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#51
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Another complain :
The dismemberment should be nicer if the pieces of meat jump in the extension of the shock instead of every direction. Yeah I'm really unfair
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#52
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Anyone notice the friendly AI in the beginning? Speaking of which - what's that double upwards arrow on one of the AI guys? Buff? Level up?
Also - I noticed some zombies wearing vests and things (mostly a few greens and blue zombies), is that part of the WYSIWYG system? I'm assuming yes cause I can't imagine texturing the same zombie several times just to add a piece of equipment. (first one appears @22secs) Player grunts at 22 seconds, nearby enemies fall to the ground, yet get up later. Knockdown is in the game now?! YES. (can we get the name of the skill?) Green zombie - hazardous to the environment? Acidic puke @24 secs? 25 seconds - blue zombie hits player, player gets 2 new aura effects - the huge glowy fiery one, and a snowflake one. Slow effect/cold damage on hit from blue zombie?! (he does attack slower, pay attention guys) 30 seconds - said blue zombie with armor gibs and drops an enormous, wicked looking sword. 1:01 - massive gazer appears. This tells us we have champion gazers in addition to regular ones! COOL. 1:19 - player drinks a potion. No animation, but he steps back from battle and begins glowing with red + marks. Either an HP pot, or a spell with no animation, no sound, and no visual effect (aside from the red things) @Medierra or Rhis, is the entire game going to be setup this way? I mean, TONS of mobs, nice variety, (green,blue,plain zombies, super mutants, mega mutants, 2 gazer types and more) and several heroes in between? It looks like a lesser version of xmax, but with more guys and guys that don't get 1shotted. PS: vanishing corpse haters - enjoy your persistent corpses that lag your game in TQIT. I believe this is a necessary step to minimize lag and ensure we can fight MORE guys on the same screen. PSS to the "huge glowy fiery aura" haters - I THINK that's a passive, not an activate-able aura, because he does NOTHING to activate it unless it's instant cast. I'm guessing medierra almost died and triggered "Will to Live". I'm not fond of the effect myself, just saying I don't think he triggered it. Watch the video, it activates immediately after blue zombie hits him. |
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#53
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Thank you very much for this first pre-alpha impression. Nearly everything feels right and I instantly got this Titan Quest feeling I hoped for.
![]() Something that doesn't feel right is the gravity. The bodies are floating like in slow motion to the ground and it look strange to see a body rise in the air, when the stroke of the mace is a stroke from the side oder top. I hope you guys find some time to look after this. I have no problem with disappearing corpses, but not if they are vanishing just seconds after beeing killed. It would be cool, if this could be configurated via the options menu (i.e. instantly, after 1 Minute, after level change, max. number of x corpses). Keep up the good work! ![]() Is it possible to smash an opponent through a door and and destroy other destructible objects with them? Last edited by Domme; 03-29-2011 at 02:39 PM. |
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#54
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Whereas I don't mind corpses disappearing after two minutes or so, or if they're 5 screens behind, I do think that persisting corpses add to the game. They're not the reason for lag anymore than a tree should be...
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#55
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No? Create a TQIT map where hundreds of monsters appear on screen and vanish on death, tell me how much lag you get then.
Create a separate map with hundreds of trees, how much lag then? The answer is - the first is unplayable, even after all the monsters are vanished. The second is fine. I don't know the specifics, but I imagine this is the reasoning. The corpses in general last about 5-10 seconds it seems, as long as they're controlled by physics, they remain ingame, but if they instagib or just crumple to the ground, its quick. It could be longer, but to be honest, I don't care how long they last, it doesn't add to the gameplay whatsoever, and if it's a remedy for lag that could be caused by massive amounts of guys onscreen or in memory, so be it. |
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#56
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Only two things I didn't like were.
- The giblets from exploding mobs were rather large and seemed a little out of place. Not to mention the explosion itself was a bit too energetic. - The aura that kicked in at 27 seconds is way too big. It totaly dominates the character and engulfs him. On a side note, would it be at all possible to add an option to remove auras and other effects that contunially encompass the char? I can't help it, I like my dark, doom and gloom atmosphere to be really gritty. ^^ Besides that I like it alot. If I had to pick one want for the future... a look at the UI in action. Keep up the good work, can't wait for more. |
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#57
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Truly amazing!!
![]() Cant wait to play alpha/beta... |
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#58
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Quote:
I'm curious what discussions this video will bring forth? let's separate the men from the mice ^^. |
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#59
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Awesome video, thank you Crate!!!!
Everything is perfect in this video, i cant wait until i can play Grim Dawn! Diablo 3 epic fail , Grim Dawn THE BEST!!! |
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Quote:
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| Tags |
| blood & gore, combat, destructible environments, health, loot, monsters, performance, skills, spawning, videos |
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