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  • #46
    more skills = more variety; perhaps even open out new opportunities and tactics. keep up the good work!

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    • #47
      i dream about a skill system where it is the attributes that will control what to do, and then all skills are open, you dont need to have a sertan skill to unlock another at higher lvl.

      simpel, if you want to go summoner, then increase the attributes to get max benefits and so on if you want to go 100% melee, might be good to go dex str con.
      that way you can be stron in one thing and semi strong if you want to use spells and melee at the same time, or make a mage tank.

      hope you see my point and dont flame me

      ps. i also like when difrence skills benefits eatch other, so there is a purpus to increase a low lvl skill becorse it will give a bonus to a higher lvl skill and visa versa, a low lvl summon skill will benefit from a higher summon lvl skill.
      legendary fan
      10-May-2010 12:22:54 PM

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      • #48
        Code187, to some extent we already have this in TQ. GD will go a step further:
        Originally posted by medierra View Post
        [...] my goal is to create more of a choice between offense / defense / utility for all classes. At the same time, I want to give different classes and hybrids more flexibility in terms of which weapon they use. To that end, level requirements may play more of a limiting roll while attributes may be more important in determining how effective you are with the weapon you equip. [...]
        Read the full post - it's very enlightening.

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        • #49
          Originally posted by eisprinzessin View Post
          Code187, to some extent we already have this in TQ. GD will go a step further:Read the full post - it's very enlightening.
          THX m8 did not see that
          legendary fan
          10-May-2010 12:22:54 PM

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          • #50
            Originally posted by Rhis View Post
            With more skillz we can pay more billz. I like this idea.

            Also, we can now have two shield bashes, one for each arm. That means that dual wielding shields will be even more effective than ever before.
            Dual shields, yes plz.


            This was a bug in a release of a Roguelike I used to play, everyone loved it.

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            • #51
              Using dual shields does indeed sound quite good, but is probably difficult to balance. You'd have to look that you don't get some kind of invulnerable and that the damage you cause is still enough to get through the game. the damage in general should of course be lower than the one handling with weapon and shield or dual weapon.

              Personally, I did prefer passive skills in TQ. They don't need to be activated and make your character as such stronger. Having too many skills which are needed to activate does complicate the controls. I did like most having three skills which needed to be activated and the others as passive skills (pet skills and auras etc. not included because they are mostly just used when starting the game or when the pet dies).

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              • #52
                If we get dual shields, should we be able to put boots on our hands too, instead of gloves? Ofcourse, you'd need a seperate "walk-on-all-fours" animation.

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                • #53
                  In this case I vote for quadruple wield - a weapon each in your hands and on your feet ... while you are sitting on your fat ass riding a steam powered vehicle.

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                  • #54
                    What i found dissapointing in TQ was that there were no 2 handed weapons But there are 2 handed weapons in GD isn't there?

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                    • #55
                      Hah, sorry...

                      Not yet but THERE WILL BE! We just can't make all the art and animations for an additional weapon set right now but we're planning on adding 2h melee weapons in the future, so there is yet hope.

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                      • #56
                        oh yay i'm so happy now i'll be looking forward to it

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                        • #57
                          Medierra, will melee reach be a factor?

                          For example, will you be able to swing long hafted weapons at (unarmed, or short armed?) mobs which aren't within striking range of you, and gain an advantage that isn't possible with faster weapons like daggers?

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                          • #58
                            Hmm, that actually sounds like an awesome idea! Then there'd be more than just attack speed as a difference

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                            • #59
                              No, melee reach won't be a factor. I think that level of interaction is a little too precise for our camera distance and control system. That is something I think would work better in a game where you had direct control of your characters movement via WASD or a thumbstick. Even so, unless the game has finely tuned combat like a fighting game, which takes a lot of focused effort to get right, I don't think it would really have any noticeable, enjoyable impact on gameplay. I think this is one of those ideas that is good in theory but can only be fully realized in the right circumstances.

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                              • #60
                                Thanks medierra, good to hear that you guys know where to draw the line.


                                I just wish my girlfriend knew when to stop cooking a steak (oh god..I'm dying..)

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