#101  
Old 08-04-2010, 11:17 PM
MageMaster MageMaster is online now
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Originally Posted by Sile View Post
Well from what I understand, this is already a fact. There's a screenshot of a character hitting a stone arch way and it collapsing on some Zombies. I'd assume you would get XP for it even though you aren't directly hitting said Zombies.

My suggestion was just a bit tongue-in-cheek. While it would be cool to have some kind of gravity push-pull spell (re: Jedi-like class?) where you could pick up debris and fling it at mobs for a kill, I highly doubt that would be implemented.. at least in release version.
For some reason I was thinking about a spell to make rapid fire snow balls from a nearby snow pile..
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  #102  
Old 08-04-2010, 11:30 PM
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Sile Sile is offline
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For some reason I was thinking about a spell to make rapid fire snow balls from a nearby snow pile..
Haha that could work. Maybe a special christmas edition/mod.
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  #103  
Old 08-06-2010, 07:38 PM
OpethRockr55 OpethRockr55 is offline
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So are we going to see predetermined destruction (The arch will always crumple into same pieces, same size, etc.), procedural destruction (Arch crumples depending on how hard you hit it, piece size depending on the physics of the hit/aftermath), or a mix of both (Procedural for the arch, predetermined for smaller objects like barrels, gravestones)?

Anyway, it's looking great. I'm kinda sad I hadn't heard of this game before.
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  #104  
Old 08-06-2010, 10:17 PM
Shinrou Shinrou is offline
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Anyway, it's looking great. I'm kinda sad I hadn't heard of this game before.
Well, in a way I'm sad I heard about this long time ago... The wait is killing me little by little from the inside. Need to manage though! Patience is virtue.
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  #105  
Old 08-29-2010, 10:02 PM
Srikandi Srikandi is offline
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I really like the idea of destructible objects potentially hiding explorable areas, and destructible objects potentially dropping loot.

But I see pitfall with both of these: it is pretty much gonna force the player to destroy ANYTHING destructible, in case there's a secret path behind it or some loot in it. Which could get tedious, in an environment with a lot of destructible objects. Akin to those cellars full of barrels, most of em empty, that a lot of older RPGs have. A lot of rather annoying clicking after you're done with combat.

If the game teaches the player early on which destructible items might be profitable to destroy and which ones won't, though, that reduces the problem. Then it becomes a design issue to implement systematic use of the objects.

On the hidden cave idea, btw -- this really works ONLY if the game map (mini or otherwise) is capable of hiding areas behind the crumbling brick wall or whatever it is. Otherwise it's just too obvious to be worth it But I'm an avid explorer too, and do like the idea. Hope the map can be tweaked
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  #106  
Old 09-01-2010, 06:25 PM
aristeus aristeus is offline
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i like it very much, and i hope there will be more cool new features like this in the game.
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