Divinity: Original Sin 2 Game Ideas

Welcome to our Kickstarter Suggestion Page! This is a space where you, and other fans, can come together to help us provide the Kickstarter Campaign that you want.

We’re collecting your ideas for Divinity: Original Sin 2.

For ideas about Kickstarter Pledge Rewards please refer to this forum:
https://larian.uservoice.com/forums/313815-kickstarter-pledge-rewards

This is a community project, so please remember to discuss other people’s ideas, and vote for the ones you like!

Each Reward suggestion will be marked with a status:

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How can we improve Divinity: Original Sin 2?

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  1. Intriguing Story and World

    The developers did a good job with the first game. I do remember quests where several people blamed another and none of them was truly the guilty one. Other quests had good riddles in it and some traps everywhere to find.

    But the most npc's didn't really react to the pc's even if everyone should know them very well as heroes or maybe villians. The bad guys should try more often to hunt the heroes down, using poison within taverns and try to sneak within their sleeping chambers to kill them or maybe decieve other townsfolk so they might believe…

    49 votes
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    • Non-human companions or main character

      Bieng able to play a non-human would be nice. or have one as a companion

      46 votes
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        1 comment  ·  Admin →
      • Stretch Goals for Translations

        Maybe it would be possible to add Stretch Goals for languages like german, french and so on? Because I guess that if the campaign would be successfull enough and reach those goals it could attract even more people to it if they can enjoy the game in their mother language.

        38 votes
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        • Improved weather effects and their effects on gameplay. No Hunger & Thirst but climbing, illnesses and more dangerous poison?

          In the first game we already saw that the developers can make a really good system which affects combat too. Maybe it would be possible to improve the system a little more so people might freeze within icy regions or could get a cold from being always in the rain without proper equipment like cloaks and hoods. Long term effects could be a nice add to the game and its elements.

          Also it would be really great if there would be more things to do, like climbing or walking over a frozen sea, slowly and cautios to not brake in.…

          47 votes
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          • 8 player co-op!

            Why not!

            Make it THE party game.

            1 vote
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            • Reverse-Pickpocketing Grenades, please!

              Being able to plant armed grenades onto enemies would almost redeem the pickpocket skill on its own.

              Grenades deposited that way should have at least a 1 turn (6 second) fuse to let the pickpocketer get away.

              11 votes
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              • More side dungeons

                I felt like D:OS didn't have enough totally optional side dungeons. Would love to see more in D:OS2.

                45 votes
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                • Оригинал есть,жду продолжения !

                  Жду еще больше интересных локаций и подземелий с боссами и хахватывающими квестами.Надеюсь,что русская локализация будет и это решит стартовую поддержку в Кикстартере.

                  1 vote
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                  • Unarmed combat

                    I think one of the coolest things that could be added would be the addition of a martial art type skill type, so instead of putting one point into 1H sword you could put one point into Unarmed. obviously you will need a way of upgrading a character's fists, so potentially just a fist type weapon would suffice. In the first game you had death punch, a witchcraft spell which was awesome, if we could move that to a separate set of abilities, like roundhouse kick or flurry could be added to this new set of abilities.

                    11 votes
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                    • Ending Slides

                      if there's going to be a greater effort toward world building (Fallout, Arcanum, Deux Ex) do consider showing us the effects of our choices on the world, npcs, and companions.

                      43 votes
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                        1 comment  ·  Admin →
                      • Make Attributes and Abilities have more Influence than Level.

                        In D:OS #1 a characters level had too much influence in combat, especially between levels 1 and 6 or so.

                        Reduce the base level up bonuses and move portions of them over to attributes/abilities. Perhaps extend this re-balancing to include more points to spend per level.

                        17 votes
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                        • No voice acting. (please hear me out)

                          This sounds a bit like "in my time things were better" but I find that the rise of voice acting in RPGs seriously impacted the quality of writing.

                          Voice acting is expensive, so having voice acting forces the writers to be restrained in what they create.
                          I remember many RPGs "of old" where there were long dialog trees with minor characters. They were there just providing exposition, explaining the setting or just entertaining the players. With voice acting, either the game has a really large budget or these little touches are the first things to be scrapped.
                          It may also…

                          35 votes
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                          • More party members to choose from! :)

                            More than just having 4 backup party members to choose from!

                            42 votes
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                            • Improved crafting system

                              An easier crafting system where you can see all the patterns that you currently know and how to make the different items. Also updates when you experiment with success. Just a better one in general where you have a better overview of what resources you are missing and what skills you are lacking.

                              8 votes
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                                1 comment  ·  Admin →
                              • Alternate campaigns/modes such as rogue-like or arena gauntlet

                                Rogue-like: Could be done one of many ways. Resources have to be strictly limited, so crafting will have to be seriously considered to save gold (which may itself be inconsistently usable due to shop inventories and shop locations). Starting conditions could vary, but the most multiplayer-friendly way to do it would be to start with a party (one each for the maximum allowed # of players) and have the defeat condition be a party wipe. You could even have deceased allies join additional fights as much-penalized ghosts or something to keep multiplayer from being a completely boring watch-the-survivors-and-twiddle-your-thumbs sort of…

                                36 votes
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                                • Interactive, Evolving/Leveling Pets

                                  Allow players to interact more with their pets. For example, with the pet speaking ability, my character could talk to rats, cows, sheep, etc., but not to his own pet. There was a dog who lead my character to an engagement, but my own pet just lagged behind and did nothing.

                                  Provide tips/info they might gather which could be beneficial, but not over-powering. For example, a pet dog might smell a poison trap ahead, or a secret door, and bark or speak (with the proper talent) to warn the player. Or dig up something buried on command, after alerting to…

                                  24 votes
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                                    1 comment  ·  Admin →
                                  • 37 votes
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                                    • Player Housing & Crafting

                                      Player Housing with taxidermy on kills you make or Trophies from Bosses that can be placed in your Home. Player made furniture from crafting, crafting stations that can be made and placed in your house like a Blacksmith station, Alchemist station or Oven for cooked food.

                                      36 votes
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                                      • No classes - Players should define their character on their own

                                        I'd like to see no character classes in the game. The players should define their own characters by themselves and every character should be usefull.

                                        As far as I remember there were only starter classes in the first game which defined only the pretty early gameplay and not after that and I liked that.

                                        Also it would be much more fascinating if the people haven't to fear of skill points or such kinds to be able to skill that or this before reaching a maximal level cap.

                                        Because there isn't any pvp in this game (and I hope this will…

                                        33 votes
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                                        • Live and dynamic world where every one goes to sleep, work and do stuff all around the map

                                          Create a world which lives own life even without character interactions.

                                          If you are running across some road through woods, you can find woodcutter filling his truck with firewood and getting it to town. A thief band that robs some strangers. Caravan passing through, etc.

                                          36 votes
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                                          Divinity: Original Sin 2 Game Ideas

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