neostar666
01-22-2010, 04:14 AM
I applaud the novel efforts of generating development revenue via fan support and I hope it works. I have pre-ordered based on my satisfaction with the last game.
I really enjoyed the detail and terrific animation from the last game.
Opposite of what others on this forum have said, I love the skeletons in TQ namely because of the way the shattered into pieces and flew off from the the killing blow.
This has always been my pet peeve with other fantasy action games. The skeletons and other light creatures tend to just drop in place after getting a whack from an axe or sword. That really kills the immersion for me.
I wish devs did more research into ragdoll physics and made the gore more realistic not for the sake of the violence but for the immersion. When a zombie or other monster gets hacked by an axe it should look like they got hacked by an axe not smacked with a wet noodle.
The biggest weakness from Titan's Quest was its rated T violence. It really did make the game' action bland and reduced the immersion. I don't think it was worth going that route for the larger younger demographic.
I recommend have most monsters wear armor that has bits fly off after every blow. Its so rarely done and its a great way to add to the immersion.
I am sure the feature can be optimized so its not too big a performance hit.
Whatever you folks do DO NOT try to copy torchlight's watered down approach. The graphics are so watered down to accomodate the lowest end systems out there that it's depressing. I didn't buy that game so I could play it on a 5 year old laptop. The only reason I bought it was because of the diablo composer's music.
Everytime I play Torchlight I feel like I am playing a late 90's game. Not to mention a WOW feeling everytime I play it.
Action rpgs shouldn't be rated T and made to work on 5 year old machines. Please don't do this with your game.
Another case in point Sacred 2. Outstanding level of detail mired by repetition, I mean it was so aggravating fighting the same type of mobs for hours on end. Monster variety is key if you want a product that stands out.
Also please try your best to use more than one body type when doing the animations. It really annoys me when after killing lots of monsters a new monster appears that looks different but in the end uses the same animation routines and death animations. I hate that. I mean a ghost should not just flop to the ground like a humanoid. It should evaporate, or drift off or whatever. Variety animations and behavior is key when it comes to monsters.
Keep the voicework during combat minimal. Less is more when it comes to voicework. I can't tell you how annoying it was to hear the same quips from the same mobs over and over again in Sacred 2. I finally had to turn off the voice sounds. Please be judicious with that feature and add as much variety as you can.
Good luck on the project and I hope to play it to death.
I really enjoyed the detail and terrific animation from the last game.
Opposite of what others on this forum have said, I love the skeletons in TQ namely because of the way the shattered into pieces and flew off from the the killing blow.
This has always been my pet peeve with other fantasy action games. The skeletons and other light creatures tend to just drop in place after getting a whack from an axe or sword. That really kills the immersion for me.
I wish devs did more research into ragdoll physics and made the gore more realistic not for the sake of the violence but for the immersion. When a zombie or other monster gets hacked by an axe it should look like they got hacked by an axe not smacked with a wet noodle.
The biggest weakness from Titan's Quest was its rated T violence. It really did make the game' action bland and reduced the immersion. I don't think it was worth going that route for the larger younger demographic.
I recommend have most monsters wear armor that has bits fly off after every blow. Its so rarely done and its a great way to add to the immersion.
I am sure the feature can be optimized so its not too big a performance hit.
Whatever you folks do DO NOT try to copy torchlight's watered down approach. The graphics are so watered down to accomodate the lowest end systems out there that it's depressing. I didn't buy that game so I could play it on a 5 year old laptop. The only reason I bought it was because of the diablo composer's music.
Everytime I play Torchlight I feel like I am playing a late 90's game. Not to mention a WOW feeling everytime I play it.
Action rpgs shouldn't be rated T and made to work on 5 year old machines. Please don't do this with your game.
Another case in point Sacred 2. Outstanding level of detail mired by repetition, I mean it was so aggravating fighting the same type of mobs for hours on end. Monster variety is key if you want a product that stands out.
Also please try your best to use more than one body type when doing the animations. It really annoys me when after killing lots of monsters a new monster appears that looks different but in the end uses the same animation routines and death animations. I hate that. I mean a ghost should not just flop to the ground like a humanoid. It should evaporate, or drift off or whatever. Variety animations and behavior is key when it comes to monsters.
Keep the voicework during combat minimal. Less is more when it comes to voicework. I can't tell you how annoying it was to hear the same quips from the same mobs over and over again in Sacred 2. I finally had to turn off the voice sounds. Please be judicious with that feature and add as much variety as you can.
Good luck on the project and I hope to play it to death.