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  #1  
Old 11-29-2010, 06:52 PM
kiario kiario is offline
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Default My Top 7 priorities of Grim Dawn

1. Good combat - hitting something should give you the feeling of wanting to hit more and more enemies. Like in D1 hitting a Black Knight in Hell is exactly what I mean . Responsiveness in combat meaning no lag in attack sequences and super quick mouse control.

2. Randomization - of levels. D1 and D2 are again good examples. Meaning different entrance and exists of levels and dead ends.

3. Graphics - of course. Has too look "grim" and realistic. Blood and gore. Synchronized character and monster movements. Hate it when your character is "sliding" on the surface when running. Armor and weapons should be reflected exactly on the character.

4. Loot - The standard table. Normal, magic, rare, > unique and set items. Available at item levels to 200(if thats max). Uniques should of course be really hard to find.

5. Difficulty - On legendary it should really be hard! To survive real good gear should be mandatory. Hardcore(permadeath) an absolute necessity.

6. World size - The game need to be quite large otherwise I believe people would loose interest too fast. Lots of meaningful bosses that require skill to pass.

7. Environments & Atmosphere - I like how TQ handled this from forest to snowy mountains. Small cities with an inn where you just would like to stay a while and listen to the music

I am sure i missed 3 more priorities, but I cant think of any more right now.

Thanks for reading.

BR Anders
  #2  
Old 11-29-2010, 07:13 PM
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jiaco jiaco is offline
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While I was about to say you could have made 8, 9 and 10 loot loot and more loot, you totally missed re-playability ie. TQ's mastery system.

Was that intentional? Anyway, this should be a fun thread...
  #3  
Old 11-29-2010, 07:25 PM
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Renevent Renevent is offline
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1. Agreed!

2. I'm 50/50 on this one...I kinda liked the hand crafted levels in TQ better. They looked nicer and there was some very cool looking vistas. Plus, I don't like wandering around random levels *that* much. Personally I would like to see hand crafted overworld with maybe some random dungeons.

3. Agreed!

4. Agreed! (but even more would be better too!)

5. Agreed! (sans the hardcore stuff, but Crate already confirmed it's in)

6. Agreed!

7. Agreed!

Anyways, while not my personal "top 7 priorities", I think it's a good list
  #4  
Old 11-29-2010, 07:36 PM
kiario kiario is offline
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Yeah, I think 50/50 on randomization is good also.

I was thinking about replayability in randomization of the game. But I agree it needs a special mention. I think a good idea is to have random visits of rare bosses. Maybe in 1 out of 10 games you would have a rare encounter with a unique boss.
  #5  
Old 11-29-2010, 07:39 PM
Bawlin Cawlin Bawlin Cawlin is offline
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As an edition to number 4, I really enjoyed the aspect of TQ with the green rarity loot that could have special attributes added to it. Most of all I especially loved how some green loot was EXTREMELY rare, it made killing monsters all the more fun knowing i could possibly pick up some amazing gear that i could further beef up.
  #6  
Old 11-29-2010, 08:30 PM
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im fine with most of it but for the second its a hell/hell no! worst part of diablo!

titan quest was kinda easy sometimes wasent it.
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  #7  
Old 11-29-2010, 10:04 PM
Mind Dragon Mind Dragon is offline
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I agree. I think #1 is an area the engine can improve on:

I suggest using directinput. The newer apis could be better for some controllers but there is no option of collecting all events. I think they follow an xbox tradition of current state only. It is also important to make sure the mouse position is updated when a click action is accepted.

I would also add some things:

The left mouse button that handles both fire and attack could use some tuning with target radiuses, and targeting help when clicking slightly infront or behind.

The range for attack vs move should be aligned more closely with your actual (ranged) attack range -- so the shift key isnt needed very often.

If there is group attacking, you should be able to accurately select individual targets for attack.

Some skills and spells are normally cast on a target. If you hold shift and hit the key to perform the skill/spell because you dont want to move but the mouse isnt on a target, you may not want it to be wasted on empty ground. (This could occur because the target moved or you swept the mouse inaccurately.) You could make two variants of the attack without moving action -- the user is free to bind either one or both to keys. Otherwise each skill/spell could be designed to what seems best.

Melee characters shouldnt hit you when visually you are physically separated and no contact has been made. Some weapons like maces and axes are shorter than longswords. You might want to add a small amount of space so things dont look jammed together on screen.

Ranged players need some room to fire-and-move. Areas that are a bit tight on space were a bit too prevalent in TQ.

Ranged players need some room to kite without advancing and thereby drawing a huge crowd. Unless a character is guarding something, I wish that enemies and bosses were not on (what I call) a short leash. Usually you have room behind you unless you previously quit on a "middle" save area. A save area could cause a turn back, if you wish.
  #8  
Old 11-30-2010, 11:10 AM
carnage665 carnage665 is offline
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forgive me for yet another diablo2 reference, but i'd would love mercenaries in the game. Having a merc follow you in battle that's fully costumizable (equipment and stuff) would give you more playtime, since he would have to get good gear as well. It's also fun for those who do not prefer multiplayer games but still like someone(thing) to accompany them in battle. I always loved equiping my merc in d2 and then let them battle against other players
  #9  
Old 11-30-2010, 12:21 PM
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yeah i liked the merc's to.
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