View Full Version : Feature List
Renevent
01-14-2010, 04:32 PM
*Combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery up to 75 levels to unlock dozens of powerful skills and synergistic modifiers. New classes will be periodically released through downloadable content.
*Gameplay designed to expand through downloadable content to provide 200 levels of character progression, equipment, and enemies to fight makes for ridiculous amounts of replay value.
*Connect with old friends or make new allies in glorious multiplayer. Specially balanced multiplayer encounters will put your teamwork to the ultimate challenge.
*Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness.
*Camera rotation enhances the three-dimensionality of the world and gameplay while levels are still designed so that players are not forced to rotate the camera.
*Refined loot system drops less junk items and ensures more consistent rewards from hero and boss monsters.
*Satisfying enemy damage and death effects with an option to enable blood and gore.
*The ability to spend money to reclaim skill and attribute points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character.
All I can say...is...awesome.
TECHNOmancer
01-14-2010, 05:12 PM
"ridiculous amounts of replay value"
That works for me!!
TECHNOmancer
Chameleon
01-15-2010, 03:42 PM
*Gameplay designed to expand through downloadable content to provide 200 levels of character progression, equipment, and enemies to fight makes for ridiculous amounts of replay value.
This is the only thing that I'm not sure about...Pay to play content or what?
Renevent
01-15-2010, 03:45 PM
More like DLC (from the sound of it)...pay to play is more aimed at MMO's and stuff.
Chameleon
01-15-2010, 04:44 PM
I meant that to get it you have to pay for the DL content...
ASYLUM101
01-15-2010, 04:50 PM
Most likely, that's generally how DLC works.
medierra
01-15-2010, 09:48 PM
The idea here is that we're planning ahead for expansion of the game over time. In TQ we did not plan very well for the expansion pack and had to do a lot of hack-work to accommodate the level-cap expansion to 75.
In Grim Dawn, the systems are designed to be expanded up to 200 levels. Additional releases, like expansion packs, will extend the story, introduce new areas for exploration, and provide new higher-level enemies to fight and items to collect.
If you bought TQ and TQ:IT or D2 and D2:LoD, its really not much different than that. Don't worry, you won't need to spend $0.50 to buy a wooden club at level 2.
Chameleon
01-16-2010, 12:58 AM
If you bought TQ and TQ:IT or D2 and D2:LoD, its really not much different than that. Don't worry, you won't need to spend $0.50 to buy a wooden club at level 2.
Nah it'll be $100 to buy a legendary club of clubbing at lv 200. ;)
yerkyerk
01-16-2010, 01:12 AM
You mean that the idea for paying real money for virtual items got scrapped? :eek:
ASYLUM101
01-16-2010, 03:13 AM
Whatever happened to the prospect of only having a SINGLE item? And the inventory that could only carry that SINGLE item? And that the single item was an ingredient to a sandwich?
Whatever happened to the prospect of only having a SINGLE item? And the inventory that could only carry that SINGLE item? And that the single item was an ingredient to a sandwich?
In. We can't currently reveal whether it is the bread or the cheese.
medierra
01-16-2010, 11:10 AM
You mean that the idea for paying real money for virtual items got scrapped? :eek:
Micro-transactions on such a small level were never being considered. We're against the idea of needing to buy things to play the game or play it more effectively. DLC will be geared towards adding larger chunks of new content. I guess you could say we're kind of going the route of episodic content.
Kardiophylax
01-19-2010, 11:21 PM
It's been awhile since I've launched Titan Quest, but it has to be one of my most played games of all time. I keep trying to reacquire that Titan Quest feeling from ARPGs, but it seems like none of the other developers out there have been able to do it right (Diablo II is the closest is quality).
I was really excited about Torchlight for a long time, and then it came, was fun for a short while (roughly a month), and then got old. Since Titan Quest had lasted me a solid 6 months, I was quite disappointed.... Their (Runic's) development team was very responsive and friendly, but unfortunately their positive, helpful demeanor could not overcome the game's primary faults. Not enough character builds, not enough skills, not enough interesting "bosses" (not counting champion mobs here), and a lack of things to do after completing the main game. The endless dungeon was not all that exciting.
Anyway, it is exciting to see this project progressing. I have a certain level of confidence in it based on the excellence of your past title. If you can retain that same magic, with your mix and match skills sets, the addictive boss runs, and additional playthroughs (with extra bosses), I can't foresee this game not being outstanding. Combining different skill sets to make unique characters was probably my favorite part.
Anyway, that's my two cents. I look forward to seeing the progress! The feature list looks very promising.
winsrp
01-20-2010, 04:16 AM
3 questions arrise in my mind about this new game:
#1 is the map going to be path driven as in TQ, or is more open world and in all directions.
#2 is the map going to be auto generated so it will be different everytime you start a new character / finish the game and move to the next dificulty?
#3 is there going to be hardcore mode?
medierra
01-20-2010, 04:39 AM
3 questions arrise in my mind about this new game:
#1 is the map going to be path driven as in TQ, or is more open world and in all directions.
It won't be quite as path driven as TQ. There will be more opportunity to diverge from the main path and explore larger areas.
#2 is the map going to be auto generated so it will be different everytime you start a new character / finish the game and move to the next dificulty?
This isn't a question we're quite ready to answer yet. ; )
#3 is there going to be hardcore mode?
Without a doubt
Nephlyte
01-20-2010, 04:55 AM
More Side and hidden Quests too please :D!!!
Roros
01-20-2010, 07:00 AM
The first thing I check in any a-rpg feature list is does it have coop. I almost exclusively play games with my friends, and when I do get into a singleplayer game (last one I think was mass effect), I constantly get this urge to tab out and check if anyone's up for playing something else together.
medierra
01-20-2010, 07:06 AM
More Side and hidden Quests too please :D!!!
Ah yes, definitely. This is an area where I think we can certainly do better.
medierra
01-20-2010, 07:07 AM
The first thing I check in any a-rpg feature list is does it have coop. I almost exclusively play games with my friends, and when I do get into a singleplayer game (last one I think was mass effect), I constantly get this urge to tab out and check if anyone's up for playing something else together.
"Connect with old friends or make new allies in glorious multiplayer. Specially balanced multiplayer encounters will put your teamwork to the ultimate challenge."
We've got you covered!
Loadafreak
02-01-2010, 04:54 PM
'will there be a hardcore mode?'
Without a doubt
nice, day 1 purchase!
funnest way to play an arpg, even if you die at lvl 199 in the room before the endboss.
ttangx
02-01-2010, 05:31 PM
nice, day 1 purchase!
funnest way to play an arpg, even if you die at lvl 199 in the room before the endboss.
D: That doesn't sound fun :(
VeggieBoy
02-02-2010, 09:21 AM
*Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness.
Unprecedented badassness? You know how to please- :rolleyes:
alexei
02-02-2010, 10:58 AM
D: That doesn't sound fun :(
No it does sound fun for me although I'm probably not gonna sail through hardcore mode but it's gonna be unforgettable experience if you died at lvl199 before the end boss :D
I'm gonna laugh if I hear that.
alexei
02-02-2010, 11:04 AM
Combining different skill sets to make unique characters was probably my favorite part.
I agree. That's TQ very strong point. First time I ever play TQ, I wonder, eh I cannot choose class? What's going on? But seeing how beautiful the graphic is (well all I ever played is D2 and now we got awesome 3d), I venture forth and got to choose mastery they called at level 2! And at level 10, eh I got to choose another mastery? I thought at first a mastery is a skill tree! Turn out it's not. Actually combining 2 mastery making a new hybrid class. How cool is that!
Iconik
02-03-2010, 03:57 AM
*The ability to spend money to reclaim skill and attribute points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character.*
<3
Malpheas
02-03-2010, 12:47 PM
See, that's just a holdover from TQ. Although in TQ it was badly flawed because you could only get skills back...
Apparently blue is used for sarcasm. Too early in the morning for me?
Iconik
02-04-2010, 11:33 PM
Get the word 'round the net. Blue is now the font color for sarcasm.
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