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AoD demo impressions thread for positive impressions

likaq

Arcane
Joined
Dec 28, 2009
Messages
1,198
Installing. I'm masturbating my big cock right now.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Looks interesting. Played as a Loremaster and betrayed Feng; did tasks for the local House until they asked me to go to a town that's not in the demo. Then I tried killing the raiders, because I hadn't fought anyone yet and got my ass handed to me and was given a delightful text description of my death.

I'll try another character later.
 

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,462
Location
Clogging the Multiverse with a Crowbar

alkeides

Arcane
Patron
Joined
Jan 2, 2010
Messages
4,836
Assassin plot is great but I got stuck on the loremaster after finishing Feng's initial quests.
 

hiver

Guest
Im wondering could the so called "diplomatic" path be enhanced with more double-crossing between the guilds.
It seemed to me that part of gameplay is pretty linear and limited. As soon as i took the first assignment for thieves i couldnt even talk to heads of other guilds.
I didnt play much so i might be mistaking but that kind of telepathy seemed rather off putting.

Instead, wouldnt it be better to implement more freedom to doublecross and work for several guilds at once at the very start and through early quests, but with consequences.
Namely guilds finding out you have been "talking" to other guilds (since they all have informants and bribed members or NPCs around) and then turning actively against you after you fuck up some bigger or several quest important for them?
Using the assassins guild more (if you have the money), also wouldn't be amiss. Or paying (in money or otherwise) the thieves to get some things done for you.
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,856
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Im wondering could the so called "diplomatic" path be enhanced with more double-crossing between the guilds.
It seemed to me that part of gameplay is pretty linear and limited. As soon as i took the first assignment for thieves i couldnt even talk to heads of other guilds.
I didnt play much so i might be mistaking but that kind of telepathy seemed rather off putting.

Instead, wouldnt it be better to implement more freedom to doublecross and work for several guilds at once at the very start and through early quests, but with consequences.
Namely guilds finding out you have been "talking" to other guilds (since they all have informants and bribed members or NPCs around) and then turning actively against you after you fuck up some bigger or several quest important for them?
Using the assassins guild more (if you have the money), also wouldn't be amiss. Or paying (in money or otherwise) the thieves to get some things done for you.

Play Skyrim for that Hiver, you can join all guilds here from neferesious Black Brohood to Lofty and :obviously: College of Magic. But I agree there should be more side quests.
 

hiver

Guest
its good luck that codex is full of morons to quickly misinterpret things.
otherwise... who knows where these discussions might perchance lead into?
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,487
Location
casting coach
Im wondering could the so called "diplomatic" path be enhanced with more double-crossing between the guilds.
It seemed to me that part of gameplay is pretty linear and limited. As soon as i took the first assignment for thieves i couldnt even talk to heads of other guilds.
I didnt play much so i might be mistaking but that kind of telepathy seemed rather off putting.

Instead, wouldnt it be better to implement more freedom to doublecross and work for several guilds at once at the very start and through early quests, but with consequences.
Namely guilds finding out you have been "talking" to other guilds (since they all have informants and bribed members or NPCs around) and then turning actively against you after you fuck up some bigger or several quest important for them?
Using the assassins guild more (if you have the money), also wouldn't be amiss. Or paying (in money or otherwise) the thieves to get some things done for you.
Geneforge 5 had factions that worked something like that, you could betray them and join others if your reputation (affected by talking to people and choosing how to deal with sidequests) was good with them and you hadn't fucked them over in a quest you did for another faction.
 

hiver

Guest
Im not looking at it from some total freedom to double stab and cheat factions as you will.
More in fashion of getting suddenly felippeped in the kidneys because you thought you are so smart, but didnt figure out all factions spy, bribe and overlook others so your "smooth" moves get reported to unpleasant people.
Factions being informed about your .. exploits... gives a greater flexibility then factions being telepathic.

But limits it when necessary in more believable ways.
 

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