Metacritic has only one so far but not an aggregate score. I'm waiting on an aggregate opinion.
Seems like a case for CSI:Cysea.I don't think it's a matter of one person, more so a matter of a dozen or more people (though even a couple people dead should start some rumors). You'd think the city would start investigating the murders and family members of the dead people would notice the murders and start hunting for answers.
Get the game. If you really want it and it is the price you can get the game for 10 TF2 keys. (around 22 bucks).
That is my review.
You're waiting for a Metacritic average for a cRPG. That's silly
I agree in principle. The game you imagine would take roughly 20 years to develop though. I'm already amazed that they managed to make Divinity:OS in 4 years with a small team. It has more varied player agency (and therefore cases to test) than anything I remember playing in the past decade.I agree with your stance, it would be more fun if the game's world had its own will to survive, and if you became an evil force and threat to society that the game's world would send other heroes out to kill you etc. Would be cool element where you could get a reputation that people just run away when they see you etc/ and as you continue to kill off the bounty hunters / heroes you make alliances with other evil leaders who are looking to kill you off the second it benefits them too, all the while more and more people are trying to kill you and restore safety to their world. At least in a sandbox type game, that sort of reactivity seems desirable to me. More so than a few guards sprinkling in.
Waiting for opinions is fine. Waiting for opinions on a game like this from Metacritic is silly.I'm waiting to know if it's decent enough I'll wait for more opinions. Nothing silly about that.
Again, I don't know the full history of the series, but the introduction sets up the Source Hunter goal as putting down rogue magic users, notmaintaining the integrity of the very fabric of the universe. Even the imp tells you this is a job for the "chosen ones" rather than your run-of-the-mill Source Hunter. It just seems a slightly contrived way to raise the stakes early.
The "magic" that was once used for healing and miracles, is now destructive in nature and can only bring harm and destruction. The source hunters are there to investigate it, suppress source leaks in forms of undeads etcAgain, I don't know the full history of the series, but the introduction sets up the Source Hunter goal as putting down rogue magic users, notmaintaining the integrity of the very fabric of the universe. Even the imp tells you this is a job for the "chosen ones" rather than your run-of-the-mill Source Hunter. It just seems a slightly contrived way to raise the stakes early.
I don't know how long Fallout 1 was done but you could really play evil or good guy and decide the fate of the cities you encounter.I agree in principle. The game you imagine would take roughly 20 years to develop though. I'm already amazed that they managed to make Divinity:OS in 4 years with a small team. It has more varied player agency (and therefore cases to test) than anything I remember playing in the past decade.
And I'm a programmer, so I'm prone to underestimating timeframes .
BTW, I thought the kickstarter video showed you going to jail or being able to bribe the guards, but now the guards immediately go into fight mode.
This I find dumb. I hate the TES model because there is no reason a merchant in Solitude should know I stole some freaking longsword from Whiterun, but that person I stole from should know their own shit when I try and sell it back to them.
I wish RPG games would create some kind of intelligent system so that if you steal a ring or item from someone in a town or city there is a probability of it being recognized when you try to sell it in that area, but once outside that town the further you go the chances of it being recognized are basically nonexistent.
You steal some famous rich dudes ruby ring people in the area are gonna recognize it, but skip across the continent and no one will know shit about that ring and will be happy to buy it. If you really want to get complicated the price and rarity of the item could also be a factor, they might not recognize the item as stolen, but for 4000 gold they might get the feeling it's hot and simply decline to buy and not call the guards. This is where your reputation and relationship with the merchant will help dissuade these fears.
I fully agree. I think the writing is pretty mediocre, to put it mildly, but practically everything else is superb, and what I'd hope from a modern cRPG.
Everything that does crowd control is amazingly powerful in combat involving multiple enemies, particularly if they use melee attacks. And a lot of the skills for crowd control are magic (stunning, freezing, oil slicks, whatever).Played all day yesterday with my friend had great fun .
I made a rogue and he made a cleric/warrior some fights can get tricky outside the village those damn.skeleton archer
After getting our ass kicked a few time, we decided to get the 2 companions the mage companions helped a lot .
I realize that magic is pretty important for combat (for us it made a huge difference)
I don't think it's a matter of one person, more so a matter of a dozen or more people (though even a couple people dead should start some rumors). You'd think the city would start investigating the murders and family members of the dead people would notice the murders and start hunting for answers.
I fully agree. I think the writing is pretty mediocre, to put it mildly, but practically everything else is superb, and what I'd hope from a modern cRPG.
I'm waiting to know if it's decent enough I'll wait for more opinions. Nothing silly about that.
When I leveled speed from 6 to 7, I went from 6 AP per turn to 7 per turn. It's easy to see this difference if you equip an item with speed +1. On the other hand, there was no difference when I leveled speed from 5 to 6. Perhaps the break point is at 7 and 10, that is, it starts from 1?
I don't think it's a matter of one person, more so a matter of a dozen or more people (though even a couple people dead should start some rumors). You'd think the city would start investigating the murders and family members of the dead people would notice the murders and start hunting for answers.
I think in Fallout and in Baldur gate you've a reputation system or at least some penalties so NPC react to you. Those old game had great RP back then.Originally Posted by Enduin
This I find dumb. I hate the TES model because there is no reason a merchant in Solitude should know I stole some freaking longsword from Whiterun, but that person I stole from should know their own shit when I try and sell it back to them.
I wish RPG games would create some kind of intelligent system so that if you steal a ring or item from someone in a town or city there is a probability of it being recognized when you try to sell it in that area, but once outside that town the further you go the chances of it being recognized are basically nonexistent.
You steal some famous rich dudes ruby ring people in the area are gonna recognize it, but skip across the continent and no one will know shit about that ring and will be happy to buy it. If you really want to get complicated the price and rarity of the item could also be a factor, they might not recognize the item as stolen, but for 4000 gold they might get the feeling it's hot and simply decline to buy and not call the guards. This is where your reputation and relationship with the merchant will help dissuade these fears.
I think the dialogue is actually enjoyable if you don't mind the light-hearted tone. We'll just have to see if the later story beats redeem the first one.
Hmm, it's been a while since I played FO1, but I don't remember much of that. I do remember stealing stuff though, and there not being any consequences if I wasn't caught. And if you are caught, there are consequences in both FO and D:OS. Can you give a more concrete example?I don't know how long Fallout 1 was done but you could really play evil or good guy and decide the fate of the cities you encounter.
While PST is my favourite game ever, I'll be the first to admit that compared to Divinity: OS, none of the IE games are particularly interactive. They are completely static environments with a predefined set of scripted options for the player, not comparable really. In fact, stacked up to D:OS they are more like adventure games with a battle system.Baldur's gate serie have something balanced too, I think.
What's the big update for?
My memories of Fallout 1, choice and consequences were reflected in the end of the game where ou you could read in the slides what happened to each cities and I remember that I totally destroyed some cities, lol. I liked to have the choice too to do all the quest for those bad guys then in the end decide to kill them all~Hmm, it's been a while since I played FO1, but I don't remember much of that. I do remember stealing stuff though, and there not being any consequences if I wasn't caught. And if you are caught, there are consequences in both FO and D:OS. Can you give a more concrete example?
While PST is my favourite game ever, I'll be the first to admit that compared to Divinity: OS, none of the IE games are particularly interactive. They are completely static environments with a predefined set of scripted options for the player, not comparable really. In fact, stacked up to D:OS they are more like adventure games with a battle system.
You don't need to implement consequences for stuff you don't allow in the first place.
Anyone try the new patch out yet? Comment on steam page claims it brings horrible frame rate issues.
Anyone try the new patch out yet? Comment on steam page claims it brings horrible frame rate issues.
Captain Aureus sells them.Is it normal that I haven't found a men-at-arms skill book yet? Went through the full town and been playing for 8 hours or so. =/
My god, teleport is so powerful.
What's the latest version?
1.0.40.0 ?
If so, I just had a quick go and nothing untoward yet, but I'm only at the starting area.
The latest update (1.2GB) includes the DLC/Collector's Edition content such as the soundtrack and art book. There's also a bunch of spoiler-filled design documents which are pretty cool, one of them is a word doc that seems to list every single quest in the game with solutions and rewards.
Do you have to enable cloud saves? Mine are located in my documents folder.I just noticed that the saves are huge and it's been uploading them all to Steam Cloud every time I quit the game. 20mb apiece, 5 autosaves + 5 quicksaves by default + however many you make manually. Just thought I'd point that out to anyone for whom that's a big deal due to bandwidth caps or whatever.
I just noticed that the saves are huge and it's been uploading them all to Steam Cloud every time I quit the game. 20mb apiece, 5 autosaves + 5 quicksaves by default + however many you make manually. Just thought I'd point that out to anyone for whom that's a big deal due to bandwidth caps or whatever.
Do you have to enable cloud saves? Mine are located in my documents folder.
Yeah, that setting is on by default though as far as I know.
Still, this is actually probably an issue not only for bandwidth, but also for disk space, with each save being 20.5mb. That'll add up over time if you keep a lot of saves. Just wanted to let people know so they can manage better if they need to.
Seeing you can limit how many quick and auto files the game keeps, it seems like a no issue with the vast availability of HDD space. I have both at 10 - just to be sure.Yeah, that setting is on by default though as far as I know.
Still, this is actually probably an issue not only for bandwidth, but also for disk space, with each save being 20.5mb. That'll add up over time if you keep a lot of saves. Just wanted to let people know so they can manage better if they need to.
Seeing you can limit how many quick and auto files the game keeps, it seems like a no issue with the vast availability of HDD space. I have both at 10 - just to be sure.
I haven't seen such a option in steam yet. I'm in my 12th year of using steam, so maybe it didn't turn on when it was introduced. I'm going to check it, to be sure it's off.
anyone tinkered around the editor yet? I wanna change Jahan to become an archer.
I'm clearly awful at this because I'm stuck on one of the first quests. I like it a lot so far though.