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View Full Version : Movement and action of the Characters


Dragonero
01-14-2010, 08:38 PM
Let's see if I can explain... sorry for my broken English.
I wish that the Characters were fighting using different types of movements, depending on the weapons they use. Has already seen something in TQ, but it would be nice to have many more variations in the moves of action. The Characters might be able to make new movements for better interact with the environment, such as, for example, be able to jump hurdles. Now ... I do not know what kind of weapons will be designed for the protagonists of Grim Dawn, but I am sure do the characters use them with a certain style, would be very nice. If that were, the long battles that sometimes become tedious, do not be too far.

;)

ASYLUM101
01-14-2010, 08:53 PM
Oh boy! I see what you're getting at, and it certainly would be great to use a gunner/crossbowman and just climb up a tree or use a grappling hook onto a building and shoot dudes from the above. That'd be kinda sweet! Or a decked out melee guy could just run through brick walls and misc hurdles haha.

Alek
01-20-2010, 06:37 PM
I'd like running trough stuff, but its not happening :O

Darktruth77
01-22-2010, 01:57 AM
I like the idea and also have more to add.

i would like to see mini combo like animations like 1 2 3 moves. make the randomness on the mini combos.

non melee chars can have different moves too. shooting/casting animations/stances.

this can improve with skill and/or level.

also making the char yell in coordination of the moves in the mini combo would be nice.

i remember that I liked TQ be cause it had better animations.

I hope some of this is considered. :)

Dragonero
01-22-2010, 09:01 AM
I like the idea and also have more to add.
I would like to see mini combo like animations like 1 2 3 moves. make the randomness on the mini combos. non melee chars can have different moves too. shooting/casting animations/stances. this can improve with skill and/or level. also making the char yell in coordination of the moves in the mini combo would be nice. i remember that I liked TQ be cause it had better animations. I hope some of this is considered. :)

I find it really interesting the idea of mini-combo. I think that working on the movements of the characters, especially during the battles, is a factor that really can diversify Grim Dawn by others aRPG. But I also think that everything should be done with only one click of the mouse, without much difficulty by the player. Some new movements may be random, and simply be part of the basic features of the character that you chose. Other changes could be set and linked to the weapons that your character uses.

;)

ExNomenDei
01-22-2010, 03:46 PM
The mini-combo was in Phantasy Star Online. That game gave you light, heavy, and special attacks with your weapon, allowing you to chain and combine different attacks on enemies. That would really improve upon the gameplay of Grey Dawn, and this is an excellent idea from Darktruth777, since it'd give you more attacks to choose from and more of a feel of paying attention to what's going on. However, it would also slow down the pace a little since you need to get to choose what attack types you use.

Here's how I'd propose it:

Two attack buttons. One is for a quicker attack and one is for an attack that's slower, but does more base damage and can be 'customized' by your weapon. Say you hold a 'spear of mana stealing', the quick attack might actually have a slightly higher DPS than the heavy, but you wouldn't get your mana steal unless you used the heavy attack. Combining the two, perhaps by means of a cooldown on the mana steal innate ability of your weapon, would make a player that's more aware of the game mechanics to get a slightly higher DPS, but wouldn't scare off rookies. I've a thread about early-on gameplay and this'd be easy to implement there: Give players a certain weapon (randomised from a short list would be good) that has an innate 'slow attack ability' like said mana-stealing, or a slowdown effect, or even something overpowered like giving you a AOE storm effect on the heavy attack. Show players that the quick attack has a use because it doesn't have a cooldown and does more damage per second, and make the hard attack very apparent by good special effects or visual clues that something is different from the light attack.

It would make the game a little bit harder to grasp, but if you don't force people to use it early-on then you'd still be in-the-clear as it wouldn't be something players needed.

Dragonero
01-22-2010, 04:37 PM
I think that we are getting a lot of really good ideas. At this point I'd like to know the opinion of the developers of Grim Dawn.
:D

Renevent
01-22-2010, 04:37 PM
No mini combos...for the love of good please no mini combos :rolleyes:

I mean...some of the suggestions and explanations sound like they are meant to be done with controllers...this type of stuff doesn't even make sense for a game like Grim Dawn.