Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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What is the gameplay like in this game? Baldur's Gate? NWN2?
It's "turn based" but it looks like the "Turns" are played out in real-time... however what I'm after is a more in depth explanation of the type of gameplay I could expect from the game and what other games feature similar gameplay to it so that I may better understand what the game is before buying it.

I've checked a couple wiki's but they don't have any information on how the game is played (They do have information on items, characters etc. though).

Also, how does the online co-op work? Does it operate through a central server like Path of Exile or is it like Torchlight 2 (P2P)? If it does operate via a central server, is there an aussie server?
Editat ultima dată de Nicholas Steel; 19 iul. 2014 la 2:35
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Kozzy 19 iul. 2014 la 2:35 
Reminds of Baldurs Gate, NWN2 and Ultima personally.

The combat is 100% turnbased, but you move around in real time, then fight in turnbased (ala the old fallout 1/2/tactics games, where you walk around in real time then when there is fights you figh ton the spotin turnbased combat).

The coop is well done, you get a friend to play the whole game with and you just load the game when you two want to play.
Fishook 19 iul. 2014 la 2:37 
Its turn based, similiar game play could be Jagged Alliance 2, Fallout 1&2 (tatics). It has got sort of elements of Baldurs Gate, NWN2. It works very well IMO. I perfer it to RTwP, But out of combat its real time. Shadowrun Returns is proberbly the most similar recent game.
When playing co-op, does your friend make permanant progress through the game along with you or is it some cheap cop-out system like Mario Galaxy games or other games where they can play along side you but it is meaningless for them beyond helping you?
The combat style is almost identical to Temple of Elemental Evil. Which makes it awesome.
the one who hosts has the savegame, and with it the characters. your coop mate does not get anything - but well you dont need a savegame with a character, as there is no such thing as "chosing your char and enter some game" like in diablo or other arpgs.

fighting system = temple of the elemental evil
Postat inițial de Nicholas Steel:
When playing co-op, does your friend make permanant progress through the game along with you or is it some cheap cop-out system like Mario Galaxy games or other games where they can play along side you but it is meaningless for them beyond helping you?

It one story with two full main character with theirs own stats and personalities (based on player decisions).

In Single player you control both main characters in coop you control only your character.
The system goes so far as that both players can disagree with a decision and verbally fight each other (simulated thru rock paper succors).

The savegame and both characters are only saved on the host computer.
The game is meant to be played either alone or with someone you know.

Think of the Baldurs Gate multiplayer but with two main characters.
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For the combat and the big how does it play.
https://www.youtube.com/watch?v=u68GJZY4eOM

This is a 16min lp that gores from character creation until the end of the optional tutorial.
So it pretty much spoiler free but it shows some of the main components of the game.
Editat ultima dată de Tomato Juice; 19 iul. 2014 la 3:32
Postat inițial de Tomato Juice:
Postat inițial de Nicholas Steel:
When playing co-op, does your friend make permanant progress through the game along with you or is it some cheap cop-out system like Mario Galaxy games or other games where they can play along side you but it is meaningless for them beyond helping you?

It one story with two full main character with theirs own stats and personalities (based on player decisions).

In Single player you control both main characters in coop you control only your character.
The system goes so far as that both players can disagree with a decision and verbally fight each other (simulated thru rock paper succors).

The savegame and both characters are only saved on the host computer.
The game is meant to be played either alone or with someone you know.

Think of the Baldurs Gate multiplayer but with two main characters.
--------------------------------
For the combat and the big how does it play.
>video<

This is a 16min lp that gores from character creation until the end of the optional tutorial.
So it pretty much spoiler free but it shows some of the main components of the game.

Oh okay, a bit awkward but I can see why they did it that way.
Editat ultima dată de Nicholas Steel; 19 iul. 2014 la 3:34
Myshkin 19 iul. 2014 la 3:40 
Yup, it's turn based, which is one of the turns on in this game. Wish Pillars of Eternity would adopt the mechanics as well.
So this turn based combat, does it play like Chrono Trigger where time slows during a characters turn but doesn't stop completely, or is it like Atelier Iris 3 where it waits forever until you perform an action? Or is it like Xcom with its Time Units system? Or disgaea?
Editat ultima dată de Nicholas Steel; 19 iul. 2014 la 3:52
Nellvan 19 iul. 2014 la 4:13 
Like Xcom (in combat), generally more like Jagged Alliance, realtime until you get into combat, then time is frozen and you have Action Points / TUs.
Editat ultima dată de Nellvan; 19 iul. 2014 la 4:15
Dorok 19 iul. 2014 la 4:41 
Postat inițial de Nicholas Steel:
So this turn based combat, does it play like Chrono Trigger where time slows during a characters turn but doesn't stop completely, or is it like Atelier Iris 3 where it waits forever until you perform an action? Or is it like Xcom with its Time Units system? Or disgaea?
Not at all Chrono Trigger. Not at all Atelier Iris 3 or any FF.

Disgea is closer but Disgea is grid based when DoS not at all. XCOM not really either, it is grid based, it two phases with AP it design is for modern long range combats.

DoS use the area but no grid, there's a speed+length mechanism that replace the grid. It uses AP. You can delay start use AP in a turn. Once you start use AP for a character you finish or can keep unused AP for nex turn. The game use many synergy element, as oil on ground and fire makes it burn, or water on ground plus ice spell makes ground ice and slippery. Also any aiming is using the precise physic so there's no cover system but you can definitely exploit natural covers. There's an attack of opportunity system. There's also a great backstabbing system, I'll skip describe in detail. There's a surrounding mechanism. And more.

EDIT: Looks like you like turn based combats, and even if DoS isn't very focused on combats and tend have less combats than most RPG, it's a great Turn Based combat system, many good mechanism, plenty tricks to use, quite good depth. And the uncommon AP+speed system is very handy and well implemented by the game. You have quite good reason to play it. It's combats are better than the recents other PC Turn Based RPG as Blackguards, Dragonfall, The Banner Saga, Heroes of Steel Tactic RPG, Eschalon Book 3, Avadon 2, and even Might & Magic X despite in my opinion MMX has surprising deep combats.
Editat ultima dată de Dorok; 19 iul. 2014 la 4:50
Nellvan 19 iul. 2014 la 4:44 
Since Time Units were mentioned I assumed he meant the original Xcom.
Postat inițial de Myshkin:
Yup, it's turn based, which is one of the turns on in this game. Wish Pillars of Eternity would adopt the mechanics as well.

I disagree. I feel like it's important to keep these things seperate of each other. Pillars of Eternity is not focused on combat. Mainly it's appeal is interaction with the story and companions, much like the older games like Baldur's Gate. They actually use a combat system that I prefer, though I think Divinity Original Sin is a breath of fresh air and I think their system fits the game very well.
Dorok 19 iul. 2014 la 4:54 
Postat inițial de SpitfireAce:
Postat inițial de Myshkin:
Yup, it's turn based, which is one of the turns on in this game. Wish Pillars of Eternity would adopt the mechanics as well.

I disagree. I feel like it's important to keep these things seperate of each other. Pillars of Eternity is not focused on combat. Mainly it's appeal is interaction with the story and companions, much like the older games like Baldur's Gate. They actually use a combat system that I prefer, though I think Divinity Original Sin is a breath of fresh air and I think their system fits the game very well.
Many players complain DoS hasn't enough combats, for PC RPG, DoS is less focused on combats than usual, all the puzzling, all the items interactions, plenty dialogs, a deep sneaking and thievery system, many crafting and smithing, various non combat characteristics.

When I read you it's like if DoS is a tactic RPG but it isn't at all. I didn't knew Pillar was already plyable, but I agree no need they copy each other, diversity is good. But the DoS combat system has many great elements, and for example the Backstabbing is working very well.
Dorok 19 iul. 2014 la 4:56 
Postat inițial de Nellvan:
Since Time Units were mentioned I assumed he meant the original Xcom.
My bad, I didn't realized, I played too few the first Xcom to remember well that, so I skipped the information. :-) That said the context of Xcom with covering, modern long range combat makes it very different anyway as I explained.
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Data postării: 19 iul. 2014 la 2:32
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