things out.
 

Chaos17

Member
If I enjoy Diablo will I enjoy this title?

No, that's not an hack & slash.
Most of your time will be cosumed with reading, jar explorator and walking simulator.
Battles ? No so much compared to the time I spended doing the things above.
That's really unfortunate because the battle system is one of my favorite feature of the game.
 
yeah, I mean "more fun", in the sense that playing without any AI and deciding every single cast is.


It's precisely that middle ground that BG2 hits so sweetly and Dragon Age misses.
Requiring constant directions from the players without obsessing him with the necessity of giving new inputs about trivial actions every two seconds.
So I'm making perfect sense, you are just missing the point.

Then again, people who love to set AI routines in BG2 are usually also the same people who love to rest every five fucking steps, so of course they don't mind if their casters waste their spells even when it's completely unnecessary.

Perhaps you are making sense, but you aren't conveying it very well. Inputting every single spell is, by it's very nature, obsessing about the necessity of new inputs. (and more frequently than every 2 seconds)

I'm not sure where the DA thing came from, but let's dispel a couple of things here. I think you are under the impression that you can setup AI routines in DA that are as comprehensive as BG2's. That is not correct.

I play DA like Divinity, it just requires me to hammer on the space bar. It's limited AI options are rubbish for all but the most mundane tasks.

Also I never rest in Dungeons, it was against house rules and I follow those to this day. I leave and rest outside, if I need to. I don't. You are under the false assumption that AI routines waste spells, and yes poorly made ones probably do. Mine are not poorly made.
 

KingKong

Member
Maybe I'm missing something, but how do I make my fighters be effective? It seems like theres a ton of fire and effects going on so they end up taking damage if they want to attack enemies, I have to use up a turn just to run up to the enemy, and they take a ton from enemy attacks
 

Arulan

Member
I've been following this thread today on my phone albeit without enough time to respond in length.

well to be honest I was not understanding a thing. Used magic once it disappeared. And there was no mana bar or traditional stats. May be some day I'll sit down and learn those d&d mechanics then try the game. Or I can watch some walkthroughs but they hamper my enjoyment a lot

As others have already said, Baldur's Gate was never difficult to get into. For its time it was a lot easier to understand and play than the RPGs that came before it. I'd recommend playing through the first game, it eases you in a little bit more and while not nearly as good as the second game it's still worth playing. Secondly read the manual, while manuals are considered obsolete today back then the game usually assumed you had read it or had a basic understanding of its systems.

I do not mean to offend by the following but perhaps part of the problem for newer players who go back and play these classics is that game design has changed drastically since that time period, in a lot of cases for the worst. Most games today expect next to nothing from the player, everything is simplified, has a tutorial, and has been focus-tested until the point it's next to impossible to "not understand" at a mere glance. The prevalent of hand-holding where be it with quest markers, over-simplification of mechanics or lack of any meaningful consequences has likely instilled bad habits for many players. Take quest markers for instance. Incorporating them into your design likely results in the lack of alternative methods of problem-solving because the game has already given you the solution. This completely ruins world-building and any sense of exploration the game could offer, not to mention it takes away all thought necessary to progress through the game.

This game is ugly as sin. Or at least the opening area of it is. I'm sorry Baldur's Gate fans, but the screen is a pixelated mess, so much so that many of the smaller details make it even hard to decipher what the hell I'm supposed to be looking at. Similarly the sound is all muffled and garbled. Everything just feels, looks and sounds muddy. Like someone took a cool game and dumped a pile of mud on top of it and said "here you go, have fun."

I don't even know what to say to this. Regardless of your highly subjective opinion, it would be a shame not to play the Infinity Engine games because of this.

I think someone needs to make a thread discussing RTwP, TB, and RT (If anyone wants to make an argument for it). I don't think everyone got a chance to let it all out in the Torment: Tides of Numenera voting thread. ;)
 
Maybe I'm missing something, but how do I make my fighters be effective? It seems like theres a ton of fire and effects going on so they end up taking damage if they want to attack enemies, I have to use up a turn just to run up to the enemy, and they take a ton from enemy attacks

Equipment plays a large role in how effective their attacks are, so make sure you pay careful attention to what you pick up and what vendors have so you can upgrade as necessary. In this respect, crafting can also be useful.

Strategically, the Opportunist trait allows melee fighters to act as a barrier between your ranged allies and enemy attackers. Being strength-based, they will have better armour and be more resistant to physical attacks. To take advantage of this, lay down environmental hazards (with magic or trick arrows) to funnel enemies where you want them, creating a choke-point for your fighters to guard and then focus down enemies that arrive. This method will leave you with plenty of AP to attack with, especially if your characters have high constitution.

Alternately, if you have a two-handed warrior, bull rush into the fray and whirlwind away. Just be sure to NEVER bull rush through poison, fire, etc, as it will cause massive damage and possibly death. If you use this method of engagement, it is best to have an emergency healing ability or potion in case of unexpected setbacks or problems. I also advise against doing this in the first turn, since ranger-type enemies will trick arrow them into oblivion via debuffs. Also, if you're using this strategy, your other characters should attempt to debuff or distract the other enemies, to lessen the damage your melee "berserkers" take.

A third strategy, which I'm less familiar with, would be to engage an enemy and then immediately retreat into a natural choke-point or advantageous position (say, several meters behind a field of oil barrels). Then you should have a turn or two of relative peace as the melee enemies engage you without the support of their ranged allies.

If you have a dex-based melee character, I'm afraid I have no advice. I haven't used one at all.

Hope this helps!
 

AEREC

Member
If anyone who doesn't already have it is interested in this game I have a bundle that includes Divinity Original Sin, Divine Divinity and Beyond Divinity and Ill trade for Gods Will be Watching Collectors Edition & Valiant Hearts. Essentially a $52 value for a $32 value...just PM me if interested.
 

Brakke

Banned
Maybe I'm missing something, but how do I make my fighters be effective? It seems like theres a ton of fire and effects going on so they end up taking damage if they want to attack enemies, I have to use up a turn just to run up to the enemy, and they take a ton from enemy attacks

Level one marksman gives you a good range jump that bypasses ground elements. Otherwise, have a Mage flare out poison followed by a rain to out the fires. 3/4 of my people have at least basic magic such that they can clean or transmute ground hazards.
 

Arulan

Member
Maybe I'm missing something, but how do I make my fighters be effective? It seems like theres a ton of fire and effects going on so they end up taking damage if they want to attack enemies, I have to use up a turn just to run up to the enemy, and they take a ton from enemy attacks

In addition to what LurkerPrime has already mentioned, try to use sneaking effectively (even without point investments) to setup opportunities of attack. Secondly, the
pyramids
(early-game item spoiler) are great to get your melee characters in and out when needed.
 

tokkun

Member
Hey guys, I am in the Silverglen area. I have
cleared out most of the goblins from the bridge area, worked my way through the Immaculates trial, and killed Loic.
After doing that, my characters feel underleveled. They are around level 11 now, and most of the guys I have been fighting have been 2 or 3 levels higher than me. I am able to eventually win in combat, but most of my attacks are < 50% chance to hit, so it is annoying, and I have to rely on magic and elemental combos just to do consistent damage. It took me a really long time to kill
Loic
because he was healing more per turn than I could damage him with all 4 characters combined. Also, the loot is several levels above me, too, so I can't use the weapons I'm getting.

Did I miss something and screw up the progression somehow? In Cyseal I cleared all the areas my characters were always approximately the same level as the enemies.
 
Top Bottom