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#1
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Hey guys my name is Lex and I just have a few ideas and suggestions for the developers.
- Cut Scenes: I think one of the most important things TQ lacked was cut scenes. Cut scenes also catch the players attention to a greater extent and makes the side quests or main quests more exciting. This is also not too familiar with ARPG's but is a great addition the first time around in the game it would be awesome to have a few cut scenes here and there but there should be an option for the players who are just playing the game for the ARPG aspect of the game. - Breakable Environment: I know the developers said they already added this but I was just wondering to what extent? will we be able to use it to our advantage, can enemies use them to their advantage. I think that if your just exploring the world of Grim Dawn and suddenly a wall collapsed and the cause is an enemy who pushed the wall. This will keep the player alert and focused making sure he or she always keeps his or her eyes out for other mischievous enemies trying to get the upper hand. Which in my opinion would be a lot of fun. But using it to your advantage or unlocking a new area is not the only way they can use this. The developers can add breakable objects that are used to get extra loot which I think TQ lacked. There are so many different things the developers can implement from this category into the game to make it even more enjoyable. - Looting: I feel another aspect of TQ that was lacking was a variety of looting. In TQ if you all remember you either loot from an enemy, chest, bone pile, and a few others. I don't know about you guys but I would love for the developers to seriously think about adding a variety of loot-able objects. From breakable objects to objects that just require you to open something or search something. Another great addition would be keys or some sort of object used to open a chest or other loot-able object. - Traps: Something which was implemented into TQ but could of bin improved was traps. I would love to see some just random traps that inflict small amounts of damage and maybe poison you or paralyze you making you a weak target for your enemies. Yes this is odd for a ARPG but hey what's wrong with trying something new? - Blood: Just a small addition which would make the game more enjoyable to see the evils of the world feel the wrath of your player. - Puzzles: Another addition which would create hours fun is brain busting puzzles. From meager to the advanced completing puzzles will award you with new areas, chests, and more. With this you'll need the addition of traps why? because if you fail to succeed and choose the incorrect pattern, choice, etc... there will be consequences. I know this is abnormal to a ARPG but its a nice break from constant killing and looting and should be considered perhaps a poll should be established to see what the community thinks. - Better Tombs, Caves, Dungeons, etc...: The TQ caves, temples, tombs, and more were great but could be improved. Lets start with the layout most of the time in a tomb, cave, or other it would be one floor and on certain occasions 2 or 3 floors. I feel they should have multiple floors in each dungeon, cave, or whatever. They should have secret areas only reachable through breaking through a wall or something in that matter. They should implement crumbling ruins, rocks, and more for the player to avoid so pretty much like traps. I would love traps and puzzles but puzzles are probably too much of an RPG kind of feel but traps on the other hand if handled well can be a great addition to the game. Hope you enjoyed reading the few ideas I have for this incredible game. Will update the thread with more ideas later. I have a few more ideas but I forget them... so once I remember I'll update the thread! Last edited by Lex; 04-29-2012 at 02:44 AM. Reason: Added some new ideas |
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#2
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There are a ton of places where money is better spent in a game to me. Quote:
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If they do little damage, I do not mind them, but I just ignore them. I did not like the bear traps in Skyrim (or was it the Witcher 2 ? probably both ). In real life, you would see them so plainly you never would step in one, but in Skyrim/Witcher I did frequently (but then, they do next to no damage, so I do not care either way)Quote:
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If normal gives you top gear, you do not earn it ![]() Quote:
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#3
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from Caution: Falling Objects! more threads _____________ please see Sources, types and quality of loot _____________ Whut?! There are tons of traps in TQ - in many of the sarcophagi. _____________ from Would it be possible to work puzzles into the game
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#4
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lol, true, did not think of those. They also do not seem to be like the ones the OP was asking about (insta-killing you or close to it) but more like the bear traps I was talking of, i.e. a nuisance but no severe damage, which I am fine with (I try to avoid them anyway, but if I miss one, I don't get punished too severely)
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#5
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I find the traps in TQ are more like a nuisance. Sometimes you can get into trouble, if you activate a trap on low health and do not notice the clicking sound, or if it hits you while more enemies are approaching you - especially if your resistance is weak.
But most of the time they just delay looting, because you have to move out of range and in the case of poison traps to wait for the effect to wear off. I'd like to see traps, which close off paths (in dungeons) or open a hidden door (or more) from which more enemies come after you. If traps are deadly themselves they would be counter fun. If you are killed by a trap attached to a chest/sarcophagus/etc, which you want to loot, then it would defy the foundation of a loot focussed game. And people would be angry at the game - playing hardcore would become impossible.
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#6
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I think traps would be a nice addition if there was something to gain through gameplay. Maybe a method to disarm them prior to activating gives you extra loot or free xp. insta-death traps would only be cool if they were pretty obvious to spot, in which case it would just be silly since you could avoid it anyway. Otherwise I'd be pretty pissed if I get instakilled every time I entered a trapped room, especially with a hardcore character. There's really no way to make them work without having them become extremely annoying. Last edited by ASYLUM101; 04-28-2012 at 11:40 PM. |
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#7
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Just updated the thread thanks for all the feedback guys! changed some ideas to fit the ARPG aspect of the game.
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#8
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Feel free to start a thread dedicated to puzzles and create a poll yourself. ![]() I recommend to start threads with one topic only - makes it easier for the community to participate and to retrieve information from them in the future. AAAH - you say that puzzles require traps ... why would that be?
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
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#9
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#10
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Am I no part of the community?
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
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| Tags |
| destructible environments, difficulty, features, loot, traps |
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