Re: Tentative Entombed 2 Design Decisions
@Dingo, I fully agree hardness needs tweaking, sinse that caused major issues further down the dungeon especially with ranged weapons and your wolf. However, one thing I did always like in Entombed was that armor reduced chances of taking damage rather than adding to your over all hp, I also did like the different material and creation options for weapons and armor sinse it did indeed feel that each item had some unique qualities to it, although given the object distribution in the dungeon you were never in too much of a situation where materials got compared, eg, on the first few levels you always found copper, further down you always found bronze, then iron etc.
I disagree however about the limb targeting system, I really liked that aspect of the game sinse it both lead to some very nice tactical options such as disarming your enemy by attacking their hands or knocking them down with attacks to the feet, not to mention whacks to the head, (though that could get a little b roken with some techniques like ice blast and assassinate). It also always felt more realistic to me in terms of getting an idea of what an enemy was like to be able to target body parts than just being told "here is a goblin with so much hp, especially when you got to some of the crazier creatures like spiderss or etins.
I think what I liked best in Entombed was the fact that so much of the time the player was required to think on their feet and make the best of what they were given in terms of party, in terms of enemy distribution etc. It wasn't just a matter of minimaxing your equipment and skills and then hammering attack, you were always required to think what you were doing. for example, on one occasion I remember a beta build of the game where a code mistake ridiculously over powered the drake to insane levels to the point that it's fire breath was pretty much an instant killer.
I managed to defeat it by growing my ogre brawler and using takedown to
keep the drake on the floor so it always got up rather than attacked, while my other characters alternated between chipping away at the drake's health and handing out the healing potions just in case the drake did attack. It was a long battle but it worked.
I definitely like the row idea, particularly if as I said we're going to have techniques that mess with the rows, especially for characters using shorter weapons, eg, a thieve's backstab.
My only question is if we're having three rows instead of two, what happens if a character on the second row gets taken out? Also, how do the rows relate to characters being knocked down but not necessarily killed? If a front row character were knocked down, would the second row become the front until she/he got up? Indeed, could the rows be reshufled in battle at all, so that if as I said above your fighter was in trouble she/he could duck behind your second row character.
Also, in Entombed one we had se veral occasions where computer controled characters fought on your side, your wolf, skeletons etc. I did like that option sinse it lead to some interesting battles, and also had potention for extending, eg, extra pets to buy, computer controled mercinaries to hier in the town to help you out (not to mention all the fun with chalm spells). Would you be able to tab to a computer controled character and assign them a row? or would they do it for themselves?
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