Divinity: Original Sin Discussion
Trainer Tools and Resources
CH decided to cease producing trainers for the early access iterations of this game several months ago, on the undertaking that once the game was officially released they would produce trainers again.
This is a multi-player rpg so there is absolutely no surprise that it is being regularly modified in its first days of full release.
Why didn't CH put a strategy in place to deal with this entirely predictable situation?
A couple of months back one of the CH bosses boasted that life memberships had reached 1.3 million subscribers, that spells a lot of cheese, more than enough to ensure staff are available to train a game which is a major release.
It may not have been put out by one of the soulless megaliths like Activision or Ubisoft, but virtually every hard core gamer I know has bought a copy of this.
It is silly to blame Larian, Divinity's developers, for a problem that has arisen entirely due to CH's poor planning.
At least this way you avoid the frustration of constant updating every day, and we still get a trainer that works at least once a month. (Plus we can disable automatic updates and just update when the new trainer drops)
I know you all want to produce a quality product, however if this trainer is really a huge headache to produce, I would prefer minimal support over retirement. If infinite HP/AP (party) is simpler, just do that. I know we're not quite at that juncture yet, but I wanted to give feedback and say thanks for what you guys do.
[Edited by johnkelly2187, 7/1/2014 7:46:45 PM]
[Edited by moderator PWizard, 7/1/2014 7:52:08 PM]
Well, that's one person's opinion. I'm sure many of us would be happy with having a working trainer even if it was only once a month or even once every quarter. I'm sorry they got under your skin with their comments.
People give you guys too much crap and I can understand your frustration with it. Would you be willing to consider a compromise of just setting up your own release schedule independent of patches?
It might not be a bad idea to establish a policy like this since this is an issue that you have encountered with other games, and it's only going to get worse as more and more companies are pushing out faster updates and integrating with their users more.
At least if you do establish a policy for a limit of how many trainers a game will receive in a given month it gives you a safety net, and it also gives a little transparency to your customers about how you plan to handle situations like this in the future.
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