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Pvt_Ryan
06-25-2010, 01:17 PM
I love to play Fallout / Fallout 2.
But I really liked the perks feature in it, I'd love to see a similar thing in this. Also drugs that you could get addicted to would be awesome, you could tie it to health.
E.g. Health potion contains a herb which is addictive, so if you binge potions you become addicted, which results in less health restored. You lose health over time and have to "eat food" to restore health without using potions until you have gone through cold turkey.

I really like the "dark/gritty" element of FO and the title "Grim Dawn" lends itself to that sort of world.

Renevent
06-25-2010, 01:32 PM
As for drugs/addiction I don't see this really matching the kind of game Grim Dawn is to be honest...and aside from that it's not something I think adds much fun anyways.

Perks/achievements in general could be cool though...maybe handle it like Torchlight where after killing X number of enemies in certain ways grants the player small passive buffs.

TECHNOmancer
06-25-2010, 02:10 PM
"What Renevent said!"

I have no interest in seeing drug use being an element of gameplay. Moreover, I don't think that the developers want to run the risk of a law suit or unfavorable publicity if it were included in GD.

TECHNOmancer

DarkShrike
06-25-2010, 02:29 PM
"What Renevent said!"

I have no interest in seeing drug use being an element of gameplay. Moreover, I don't think that the developers want to run the risk of a law suit or unfavorable publicity if it were included in GD.

TECHNOmancer

Definitely not drug addiction no. Now respin it and call it Tolerance or Toxicity and perhaps they could do it. But not in regular gameplay mode please. Some days I just want to play a loot pinata. ;)

TECHNOmancer
06-25-2010, 02:34 PM
Definitely not drug addiction no. Now respin it and call it Tolerance or Toxicity and perhaps they could do it. But not in regular gameplay mode please. Some days I just want to play a loot pinata. ;)

This, like many other suggestions, is probably fodder for the modding community.

TECHNOmancer

DarkShrike
06-25-2010, 02:45 PM
For the record though I absolutely love the idea of perks. While I am not the type of person obsessed with seeking out and obtaining every possible badge available in a game I certainly do experience some enjoyment out of a Perk cookie when it does happen, especially if there is something amusing about it.

alexei
06-25-2010, 03:10 PM
I think archivement have been discussed in lengthly in this thread (http://www.grimdawn.com/forums/showthread.php?t=167).

ASYLUM101
06-25-2010, 04:24 PM
Drug addictions to health potions are something I've always found humorous, but the way you describe really makes it suck lol. I propose an alternate system:

rather than getting less health restored, you get distorted vision. :) Say you drink 3 pots within a minute or so, the screen starts getting a bit hazy(depth of field gets closer to the camera) and your character starts attacking slower, however they will also deal a bit more damage (something low like 5-10%).

It would be kinda funny, but I doubt we'll see this implemented lol

as for other perks/achievements, well we have discussed it already, but yeah, killing 1000 zombies might give you a tiny zombie-killer perk, enabling you to be a bit more resistant and more damaging to zombies. (small percentage, like 2%)

jiaco
06-25-2010, 04:43 PM
rather than getting less health restored, you get distorted vision. :) Say you drink 3 pots within a minute or so, the screen starts getting a bit hazy(depth of field gets closer to the camera) and your character starts attacking slower, however they will also deal a bit more damage (something low like 5-10%).


How about this. drink X pots in Y time and get Z percent chance of "where did that guy come from?" effect. This effect is basically the monster spawns/turns invisible and only becomes visible after its first attack.

That sounds fun to me. There would have to be a ring or something that also grants this effect so that you could play this way without the pots too.

ASYLUM101
06-25-2010, 05:27 PM
lol yes that sounds awesome too.

Malpheas
06-25-2010, 05:31 PM
Or for too many potions getting -x% movement speed. Potion logged down... lol

Pvt_Ryan
06-28-2010, 10:25 AM
Drug addictions to health potions are something I've always found humorous, but the way you describe really makes it suck lol
I wasn't trying to be exact but was giving a rough idea that could be built upon.

"What Renevent said!"

I have no interest in seeing drug use being an element of gameplay. Moreover, I don't think that the developers want to run the risk of a law suit or unfavorable publicity if it were included in GD.

TECHNOmancer

Can't say I remember FO devs getting sued, and in the US version you could even kill kids. You could also get married and pimp you wife for cash.

As for drugs/addiction I don't see this really matching the kind of game Grim Dawn is to be honest..


Here is a line from the about, imho my idea matches the world setting perfectly:

Players will be thrust into the dark, war-torn world of Cairn where a once proud empire has been brought to ruin and the human race driven to the edge of extinction
...
For humankind it is the dawn of a grim new age
...


People depressed, run down from fighting a war, general misery, some resorting to drug abuse just to get away from the death and destruction. This adds a seedy undertone to the world which imho fits perfectly to the setting.

TQ was "war torn" with daemons etc but imo the world was too bright and cheerful for somewhere overrun with daemons and people fighting to survive.

As I said I liked it in FO as it forced more action and consequence, drug abuse/use gave short term benifits at the risk of long term problems. I see this game as a modern day pre-apocolyptic game.

For those that doubt me, get a copy of FO1/2 (I recommend FO1 to start) and play them through.

--

I think a lot of people have missunderstood me when I am talking about perks.
I am not talking about achievements, perks are something you choose at character creation. To take an example from FO, "Bloody Mess Perk" -> you see people die in horrible ways, this resulted in a different set of death animations. Or you can have a benifical perk like say Woodsman perk -> you get 5% bonus to movement in rough terrain.

Renevent
06-28-2010, 11:30 AM
I've played FO and my comment wasn't about setting, it was about genre. Just seems like a pointless mechanic...one that actually could be annoying to some players too. I know I certainly don't want to be bothered with this kind of thing while fighting enemies and drinking potions.

In FO it's a bit different because the game is a hard core RPG where the drug addiction part actually effects things other than just temporary statuses and can actually be "role played" on. For Grim Dawn it just doesn't make sense...at least that's the way I see it.

alexei
06-28-2010, 11:44 AM
I agree with Renevent. I think that too much simulation of real life is not suitable for ARPG. Thus my post about perks. Perks is more for RPG.

Pvt_Ryan
06-28-2010, 02:18 PM
f/e, I guess we will have to agree to disagree :D.

I still think it would suit, with regards to the ARPG comments, Action ROLE PLAYING GAME. This game is still an RPG and with recent trends (such as witcher and Mass Effect 2 (both ARPGs) ARPGS are becoming more like the classic style RPGs in terms of choice and the effect the PC has upon the world.

To me the perks simply allow me to make my char slightly more unique other than the general str, int stats.

Renevent
06-28-2010, 02:46 PM
The Witcher and Mass Effect 2 are very different kinds of games...

While it doesn't mean that this mechanic can't be successfully integrated in a game like this, my personal opinion is it just doesn't really fit well and could even become annoying to certain players (me for one :p ).

But like you said, we can agree to disagree :)

alexei
06-28-2010, 04:11 PM
Well genre are a loose term. We could have a length and pointless discussion about what could be define by ARPG.

But if we are discussing 'ARPG' terms when we are at a ARPG forum that is more define toward diablo-clone, then at least we should pretend ARPG here is what people called diablo-clone. And that's is exactly why people bother to called many games such as TQ as diablo-clone, because it is easier to comprehend.

Action RPG (of what you give example such as mass effect) is combination of first person or third person view of action game, with role playing game aspect or the classic RPG such as fallout.

ARPG here is what most people called diablo clone. I have said this before, but when I say ARPG, it's the one with resemblance to Titan Quest or Diablo, if not close. Loot, hack&slash, skill, class, quest, no turn, no first person view. All this element is essential. And maybe no perks.

Thus, here I stand again not to 'perks' as it is oppose to my ARPG taste.

And again, like you said, we can agree to disagree :)