View Full Version : Weapons
Sectaurs
10-08-2010, 05:15 AM
here's a look at the newest pistol to get into the game
i'll try and post more weapons as they get made
http://www.grimdawn.com/forums/attachment.php?attachmentid=75&d=1286515110
ASYLUM101
10-08-2010, 05:17 AM
Sweet work man! Lookin' good!
Scryer
10-08-2010, 05:28 AM
Those look awesome, thanks for sharing!
Tiptoe
10-08-2010, 06:43 AM
Gotta agree with the others, those are awesome. Fantastic attention to detail.
Scryer
10-08-2010, 07:03 AM
I have a question, how long (how many hours) does it take to create 1 piece of weapon or item? With full in-game functionality? Imagine it's a big weapon, or piece of gear also.
Thanks for insight into this, if you can give it!
Tiptoe
10-08-2010, 12:40 PM
That's a hard question to answer Scryer, it's a bit like asking how long does it take to eat an icecream, there are lots of variables involved ;).
But if you're interested, here's a series of weapon modeling tutorials that might give you an idea of the amount of work involved: http://www.freeitsolutions.com/3ds/?search=weapon
Hope that helps :D.
yerkyerk
10-08-2010, 01:00 PM
Looks really nice. More detail than we'll probably see in-game, heh. This was made for close-ups.
Harlequin
10-08-2010, 01:21 PM
Looks very nice.
Yeark I think you can see ingame if something has alot of small details or not.^^
Chameleon
10-08-2010, 03:50 PM
So much work goes unappreciated in so many games. These kind of things in the game hardly get a second look when people are playing...
yerkyerk
10-08-2010, 04:00 PM
Looks very nice.
Yeark I think you can see ingame if something has alot of small details or not.^^
Myeah, TQ was much more detailed than I usually noticed (although sometimes I would stop and admire the fine details on monsters, or the wallprints - actually being pleasantly surprised that the game looked so detailed). Mostly I just wanted to smash monsters faces in and obtain phat loot. Although i guess fine detail does affect me on a more subconscious level...
MageMaster
10-08-2010, 05:07 PM
On another note, how many different crafting materials can those pistols be broken down into? Or will it be like grips/barrels can be exchanged?
eisprinzessin
10-08-2010, 05:31 PM
Myeah, TQ was much more detailed than I usually noticed (although sometimes I would stop and admire the fine details on monsters, or the wallprints - actually being pleasantly surprised that the game looked so detailed).I really hope that we will be able to zoom in, so that we can admire the detailed art. If that's not possible in game, make it for the inventory and vendor menus.
Harlequin
10-08-2010, 06:07 PM
Oh btw I like the first one better. More functional. Guns made with gold could break more easily since it's not very hard. The second one would befit a nobleman I think.^^
ASYLUM101
10-08-2010, 06:29 PM
Oh btw I like the first one better. More functional. Guns made with gold could break more easily since it's not very hard. The second one would befit a nobleman I think.^^
What makes you think it's gold? It could be a variety of things, like Brass or a gold alloy.
Harlequin
10-08-2010, 06:46 PM
What makes you think it's gold? It could be a variety of things, like Brass or a gold alloy.
Well to me it looks like gold. :)
Bloodwolf
10-08-2010, 07:36 PM
This looks really nice :)
But will the guns in Grim Dawn work somewhat like the guns in Torchlight "Magical bullets :D" or will they be more of a support weapon, "High damage, slow reload speed" that you pull out in the middle of a melee fight to take out an opponent out from afar?
ASYLUM101
10-08-2010, 07:45 PM
IIRC Bloodwolf, one of the devs said they work similar to how bows work in TQ - unlimited ammo, no reload.
Bloodwolf
10-08-2010, 08:30 PM
Ah, okay :)
I did do a search for guns but i did not find any specific information on them.
Still though i think it would be pretty cool to just pull it out, swing around and stop someone charging towards you dead in their tracks, hehe. And it could have some sort of cooldown so you can see when you use it again.
But then again that would be more suited like a skill or so.
Kardiophylax
10-08-2010, 08:56 PM
Nice texture work on the pistol. The first of many fantastic weapons we'll be exposed to I'm sure.
Harlequin
10-08-2010, 09:09 PM
I w ould like to see a unique weapon next, if you have one done already. :)
wsensor
10-08-2010, 10:19 PM
I would rather have an ammo system lol. (Maybe an option to turn it on/off?)
Since there is a prison level will you have a Ball and Chain weapon. You know prisoners have them on ankles and such.
ASYLUM101
10-08-2010, 11:00 PM
(Maybe an option to turn it on/off?)
Add another option to the already 200 pages of options we have! :P
Harlequin
10-08-2010, 11:16 PM
Add another option to the already 200 pages of options we have! :P
wouldn't make a difference anyway. :D
We will need a searchfunction I think.
myrmidon
10-09-2010, 12:14 AM
as long as the ammo not expensive and it doesn't have an hour relode
i like the 2nd one better! does this meen that we can pistole whip and butstroke
Prosoro
10-09-2010, 07:12 AM
Loving the detail and the style of the pistols overall! ..so keen to dual weild :P
medierra
10-10-2010, 02:47 PM
This looks really nice :)
But will the guns in Grim Dawn work somewhat like the guns in Torchlight "Magical bullets :D" or will they be more of a support weapon, "High damage, slow reload speed" that you pull out in the middle of a melee fight to take out an opponent out from afar?
Probably more along the lines of magic bullets given that we want to allow for more purely ranged classes and the gameplay is geared toward single characters fighting large groups of enemies at once.
Given that you can typically kill most fodder enemies in 1-2 hits anyway, increasing damage has a pretty limited effect in terms of compensating for slower attack speed.
Harlequin
10-10-2010, 04:56 PM
Given that you can typically kill most fodder enemies in 1-2 hits anyway, increasing damage has a pretty limited effect in terms of compensating for slower attack speed.
Hm most enemies dying in 1-2 hits? Please don't make the game too easy. :P
heron
10-10-2010, 05:04 PM
This is what I'm talking about, very cool model and texture work!
ASYLUM101
10-10-2010, 05:08 PM
Hm most enemies dying in 1-2 hits? Please don't make the game too easy. :P
Do you know what fodder are?
You don't want TQ to be like Loki, where the monsters all take like 20 hits to kill, and bosses take about a half hour to kill (and 30 deaths)
Harlequin
10-10-2010, 05:42 PM
Do you know what fodder are?
You don't want TQ to be like Loki, where the monsters all take like 20 hits to kill, and bosses take about a half hour to kill (and 30 deaths)
I don't mind it if enemies can take a few hits. I rather have fewer stronger enemies than tons of fodder. Of course a mix would be perfect. Like some plains that are swarmed with the enemy's army and mountains where you meet fewer but way stronger enemys that deal good damage and take alot of dmg themselves.
Bosses: I don't bosses that take a long time to bring down. Of course that doesn't mean that I want to stand in front of him and hack down his hp-bar. It should be tactical. Like "do x and y to be able to attack him" and stuff.
gesto21
10-10-2010, 06:03 PM
So why is one pistol gold-accentuated and the other not? Is one the "crappy rusty flintlock" and the other the superior version?
medierra
10-10-2010, 07:07 PM
Hm most enemies dying in 1-2 hits? Please don't make the game too easy. :P
Fodder enemies dying in 1-2 hits doesn't necessarily make the game easier. I'd actually say it is the opposite.
If enemies can survive longer, potentially getting in more hits on the player, then each hit needs to do less damage. Generally this makes for slower paced, less threatening combat. Either that or you need to restrict the number of enemies that can be attacking at once. We think people enjoy fighting large waves of enemies, so we're balancing the game in a direction that supports this.
We want to create a combat dynamic more typical of a zombie game where it is about keeping the enemy off you as a ranged class or, as melee, making sure you're not surrounded by too many foes at once. Basically, you want to be killing fodder creatures faster than they can accumulate on you. Unless your character is a real tank, your health will start to drop rather quickly once you get more than 2-3 fodder enemies attacking you at a time.
Also, when I said "most enemies", I meant most of the enemies on the screen at any given time, NOT most types of enemies. Since you'll generally be fighting large numbers of fodder enemies at a time with only a few more powerful champions / heroes interspersed among them, by number, most of the enemies are fodder. However, in terms of types of enemies, there will probably be a greater number of champion types since it is those enemies that really can mix up the combat with skills that create unique situations. For example, one of the gazers (the floating brain type things) has a "frenzy" aura that increases the speed and regeneration of enemies around it. This makes it's zombie minions much more dangerous and difficult to kill unless you hunt down and kill the gazer first and the gazers are good about eluding the player.
So no, I don't think the game will be too easy.
Harlequin
10-10-2010, 08:15 PM
Fodder enemies dying in 1-2 hits doesn't necessarily make the game easier. I'd actually say it is the opposite.
[...]
So no, I don't think the game will be too easy.
That's all I wanted to hear. Thanks alot. :)
topic: I wonder about that different colours as well. Maybe you can upgrade the quality of a weapon so it becomes more powerfull?
ASYLUM101
10-10-2010, 08:24 PM
We want to create a combat dynamic more typical of a zombie game where it is about keeping the enemy off you as a ranged class or, as melee, making sure you're not surrounded by too many foes at once.
This reminds me - are players allowed to "phase" through enemies, or will the enemies block the player's movement, and effectively surround the player?
Mind Dragon
10-11-2010, 05:27 AM
In aRPG and RTS games, I was wondering how many triangles are deployed for characters and weapons.
At normal zoom levels, the characters and weapons are so small, but to maintain the objects structure, there still has to be a fair number of triangles.
I was wondering these types of games are more intensive than other games such as FPS or 3rd person shooter/platformer games.
Caillou
10-11-2010, 03:10 PM
We think people enjoy fighting large waves of enemies, so we're balancing the game in a direction that supports this.
We want to create a combat dynamic more typical of a zombie game where it is about keeping the enemy off you as a ranged class or, as melee, making sure you're not surrounded by too many foes at once.
Oh yes ! I like it ! Do it !
Chronikuz
10-11-2010, 04:55 PM
Speaking of the appearance of fireweapons, do you think to do special appearance for the unique fireweapons?
I think in things like this:
http://i426.photobucket.com/albums/pp345/chronikuz/rifles.jpg
ASYLUM101
10-11-2010, 05:40 PM
I hope potato guns are still in.
medierra
10-12-2010, 03:08 AM
Speaking of the appearance of fireweapons, do you think to do special appearance for the unique fireweapons?
I think in things like this:
http://i426.photobucket.com/albums/pp345/chronikuz/rifles.jpg
Uhhh.... I think we had something less fluorescent in mind? :p
medierra
10-12-2010, 03:21 AM
This reminds me - are players allowed to "phase" through enemies, or will the enemies block the player's movement, and effectively surround the player?
Arrg... This is one thing that I felt really disappointed with in TQ. The game did not work like that by design. The player being able to push through enemies was introduced in an update of the pathing system to allow for better multiplayer synchronization. Once I noticed what was going on I immediately brought it up with the tech team, however, they were slammed at the end of the project and while they intended to fix it, they never had time.
This really bothered me because I felt like it removed a very important gameplay mechanic, which is the element of tactical movement involved in most ARPGs where you are constantly trying to avoid being surrounded, especially in close quarters. Tactical movement of this kind is one of the oldest mechanics in gaming and was very prominent in a lot of classic arcade games. It is a mechanic that you often don't think about in ARPG but I think it adds an extra dimension of depth and danger to the combat. When it was removed from TQ, I felt like we lost 20% of our gameplay.
That said, we have a brand-new pathing system in Grim Dawn and we've partially implemented the tech to allow enemies to block player pathing. We're just waiting on an update to the path-engine middleware we're using. So, with any luck, enemies that block pathing and all the secondary-gameplay-mechanic goodness that they provide, will be back in action soon.
Harlequin
10-12-2010, 03:34 AM
That sounds very nice I didn't really like that you could push through the enemy but of course I admit that it saved my live a few times. That will indeed make movement more tactical.
I am just thinking of the Phantom Strike from the Dream-Mastery. Enemy's blocking you would be a real big disadvantage now. (if you couldn't kill 80% of all enemies with a combo of the Strike and that wave thingy of which I forgot the name....Distort Reality? I think that was the mod for it...)
ASYLUM101
10-12-2010, 04:45 AM
Cool beans, medierra. Thanks for the info, I can't wait to get mauled by zombies and trapped in Maggot Lairs with a bunch of allies!
Harlequin
10-12-2010, 04:54 AM
Cool beans, medierra. Thanks for the info, I can't wait to get mauled by zombies and trapped in Maggot Lairs with a bunch of allies!
*sigh*
*stares into the distance*
oh the memories of the wormlair from diablo 2...
myrmidon
10-13-2010, 12:08 AM
i hate it when you can walk into enemies and allies its very agrivating D:
DIABLO sucked alot because of this with your dum FAT as hell teammate "SUP IM SOME FAT WIZARD IN FRONT OF THE BARBARIAN IN THIS SKINNY TUNNEL FILLED WITH MAGGOTS SO THE BARBARIAN CANT ATTACK OR TANK. AND THEN THE NECROMANCER DECIDES TO TRAP US IN BONE WALLS" then ontop of that they can steal your gold when you die... just dont add hallways fit for mouse traps please.
yerkyerk
10-13-2010, 12:54 AM
I actually love to see a Escheresque environment succesfully ported to 3D...
Harlequin
10-13-2010, 12:57 AM
i hate it when you can walk into enemies and allies its very agrivating D:
DIABLO sucked alot because of this with your dum FAT as hell teammate "SUP IM SOME FAT WIZARD IN FRONT OF THE BARBARIAN IN THIS SKINNY TUNNEL FILLED WITH MAGGOTS SO THE BARBARIAN CANT ATTACK OR TANK. AND THEN THE NECROMANCER DECIDES TO TRAP US IN BONE WALLS" then ontop of that they can steal your gold when you die... just dont add hallways fit for mouse traps please.
thats why you play with people you know and not with randoms. :)
ASYLUM101
10-13-2010, 01:11 AM
thats why you play with people you know and not with randoms. :)
Lol - he was the bone necromancer trapping us.
myrmidon
10-13-2010, 01:13 AM
yeah and our cousin was the stuipid wizzard takeing every bodys money i do know the people those people just SUCK at arpg's or at games in general.
and i only trapped us like 2ce :p
Harlequin
10-13-2010, 06:04 AM
hihi you guys are funny.
You were related? Why don't you have similar names?
like Asylum101 and Asylum202?^^
Chameleon
10-13-2010, 06:06 AM
Arrg... This is one thing that I felt really disappointed with in TQ. The game did not work like that by design. The player being able to push through enemies was introduced in an update of the pathing system to allow for better multiplayer synchronization. Once I noticed what was going on I immediately brought it up with the tech team, however, they were slammed at the end of the project and while they intended to fix it, they never had time.
This really bothered me because I felt like it removed a very important gameplay mechanic, which is the element of tactical movement involved in most ARPGs where you are constantly trying to avoid being surrounded, especially in close quarters. Tactical movement of this kind is one of the oldest mechanics in gaming and was very prominent in a lot of classic arcade games. It is a mechanic that you often don't think about in ARPG but I think it adds an extra dimension of depth and danger to the combat. When it was removed from TQ, I felt like we lost 20% of our gameplay.
That said, we have a brand-new pathing system in Grim Dawn and we've partially implemented the tech to allow enemies to block player pathing. We're just waiting on an update to the path-engine middleware we're using. So, with any luck, enemies that block pathing and all the secondary-gameplay-mechanic goodness that they provide, will be back in action soon.
Nooooooo do not want.:furious:
I've always hated games where enemies block your path and you couldnt run around/through monsters. :( I've always thought those games were bugged.
Not happy at all to see this in GD.:cry:
ASYLUM101
10-13-2010, 06:25 AM
Nooooooo do not want.:furious:
I've always hated games where enemies block your path and you couldnt run around/through monsters. :( I've always thought those games were bugged.
Not happy at all to see this in GD.:cry:
Hey.
Want some cheese with that wine?
weirdwolf
10-13-2010, 06:30 AM
I say an enemy is meant to block you. That way you meant to think a bit more of how you play
Harlequin
10-13-2010, 08:22 AM
Hey.
Want some cheese with that wine?
Oi don't be like that. Everyone has his own opinions right?^^
Anyway I think it just makes sense that an enemy blocks you. From a physical point of view.^^
Chameleon
10-14-2010, 11:40 AM
Hey.
Want some cheese with that wine?
Sorry I dont drink.
Oi don't be like that. Everyone has his own opinions right?^^
Anyway I think it just makes sense that an enemy blocks you. From a physical point of view.^^
I was thinking the exact opposite from a physical point of view. You are supposed to be this big hero...and measly monsters can block your way?! :(
yerkyerk
10-14-2010, 01:11 PM
You're not really a big hero...
I think units should block you. Could make for some fun traps. Ofcourse a phasewalking skill (where you also damage enemies you run through) could be fun.
Bloodwolf
10-14-2010, 01:17 PM
It would certainly make something like the typhon run in titan quest to be a tad bit more difficult :)
But i thought this thread was about the weapons?
So, i hope there will be a shotgun kind of weapon with scattershot :D
Seeing as i saw a zombie there i immediately thought of a shotgun, ahem.
ASYLUM101
10-14-2010, 03:14 PM
I was thinking the exact opposite from a physical point of view. You are supposed to be this big hero...and measly monsters can block your way?!
You're looking at it all wrong, it's not like they're building creep walls. It's more like, watch where your going or else you'll get surrounded and have to fight your way out.
medierra
10-14-2010, 06:42 PM
The thinking behind this had nothing to do with realism or fiction. Arguments could certainly be constructed either way in terms of the rationale for whether it makes sense from a fiction / realism standpoint for enemies to block pathing.
This was a gameplay decision and it was based largely on my experience playing D2. In that game, it created an apprehension about rushing into rooms, kept you constantly thinking about where you were moving, and created some of the most thrilling moments of hardcore mode when I did get surrounded and had to frantically fight my way out or perish.
From a fictional standpoint though, you start out as a frail human in a dangerous world trying to prevail through skill and intelligence against terrible foes, many of which have the physical power to tear you limb from limb. You're not intended to be a god-like hero out batting around puny creatures that you can effortlessly push aside. Where is the sense of danger / challenge in that?
Harlequin
10-14-2010, 06:45 PM
The thinking behind this had nothing to do with realism or fiction. Arguments could certainly be constructed either way in terms of the rationale for whether it makes sense from a fiction / realism standpoint for enemies to block pathing.
Especially in Act 2...oooh the tombs with the tons of skeletons and if one of those huge resurrectionguys was a leader with more of them...and that terrible electro-beatles...*whimper*
So Sectaurs how about answering some of the questions that piled up here? pwetty pwease?
medierra
10-14-2010, 07:16 PM
Especially in Act 2...oooh the tombs with the tons of skeletons and if one of those huge resurrectionguys was a leader with more of them...and that terrible electro-beatles...*whimper*
So Sectaurs how about answering some of the questions that piled up here? pwetty pwease?
Which questions? Are they art or design related?
Harlequin
10-14-2010, 07:27 PM
On another note, how many different crafting materials can those pistols be broken down into? Or will it be like grips/barrels can be exchanged?
I wonder about that different colours as well. Maybe you can upgrade the quality of a weapon so it becomes more powerfull?
hm design-related I think. :)
Chameleon
10-15-2010, 10:29 AM
Where is the sense of danger / challenge in that?
Well I dont play games for those reasons, I guess we have fundamentally different views on what we like in games and why we play them. If I wanted something with a sense of danger and challenging, I'd do something outside in the real world, like climb Everest.:)
You're not really a big hero...
I think units should block you. Could make for some fun traps. Ofcourse a phasewalking skill (where you also damage enemies you run through) could be fun.
So long as the skill is passive, common to everyone and works 100% of the time. :)
Bloodwolf
10-15-2010, 01:13 PM
Personally i think if there are people that think enemies blocking you is bad, that they should just get/make a mod that lets you walk straight through them.
Since it's very likely someone will make one.
Malpheas
10-15-2010, 02:04 PM
If I wanted something with a sense of danger and challenging, I'd do something outside in the real world, like climb Everest.
You don't want challenge? Why are you looking at GD in the slightest then?
I agree that enemies should block your path. It was their lack of solidity that bugged me about TQ.
medierra
10-16-2010, 04:08 AM
On another note, how many different crafting materials can those pistols be broken down into? Or will it be like grips/barrels can be exchanged?
I wonder about that different colours as well. Maybe you can upgrade the quality of a weapon so it becomes more powerfull?
Crafting won't work quite like that. It is more of a recipe / combination system whereby you can add components together and create something new that is sometimes only loosely related to the materials put in. It is sort of similar to the way you create artifacts in TQ:IT. So the components will be things more along the lines of scrap-metal, aether crystals, the all seeing eye of Xysnhewkygdrassilgrakurlmux, silver dust, vampire fangs, etc and pieces of equipment both common and unique.
Josho
10-16-2010, 04:35 AM
"the all seeing eye of Xysnhewkygdrassilgrakurlmux"
I expect that to actually, seriously, make it into the game. Or at least some sort of reference to it. It looks like a Nordic reference. ;)
Prosoro
10-16-2010, 04:38 AM
Crafting won't work quite like that. It is more of a recipe / combination system whereby you can add components together and create something new that is sometimes only loosely related to the materials put in. It is sort of similar to the way you create artifacts in TQ:IT. So the components will be things more along the lines of scrap-metal, aether crystals, the all seeing eye of Xysnhewkygdrassilgrakurlmux, silver dust, vampire fangs, etc and pieces of equipment both common and unique.
This is truly awesome! So excited for this! Damnit, must play TQ now to ease the Grim Dawn delay :D
Harlequin
10-16-2010, 04:00 PM
Crafting won't work quite like that. It is more of a recipe / combination system whereby you can add components together and create something new that is sometimes only loosely related to the materials put in. It is sort of similar to the way you create artifacts in TQ:IT. So the components will be things more along the lines of scrap-metal, aether crystals, the all seeing eye of Xysnhewkygdrassilgrakurlmux, silver dust, vampire fangs, etc and pieces of equipment both common and unique.
Yggdrasil is written with two "g" and one "s". ;)
Thanks for the answer, I think the crafting will be alot of fun in this game. You should include some epic quests to find some components for a recipe. What about the second question? :P
Yggdrasil
10-16-2010, 11:03 PM
Yggdrasil is written with two "g" and one "s". ;)
I confirm.:D
Spoon of Doom
10-18-2010, 08:29 AM
My 2 cents about enemies blocking your path:
Let it make sense. By this I mean that human-sized (or bigger) creatures could more or less easily block your path. But if you encounter the 1-inch-dwarven warriors of doom (from hell (tm)) or some especially thin and weak human-sized monster, there should be nothing stopping you from pushing them aside to flee from their tiny, deadly axes. Also, the likes of ghosts, phantoms etc., which are usually able to pass through walls and most everything else in most fiction, should not be blocking your path at all.
Harlequin
10-18-2010, 09:14 AM
Let it make sense. By this I mean that human-sized (or bigger) creatures could more or less easily block your path. But if you encounter the 1-inch-dwarven warriors of doom (from hell (tm)) or some especially thin and weak human-sized monster, there should be nothing stopping you from pushing them aside to flee from their tiny, deadly axes. Also, the likes of ghosts, phantoms etc., which are usually able to pass through walls and most everything else in most fiction, should not be blocking your path at all.
Sounds very reasonable I didnt even think the part with the small creatures.
yerkyerk
10-18-2010, 11:11 AM
I like being able to walk through ghosts, apparitions and stuff. But I'd also like if these creatures would than be completely immune to physical damage (at least on higher difficulties).
The pushing aside thing might be too hard to implement though.
Harlequin
10-18-2010, 11:21 AM
The pushing aside thing might be too hard to implement though.
It's actually already in. You just don't see it that easily and it's more a visual effect.
I think the developers should implent a system that make the character be blocked by monsters of higher strenght level, and shouldnt be blocked by monsters of lower strenght level
Those guns on page one look totally awesome guys, well done!
Counterbug
01-28-2011, 07:52 PM
Hurray for good old powder guns (matchlock pistols ?).
happy420
02-21-2011, 08:39 PM
Great job on the pistols, love the detail. One question though... are the asthetics of weapons going to be at all customizable? This is something I've always looked for in an ARPG but really never got my hopes up for. Most likely not, Im just a wishful thinker :D
eisprinzessin
02-21-2011, 09:57 PM
You want to customise the looks of your equipment :confused: what for?!! Will you see any difference when playing?
yerkyerk
02-21-2011, 10:13 PM
There have been a number of requests for being able to dye your equipment..
I don't know if that's what you mean though. And iirc, we've never had any confirmation wether they'll implement it or not.
eisprinzessin
02-21-2011, 10:21 PM
I forgot ... but this was about big armour pieces but not small pistols or other thin weapons.
Cheers on beautiful pistols. My dreams of duel wielding a sword and pistol are getting closer to reality :D
clipso
04-12-2011, 12:40 PM
love them and in titenquest 99% of the times i die is because i zoom in to get a close up look at the mobs which are amazeing looking, but can we see the chainsaw pretty please? =D ill beeee youurrr besssttyyfriieeendd.
Cheers on beautiful pistols. My dreams of duel wielding a sword and pistol are getting closer to reality :D
My exact question. Will we be able to wield a gun in one hand and a sword/axe etc in the other?
Opal Monkey
04-12-2011, 08:21 PM
Cheers on beautiful pistols. My dreams of duel wielding a sword and pistol are getting closer to reality :D
Since half-ways-off-topic is what I seem to do best... Gangplank (http://images2.wikia.nocookie.net/__cb20100211034521/leagueoflegends/images/8/80/Gangplank_OriginalSkin.jpg)
Chronikuz
04-13-2011, 03:06 PM
Questions:
We can find some "Machine Guns" in the game?
We can find some "exotics" weapons similar to this:
AUGSBURG 1775
http://www.tienda-medieval.com/blog/wp-content/uploads/2011/02/R%C3%89PLICA-DECORATIVA-PISTOLA-DE-3-CA%C3%91ONES-AUGSBURG-1775-PAVONADA.png
Dagger Pistol
http://www.tienda-medieval.com/blog/wp-content/uploads/2011/02/R%C3%89PLICA-DECORATIVA-PISTOLA-TIPO-DAGA.png
Pepperbox
http://4.bp.blogspot.com/_1l-7rUoBD8Y/SUZ1WbuiGYI/AAAAAAAAAYY/cLQ6wMkP-Ms/s320/peperbox.jpg
I've been doing a little investigation of the Victorian weaponry. :p
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Edit: What happens... maybe I´m a little paranoic... but when a post something like this everybody says nothing... maybe I'm crazy :eek:
medierra
04-14-2011, 09:36 PM
We do indeed have some exotic weaponry similar to what you've posted. For instance, there is a triple barrel rifle and a pepper box style pistol in the game.
Chronikuz
04-14-2011, 10:03 PM
We do indeed have some exotic weaponry similar to what you've posted. For instance, there is a triple barrel rifle and a pepper box style pistol in the game.
Oh yeah!!! GD will be a great game... this and the announcement that we make our own weapons continues to remind me Arcanum and his fantastics weapons:
Droch's Warbringer
http://mikesrpgcenter.com/arcanum/weapons/drochswarbringer.gif
Hand Cannon
http://mikesrpgcenter.com/arcanum/weapons/handcannon.gif
Bronwyck's Gun
http://mikesrpgcenter.com/arcanum/weapons/bronwycksgun.gif
Repeater Rifle
http://mikesrpgcenter.com/arcanum/weapons/repeaterrifle.gif
I have more question about the armors... but, this is no the place to do it.
tnoyce
04-19-2011, 01:40 AM
Oooh.. Sounds like it could be cool.
The Old Farmer
04-20-2011, 02:28 AM
Oh yeah!!! GD will be a great game... this and the announcement that we make our own weapons continues to remind me Arcanum and his fantastics weapons:
.
Arcanum was a lot of fun, the gun vs magic idea, and the ability to craft your gear with the correct recipe.
I do not remember seeing any thing said on the forum about there being any issue with tech vs magic.
So a pistol packing adept could be a viable character, I hope?
Chronikuz
04-20-2011, 02:10 PM
Arcanum was a lot of fun, the gun vs magic idea, and the ability to craft your gear with the correct recipe.
I do not remember seeing any thing said on the forum about there being any issue with tech vs magic.
So a pistol packing adept could be a viable character, I hope?
I understand that GD is not magic vs technology, when i talking about the weapons of Arcanum, I do it comparing with the crafting system, and comparing the appearance of weapons of Arcanum with those of the Victorian age.
Speak more clearly, I would like to see in GD weapons similar to those of Arcanum (In appareance).
eisprinzessin
04-20-2011, 06:38 PM
So a pistol packing adept could be a viable character, I hope?
I'd love to fire magically enhanced rounds.
The Old Farmer
04-21-2011, 05:02 PM
I understand that GD is not magic vs technology, when i talking about the weapons of Arcanum, I do it comparing with the crafting system, and comparing the appearance of weapons of Arcanum with those of the Victorian age.
Speak more clearly, I would like to see in GD weapons similar to those of Arcanum (In appareance).
From what I understand (and I am far from an expert) there will be the ability to craft items using various common through rare materials gathered from breaking things down or as drops. I do not recall reading about specific formulas but I might have missed that. At this point there is just not been a pile of info of crafting over all.
As for appearance of the weapons I suspect that they will have a strong Victorian era flare with a bit of customization on the part of Crate, ie I don't remember too many tribarrel rifles in that era and we have seen some in the screen shots.
As for Magic vs Tech I enjoyed that part for Arcanum but it is not any part of Grim Dawn that I know about.
Seires
04-22-2011, 03:18 PM
Mmm guns. Looks very nice guys, good work!
wsensor
04-22-2011, 10:55 PM
o.0 I want to be a gun-toting mage!
Someone mentioned Arcanum again now I am off to reinstall it and play it again.
Chronikuz
04-26-2011, 09:34 PM
We do indeed have some exotic weaponry similar to what you've posted. For instance, there is a triple barrel rifle and a pepper box style pistol in the game.
Medierra, can you show us some new fireweapons pics?
Here other insteresting victorian fireweapons:
Le Mat, 19 century, Revolver with nine bullets.
http://www.civilwarpreservations.com/images/Museum/GRISWOLD.jpg
The Derringer 1860, the favourite of the Ladys.
http://pictures.todocoleccion.net/tc/2008/11/17/10760866.jpg
Revolver Rifle 1858
http://1.bp.blogspot.com/_1l-7rUoBD8Y/SWdQ_OVzG3I/AAAAAAAABNU/GkreovmAqn0/s1600/lepage%2520emile%2520fusil%2520revolver%2520antiqu efirearms-02.jpg
Silversaint
05-07-2011, 09:52 AM
Reminded me of Pirates of Caribbean... :D
Chernozem
05-10-2011, 10:57 AM
I expect that to actually, seriously, make it into the game. Or at least some sort of reference to it. It looks like a Nordic reference. ;)
OOOh!!!
I so much like norse myth:D wish they were as common as greek and egyptian myths(I have only played a few games which has them)
I hope i made myself clear.(wanna see some norse reference in games)
Chronikuz
05-13-2011, 01:48 PM
Look this precious one-hand "rifle":
Winchester 1892 Mare's Leg - .44-40
http://www.imfdb.org/w/images/thumb/a/ac/Zoe1.jpg/500px-Zoe1.jpg
Steerpike
05-13-2011, 10:34 PM
I'm probably stating the obvious here, but isn't this a case of looks over utility? The Winchester 1892 Mare's Leg might look good to our gamer eyes (hey, a rifle that can be used in one hand. Hold on, can't I dual wield that?), but as they've shortened the barrel to make it one handed they've sacrificed both range and accuracy. There's a reason a lot of these things didn't catch on (including the revolver rifle)...
The Old Farmer
05-14-2011, 02:26 AM
That Mare's leg must have kicked like a SOB.
If we can have as many types of weapons as possible regardless of how realistically practical they are it will make for a better game. You can never have too much loot.
Chronikuz
05-16-2011, 02:24 PM
I'm probably stating the obvious here, but isn't this a case of looks over utility? The Winchester 1892 Mare's Leg might look good to our gamer eyes (hey, a rifle that can be used in one hand. Hold on, can't I dual wield that?), but as they've shortened the barrel to make it one handed they've sacrificed both range and accuracy. There's a reason a lot of these things didn't catch on (including the revolver rifle)...
Yes, you have reason about this, but... remember that GD is a game of ARPG... is phantasy and in the phantasy you can do wherever you want.
Maelstrom
05-19-2011, 06:18 PM
Yes, you have reason about this, but... remember that GD is a game of ARPG... is phantasy and in the phantasy you can do wherever you want.
I feel his pain... it's gun-nerd instinct...
My thoughts: OMGWTFBBQ WE GET GUNS.
That is all.
Tenka
06-03-2011, 04:04 AM
Do people really worry about getting trapped by enemies?
I have confidence that the team will implement a number of crowd control abilities for any play style someone could want to play.
Getting surrounded by mobs is one of my favorite times to unleash a powerful but short ranged AOE ability. Running around, chasing mobs and picking them off one at a time has never been my favorite strategy.
LáCocky
06-10-2011, 05:14 PM
If this game doesn't get shotguns, I'll cry!
Chronikuz
07-14-2011, 08:33 PM
Medierra I have a question, ¿can you tell us something about the weapons for mage class's?
eisprinzessin
07-15-2011, 12:56 AM
He already did ...
james1976
08-12-2011, 06:45 PM
Any chance we'll be able to dual wield pistols like the original post?
eisprinzessin
08-12-2011, 07:44 PM
Yes you can dual wield swords and can also use a pistol and shield. You may be able to dual wield pistols but I am not sure we'll have sword + pistol. We'd need to add some tech to support that [...]
... from May 2010
james1976
08-13-2011, 03:17 PM
ah, I must of missed that one while sifting through the posts. Thanks.
donkey
08-14-2011, 08:47 AM
Originally Posted by medierra
Yes you can dual wield swords and can also use a pistol and shield. You may be able to dual wield pistols but I am not sure we'll have sword + pistol. We'd need to add some tech to support that [...]
You made my day better. :)
Great news.
Stefouch
08-14-2011, 10:58 AM
I have a question about pistols (and bows), do they will need ammunitions like in D2 ? (sorry for this comparison, but when I tested D2 after TQ, I felt it could be a good idea to implement the need of arrows).
eisprinzessin
08-14-2011, 12:19 PM
medierra doesn't think so. There will be unlimited ammo. We will probably have "ammo" as a type of add-on that you can attach to ranged weapons that works like the relics in TQ. (see also: Reloading)
Stefouch
08-14-2011, 06:55 PM
Thanks eisprinzessin for this useful answer.
Ammo-like relic is a good idea :)
james1976
08-15-2011, 03:55 PM
I like the ammo as a relic type of thing but not the reloading. I think it would be a little weird to have to reload in an ARPG of this kind and maybe even hurt it. But having ammo that adds a special property to the weapon sounds interesting and it's unheard of in other games before this one.
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