#456053 - 06/17/12 06:28 PM
Re: Some questions to devs
[Re: juanpablo87]
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Angel
Registered: 03/10/03
Posts: 17325
Loc: Canada
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You are correct; more languages will be announced, but so far the only confirmed ones are English, German, Polish and Russian. Anything not too heavy and not nailed down should be movable. There should be more world interaction in D:OS than there was in DD (lighting candles, filling mugs from a keg, etc). I'd guess there may be some standing deadwood, or something, around to burn (not just oil barrels), but I'm not sure allowing you to start a forest fire would be a great idea. Maybe you can burn trees, but if you target more than a couple you get attacked by Smokey the Bear.  IIRC I read somewhere the world in D:OS is about the same size as DD.
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#456054 - 06/18/12 12:18 AM
Re: Some questions to devs
[Re: Raze]
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Overlord Larian Studios
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I read that italian localization in not confirmed yet, but I don' t Larian will not do that, or not!? O.o We'r working on it - we'd like to, that's for sure. It really is a money issue where we need to figure out if the costs of localization in a particular language can be recuperated from a specific market. - The interation with the scenary is very powerful, better than Divine Divinity...; but apart the barrels, will there be another elements to interact with? Yes - we'll cram in as much of these as we can. - Will the trees be infiammable with our fireballs? That idea has been dismissed so many times in the past because of the problems it'd cause, that nobody on the team thought of it this time, at least not that I know. It'd be cool though, so we'll discuss the idea. Mind you, no promises  - Will the world be open and bigger than DD one? It's pretty big, but it's very hard to compare directly. Measuring the size of the world is not just a questions of measuring the relative size, you also need to take into account how much you can do in that world and what parts are accessible, what not. I actually don't know how large the  world was.
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#456055 - 06/18/12 03:23 AM
Re: Some questions to devs
[Re: Lar_q]
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Adept
Registered: 01/30/12
Posts: 163
Loc: global scope
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Another question: why o why is'nt there any DC or OS poster for sale? I'd like to get a Divinity poster (you were giving away posters at E3 for free, so don't claim they don't exist  !), where o where can I sign up for one? thank you! ps really looking forward to both DC and D:OS ! the OS world designer looks great! and yes, I was glad to hear kirill's new songs in the OS video
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A memory of Light
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#456056 - 06/18/12 04:53 AM
Re: Some questions to devs
[Re: Lotrotk]
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Registered: 06/18/12
Posts: 3
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Hi guys, first of all I wanna say I'm REALLY impressed by everything I've seen and read about this game. So, keep the route unchanged and you will have at least one purchaser  . Now - seriously - my questions: 1) I love your ideas about co-op and dialogue system, but how exactly do dialogues work in single-player? I mean, you choose a character and the other one takes his/her own decisions independently? You take decisions for both characters or what? 2) In Ultima VII you could make your own bread,your own sword and a lot of other useful items, but the great thing about that game, in my opinion, was the way its quest design asked you to make/use/examine those items. You know: world interaction is meant to be functional to quest design, otherwise is meaningless, at least for me. So what I'm asking you is: in OS we're gonna have an adventure-like quest design like in the later Ultma games, or a combat-focused quest desing like in the 99% of the modern cRPGs?
Edited by Baudolino05 (06/18/12 11:08 AM)
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#456058 - 06/18/12 06:26 AM
Re: Some questions to devs
[Re: Baudolino05]
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Angel
Registered: 03/10/03
Posts: 17325
Loc: Canada
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From a comment in the blog post Divinity – Original Sin revealed ! about the dialog system so the idea is that in single player you can select a character type for the AI in which case the AI will answer in line with his character. Alternatively, you can opt to always have it your way, in which case the AI will not interfere. It's really up to you personal preference, though putting the AI on random will give you the most fun imho I don't know if or how world interaction may be involved in quests, but previous Divinity games didn't have a predominantly combat focused quest design, and D:OS will have less combat overall than the previous games. Welcome to the forum. 
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#456061 - 06/18/12 08:51 AM
Re: Some questions to devs
[Re: Baudolino05]
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Overlord Larian Studios
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>>1) I love your ideas about co-op and dialogue system, but how do exactly dialogues work in single-player? I mean, you choose a character and the other one takes his/her own decisions independently? You take decisions for both characters or what?<< It's up to you - you can pick a primary party member, and opt to have the AI make choices or disable it. In the latter case, the personality dialogs still take place to further the storyline, but the quest decision making is always as you want it . 2) In Ultima VII you could make your own bread,your own sword and a lot of other useful items, but the great thing about that game, in my opinion, was the way its quest design asked you to make/use/examine those items. You know: world interaction is meant to be functional to quest design, otherwise is meaningless, at least for me. So what I'm asking you is: in OS we're gonna have an adventure-like quest design like in the later Ultma games, or a combat-focused quest desing like in the 99% of the modern cRPGs?< The idea is definitely to involve the item interaction in the quest design. I'm always amazed how people who didn't play the original games now consider that to be a novel approach 
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#456062 - 06/18/12 10:06 AM
Re: Some questions to devs
[Re: Lar_q]
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Registered: 06/18/12
Posts: 3
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It's up to you - you can pick a primary party member, and opt to have the AI make choices or disable it. In the latter case, the personality dialogs still take place to further the storyline, but the quest decision making is always as you want it .
The idea is definitely to involve the item interaction in the quest design.
That's exactly what I want to read. If you guys ever go with Kickstarter, you already have one backer :beer: I'm always amazed how people who didn't play the original games now consider that to be a novel approach  That's the modern RPG market. Enjoy  !
Edited by Baudolino05 (06/18/12 10:09 AM)
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#456076 - 06/19/12 04:54 AM
Re: Some questions to devs
[Re: Lar_q]
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Apprentice
Registered: 06/18/12
Posts: 11
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And to answer the other question - yes, you'll be able to create your own items Thanks for the answer. And, one more - does the Survivor skill tree have lockpicking or barter skills? Well, some social elements.
Edited by Brainer (06/19/12 04:55 AM)
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#456083 - 06/19/12 07:57 AM
Re: Some questions to devs
[Re: juanpablo87]
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Elder Druid
Registered: 03/10/03
Posts: 19505
Loc: Rogue Squadron
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Hi all, congratulations for presentation of this awesome arpg in E3-2012... Well, I think you misunderstood something thre. It won't be an "Action-RPG" like Blizzard's games, or the Sacred series or Titan Quest or so.
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"Interplay….some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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