And I contest this claim as baseless, considering I learned to play those games as a teenager, without even any previous knowledge of D&D and struggling with a foreign language I was hardly familiar with (English) in the process.
Considering how I don't count myself among the most brilliant minds on the planet (I wish) I'm confident that if I could do it, others could as well.
I know there are better rulesets out there (hell, all the P&P rulesets I actually tried were better, probably) but let's not pretend D&D still doesn't piss from a great high all over the overwhelming majority of these half-assed systems used in videogames these days.
I don't count this as a negative. I'm glad enemies are consistent in their levels of strength instead of "ramping up over time".
Hey guys, I am in the Silverglen area. I haveAfter 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 killcleared out most of the goblins from the bridge area, worked my way through the Immaculates trial, and killed 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.Loic
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.
The ressurect spell looks to be purple like witchcraft abilities. Can I just learn this early in the game instead of paying for frequent resurrections? With a team of glass cannons people drop like flies.
The resurrect spell requires level 16 so it wouldn't do you much good.
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
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?
So guys.
The editor.
Do I have time to make a super awesome game before San Diego in two days?
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
Depends on how easily you can master its intricacies. There are links to the official editor guides in the OT if you wish to find out how demanding it is.
There are a lot of skills in the various melee skill trees that make movement/traversal easier. Learning those should be your priority. (One of the lowest level and most useful ones I can think of is Battering Ram)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
I feel like you're just breaking the game for yourself. Figuring out on your own how to deal with encounters is a huge part of what makes the combat-focused IE games compelling. I guess you need a PhD to play them, independent research and all that.I find myself constantly referring to online guides or googling particular enemy names to find ways to effectively deal with them.
Well, D:OS is an elite RPG.lol so much RPG elitism in this thread.
Absolutely, as long as this works both ways. What one person may consider unbearably obtuse might well be a desirable lack of handholding for another.Did you guys know two people can like the same thing for different reasons? Or like different aspects of the same thing?
Well, D:OS is an elite RPG.
Absolutely, as long as this works both ways. What one person may consider unbearably obtuse might well be a desirable lack of handholding for another.
Absolutely, as long as this works both ways. What one person may consider unbearably obtuse might well be a desirable lack of handholding for another.
Do you have something to say?Oh come on.
Well, I don't even know what to say at this point, you seem to be overwhelmed by EVERYTHING.
Well, here's the difference, you are "tolerating" the game, I'm missing it and I wish there were more following the same path.These problems are not preventing me from progressing in the game. Yet if I did not have any patience for this 90's era (it's 2001, but you know what I'm saying) jank I would absolutely have given up after two or three hours.
Mostly because I never found it exceedingly complicate and surely never overwhelming.I don't know how you could deny that it is janky, that it is obtuse, that it is complicated, that it lacks good explanations for many things inside of it.
I don't wear shit as a badge of honor. I don't like to talk about what BG2 did good because I think it gives me "game cred"; I do because I want more games with similar qualities.It doesn't make us superior, and we should not wear it as a badge of honour. In particular you should not insult people for calling a spade a spade.
Agreed. You had actually convinced me to buy this game a week or so in this thread, and I absolutely love it. Trying out different strategies for tough fights and actually needed to read, talk, and investigate things to keep the story going is so much more fun than chasing questmarkers the entire game. I had to use a guide early in the game when I was still getting the hang of things, but I just entered the third town and have not used a guide at all aside from one quest that was actually bugged.I feel like you're just breaking the game for yourself. Figuring out on your own how to deal with encounters is a huge part of what makes the combat-focused IE games compelling. I guess you need a PhD to play them, independent research and all that.
Well, no, you weren't, but...I finally made some progress with the Counsilor Jake's Murder Questline and I (First and maybe second area spoilersI guess I wasn't supposed to go there yet.should be looking for Evelyn's (I'm terrible at remembering name's, so please excuse me if i'm wrong) secret hideout near some forest or something. Whatever, i'll first explore some more. Accidentially found my way into the second area after defeating a whole lot of "the fire...will cleanse...you" shouting skeletons.
Anyway, some guy approached me, asked for my assistance and a quest was added to my questlog. Somethingsomethingsomething evil source using people, obtain acces to the village somethingsomethingsomething it looks like they've kidnapped the White Witch.
....
Who the fuck is The White Witch?
Does this game work with a controller?
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.
So let me get this straight, you feel like having a tooltip explaining what terms like "THAC0" mean would turn the game into a "pre-digested version"?- cut -
Does this game work with a controller?
Uh, no? We weren't even talking about Thac0 at all, now.So let me get this straight, you feel like having a tooltip explaining what terms like "THAC0" mean would turn the game into a "pre-digested version"?
Oh come on.
It was just an example of a core mechanic that's not exactly intuitive if you're not familiar with D&D. (notice I'm not saying it's a hard concept to grasp once someone explains it to you, just that it's difficult to infer its meaning without any kind of description)Uh, no? We weren't even talking about Thac0 at all, now.
You sure about that? I'm checking back on BG1 right now and I swear I can't find it anywhere. Maybe you read about it in the manual? (that I don't have since I own a crappy "greatest hits" version)And by the way the game HAS an explanation for what the term THac0 means, that's where I learned about it.
Yes that's perfectly undestandable, another matter completely.What I feel, on the other hand, is that tuning down the intricacies of the magic system, of all the interactions between special abilities, passive skills, spells and what else would equal to vastly reduce the appeal of the experience.
What I feel is that having a tooltip outlining what a new creature is exactly capable of, what can hurt it and what not would ALSO reduce the experience.
I feel like you're just breaking the game for yourself. Figuring out on your own how to deal with encounters is a huge part of what makes the combat-focused IE games compelling. I guess you need a PhD to play them, independent research and all that.
Well, I don't even know what to say at this point, you seem to be overwhelmed by EVERYTHING.
But let's address few random points:
1- "magic immunity" as a whole doesn't exist in D&D as a concept. You may have creatures that are immune at a specific type of magic, immune to spells of a specific tier (i.e levels 1-to-3 spells) and so on.
That's a relief.Well, no, you weren't, but...
that hardly changes anything, since you weren't supposed to know who she is even coming here at the right moment in the story.
Just that you are looking for her for some reason.
You see this as a disadvantage. I find it a great strength in a game if you have to prepare unique strategies for each individual encounter.I'm glad you enjoyed that aspect of it, but after I've died four or five times horribly on some weird and difficult encounter that's usually when I start getting frustrated. Figuring out how to win really hard fights usually involves noting down which enemies are there and preparing for that specific encounter using knowledge that realistically your characters never could have had.
You said that, not I.I'm assuming you're going to tell me this is because I'm just too stupid on a basic level to grasp the details of the system properly, and that if I'm not enjoying being raped by a spiked dildo every time I turn a corner I just don't "get" the satisfaction of working this all out on my own.
This is completely true. But I think there's a huge difference between clearly conveying mechanics (which is always desirable) and keeping the player in the dark about specific applications or manifestations of those mechanics e.g. in encounters (which might also be desirable).In fact I'll stress that my reply only concerned the reported difficulties in approaching basic D&D mechanics without any prior knowledge as I feel the game could indeed do a better job in introducing you to them. (again, no idea about the manual)
So as far as this matter is concerned, I really believe that applying 10 years of advancements in UI design could very well make the game more welcoming without robbing it of its depth.
Wow this thread sure went to shit fast.
Been on holiday for the past week and just got back to playing the game. Went east to find some wolves that were two levels higher than me. I had a 40%-50% hit chance on all of them, but thanks to me focusing on healing spells on some of my characters, I still managed to beat them, although, most of my chars were on the brink of death. One of them did actually die, and I am now out of resurrection scrolls for the time being. Need to advance carefully for the time being.
There are interesting discussions about RPG mechanics and philosophy on this page.Wow this thread sure went to shit fast.
The other one is delay turn. It's exceedingly useful actually, so I'm surprised you forgot about it.On the right border of the combat UI are two buttons - flee from combat and ... uh.. some other one. You can always use flee from combat to save an ally from death, if necessary. And, in your case, it may be necessary.
Wow this thread sure went to shit fast.
The other one is delay turn. It's exceedingly useful actually, so I'm surprised you forgot about it.
It used to be like that for us, then a main melee character got a new initiative item and now it makes much more sense to use it. (I find it almost always preferable to have tanks go after casters, either for buffing, or moving them, or to use AoE)The way initiative has worked out for my party has meant that it's been less useful for me.
I blame Leadership... or rather, my leader's lack of initiative.