#456467 - 07/07/12 01:47 PM
Re: Wishlist
[Re: Estrogen]
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Ancient Dragon
Registered: 04/02/05
Posts: 2823
Loc: Between Belgium and Rivellon ....
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This will be the case in literally every game with skill/talent system [be it defined classes or classless design]. There is plenty of Divine Divinity guides in which you can read what skills are good and what skills should be skipped.
But that's just the personal meaning and/or preferences of the maker of that guide ! In my opion their are NO skills a player must skipp BECAUSE of that SUBJECTIVE meaning !! 
_________________________
On 10/30/'11 Ronja the Ranger Priest, start a new adventure! Read it here. DKS, A Masterpiece! Buy it right now & you will know All the fun is on your side to play as a Dragon Knight!
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#456470 - 07/07/12 03:52 PM
Re: Wishlist
[Re: Estrogen]
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Elder Druid
Registered: 03/10/03
Posts: 19514
Loc: Rogue Squadron
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Your reward is versatility. You are jack of all trades, master of none. Then the character should get an reward for that, too.
_________________________
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay….some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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#456479 - 07/07/12 08:31 PM
Re: Wishlist
[Re: AlrikFassbauer]
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Death Dragon
Registered: 04/04/05
Posts: 2741
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1. Yes, all of the Divinity games have been using a classless system, but [in my opinion] players should be rewarded for sticking with one particular tree. They should be rewarded with a very good and unique skill that is on top of the talent tree [because people who mix skills tend to pick up only the best ones from each tree which is kinda unfair]. In what respect should this be "unfair"? No Divinity game has ever had a PvP mode, and neither will D:OS have one, as far as I know. There's absolutely no need for characters to be (roughly) equally powerful, regardless of which skills they've learned. In all of the previous Divinity games, the weakest characters were created by newbies who accidentally spent their points on low levels of the weakest skills from all trees. If anyone, it should be those characters who are getting a boost. The classless system encourages playing unique characters and experimenting with unusual combinations. If choosing skills from different trees automatically meant that you'd miss out on "a very good and unique skill", many people would probably stick to the role models like in most other RPGs where you don't have this choice. Larian would be encouraging players not to use the freedom in skilling that has been an important feature of all Divinity games. Let everyone choose the skills they want, whether these are the most powerful ones from each tree or the most powerful ones from one tree or the ones that suit best to the character the player has in mind. If specialization gets a unique reward, versatility should also get one.
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#456486 - 07/08/12 04:50 AM
Re: Wishlist
[Re: J747L]
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Elder Druid
Registered: 03/10/03
Posts: 19514
Loc: Rogue Squadron
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Well, the usual layout is that if you follow a certain skill tree, then you will get some sort of bonus. Almost every game has that, nowadays, even King's Bounty.
The underlying philosophy is that people should get rewarded if they manage to specialize. And stick to their once chosen path, no matter what. Flexibility, however, is not rewarded. The common view on that is that "anyone can do that" - and thus "Jack-of-all-trades" are always regarded inferior to specialists. Just look at (A)D&D games. I currently perceive it with DDO. Build Masters frown upon Multiclassing, "except when you really know what you do". Plus, Multiclassing in DDO doesn't get a a certain feat called in community a "capstone". Even worse, the game apparingly seems to be built so that non-specialists have a very, very, if not impossible time in what they call "end game", at least everyone there says so.
Is this a mirror of real life ? especially of the "nerd" cliché ? That specialists (and sometimes even *extreme* specialists ! are rewarded, and flexible ones not ? Who needs a flexible person in Nerd Life anyway ? You don't need to learn cooking, for example. There are Pizza delivery services.
Argh. But I disgress - in the end it's the Larian team's decision anyway.
_________________________
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay….some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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#456526 - 07/09/12 05:12 AM
Re: Wishlist
[Re: Kein]
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Elder Druid
Registered: 03/10/03
Posts: 19514
Loc: Rogue Squadron
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You seem quite upset, Arik. Yes I am. And angry, too. And no doubt.
_________________________
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay….some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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#456561 - 07/10/12 02:53 AM
Re: Wishlist
[Re: Merendrious]
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Prophet
Registered: 03/10/03
Posts: 1093
Loc: Franken
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As there probably is Food and Drinks in again, is there any Reaction planned on being drunk because of some heavy booze? I always wondered that the characters can drink wine, beer, and such stuff, and never seem suffer from ebriety. No fumbling, no staggering around, slurred speech, no hangover, no hiccup, and so on. There might be some level of intoxication that the char can handle, but has to be careful when getting over it. While it might endear you to the bartender, it doesn't improve your relations to the officer round the corner. Probably a bit hard to get that into a good balance as not to be too annoying for the player...
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#456614 - 07/11/12 07:44 AM
Re: Wishlist
[Re: AlrikFassbauer]
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Death Dragon
Registered: 04/04/05
Posts: 2741
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All of the Divinity games had random loot, which is generally fine as it can add replay value. Divinity 2 introduced the concept of being able to choose certain quest rewards, which is a good idea. I suggest to expand this concept onto a skill that allows you to choose between different possible contents of barrels, chests and the like.
Random loot can often be useless for a specific character, e.g. when an archer finds lots of close-combat weapons or when a physically weak character gets many things with strength requirements. You can circumvent this by saving the game before you open containers (and reloading if you don't like what you find). Many players actually do this.
I'd like to have a skill that can magically adapt the random items in containers to the character's liking by offering more than one selection. The skill could be called the "Grasp of Fate" or "Adventurer's Luck" and leveling it could both provide more precise information on the objects and increase the number of options to choose from.
For example, at level 1 you would only get two options to choose from, and the game would only give you very general information about them, like how much gold, how many potions and how many other objects there are. At level 3, you could pick one of three selections, and the game would display the rarity and type of items, but not the effects they have. At level 5, you'd get four options to choose from and you could see which items exactly there are.
Technically, this would be a bit different from the choice of quest rewards, as you couldn't select single items, but the game would determine two to four full sets of random loot, and you could pick one such set.
Of course, the save-and-reload method would still be possible (and yield similar results if you don't want to spend skill points), but using the skill would be more convenient. And in comparison to someone who never saves and relaods before opening containers, it would allow you to get some random loot that better suits your character and playing style (or is just a bit more valuable, if none of the options contains anything that is actually useful to you). That's why I think it should cost skill points.
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#456746 - 07/20/12 02:16 AM
Re: Wishlist
[Re: Lurker]
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Ancient Dragon
Registered: 04/02/05
Posts: 2823
Loc: Between Belgium and Rivellon ....
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All of the Divinity games had random loot, which is generally fine as it can add replay value. Divinity 2 introduced the concept of being able to choose certain quest rewards, which is a good idea. I suggest to expand this concept onto a skill that allows you to choose between different possible contents of barrels, chests and the like. ..... I'd like to have a skill that can magically adapt the random items in containers to the character's liking by offering more than one selection. The skill could be called the "Grasp of Fate" or "Adventurer's Luck" and leveling it could both provide more precise information on the objects and increase the number of options to choose from. ....
I like this idea of Lurker !! Good idea  !!
_________________________
On 10/30/'11 Ronja the Ranger Priest, start a new adventure! Read it here. DKS, A Masterpiece! Buy it right now & you will know All the fun is on your side to play as a Dragon Knight!
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#458874 - 11/02/12 09:00 AM
Re: Wishlist
[Re: Chaotica]
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Death Dragon
Registered: 04/04/05
Posts: 2741
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Will Original Sin have an auto-mapping feature? In my eyes, exploring is much more fun when you can't see the whole map from the beginning. And after you haven't been able to play for a few days, it's much easier to continue exploring if only the map areas you've visited are revealed (whereas the rest of the map is black). In-game maps should help with finding your way, but they shouldn't provide too much information too soon. If there are multi-level areas, like caves with an upper and a lower level, I'd like to suggest that the game provides separate maps for each level. Unfortunately, the mini-map in  was of so little use to me that I hardly ever looked at it. I liked the way  handled mapping much better.
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