![]() ![]() ![]() I mean jeez, even Sword Coast Legends got that right. A system like NWN would be ideal, where you have a "vault" where all your characters are kept. If the developers did find a way to do some form of "quest-syncing" then great, but the way described here would not require them to do that. As such you wouldn t even have to worry about story progress or quests getting messed up at all. just as it would be if they joined in the existing manner. The joining character would be playing in the hosts game with whatever quests they are currently running. Lastly, quests would remain as they were - the host controls them so nothing needs to be changed at all. Secondly, if the game you are joining is open to this, all that would need to be done is to temporarily replace one of the existing party members (the ones normally controlled by joining players) with the character of the joining player. You could even have a "level difference" slider to prevent characters more than 1+ levels joining to retain balance. Join up to 3 other players - but know that only one of you will have the chance to become a God, in multi-award winning RPG Divinity: Original Sin 2. Choose wisely and trust sparingly darkness lurks within every heart. As such, everyone who doesn't want the feature doesn't have to use it. Divinity: Original Sin 2 - Definitive Edition. There are ways to fix that too, but we shall have to see what the devs come up with.įirstly, you as a host would have the option of opening up your games in this manner - possibly via a checkbox on the "Connectivity" screen where you invite players. Originally posted by Uiharumorphous:Wow this sucks. ![]()
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