Home
Games News Company Info Jobs Forums
Contact
FAQ Search Groups Members
Register Profile PM's Login/Out
Return to Arms Wishlist
Last Thread | Next Thread  >

Post new topic Reply to topic
Snowblind Studios > Champions: Return to Arms General Discussion

Author Thread
YoYoJoe



Joined: 25 Jul 2004
Posts: 5
 Reply with quote  

Alright, my new race idea failed. I have a suggestion about a very small detail that seems stupid to suggest.

I've seen pictures of the Shaman and the Berserker and to me they don't look authentic. To me they look like humans with animal heads. I think it would be more realistic if they stood more like the animals they represent. I'm not saying make them crawl on all fours or anything, but I think they should be crouched over or something. Just my thoughts.
Post Wed Jul 28, 2004 10:24 am
 View user's profile Send private message AIM Address
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

Could RTA have accurate damage details on feats please! Current descriptions are misleading and/or inaccurate. eg. For the SK, Engulfing Darkness's description says "Engulfing Darkness envelops an enemy in a clinging shroud of damaging darkness that can also cause confusion and will continue to harm the target after the initial attack " This suggests to me that when an enemy is confused within the cloud, they will suffer x amount of damage per click, but the damage is only dealt on initial contact. Secondly, Disease Shield is listed as min-max damage per second, but it only ever delivers the minimum amount of damage but about twice per second, making it a lot more effective than I calculated based on written specs.

Shifty Geezer
...
Post Fri Jul 30, 2004 7:17 pm
 View user's profile Send private message
Spongebob



Joined: 25 Jul 2004
Posts: 2
Location: Maidstone UK
 Reply with quote  

I'm with everyone who says you should be able to shift stuff around your inventory- it just feels like you should be able to in CON- pretty certain they were planning on allowing this but didn't implement it.

It's a really small factor but is something that I like to do- like putting my gems and stuff in order etc.

Also PLEASE PLEASE GIVE US A STASH SPACE TO STORE ITEMS!!!!
Post Sat Jul 31, 2004 5:02 pm
 View user's profile Send private message
btutterrow



Joined: 30 Jan 2004
Posts: 221
Location: Victorville, CA
 Reply with quote  

It appears that all of my complaints about CoN have been answered in the feature list of the sequel:

- Glitches fixed
- Online mode buffed and fixed
- Hub world to allow people to choose level
- Extended replay value through medal system
- Drops are fewer but more valuable

Anything else is just bonuses after this Smile
Post Wed Aug 04, 2004 7:51 pm
 View user's profile Send private message
Brendon



Joined: 20 Feb 2004
Posts: 32
 Reply with quote  

I'm actually hoping that Snowblind takes some rules cues from Black Isle and tailor the classes to be as unique as possible, instead of just taking an elf and give them a bow and call them a Ranger. Rangers are much more than archers.
Post Fri Aug 06, 2004 1:19 am
 View user's profile Send private message
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

The character do need an overhaul, but as RTA allows importing of previous characters, we know they're not going to change. I am tired of the same gameplay between different races. Why the reluctance to incorporated more varied possibilities? Why do action game Mages ALWAYS have fireballs? Why don't the branch out a bit, with Illusions, debuffs, utility magic and the like.

DA2's necromancer was good in that respect, being different, but overpowered. Why can games companies NEVER get the balancing right?!

Shifty Geezer
...
Post Fri Aug 06, 2004 10:20 am
 View user's profile Send private message
Brendon



Joined: 20 Feb 2004
Posts: 32
 Reply with quote  

I think it's a big playtesting issue. They'd really need to invest lots of playtime into the characters to see if certain skills/spells are too powerful. Obviously, feats like Critcal Aura though should've stuck out like a sore thumb. That kind of power is unacceptable.

I like the way DA2's characters were made out, because each and every class was distinct. There were a few media sources that really downed DA2, but I think it is a seriously underrated game. I like Champions better overall, but DA2 did some incredibly nice things gameplay-wise, and I think Snowblind may want to really study those aspects of DA2 while making RTA.
Post Fri Aug 06, 2004 11:52 am
 View user's profile Send private message
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

I think skills weighting can be calculated mathematically and don't need trial and error testing. It's just a matter of determining damage over time/mana cost in a way.

eg. You could have one effect the causes 50 damage per second for 5 seconds to up to 4 enemies, giving a total of 1000 damage in 5 seconds. An equally balanced spell would then dispense 1000 damage to one enemy and require 5 seconds before it can be reused. For something like Critical Aura, you can work out how much damage it should add. If at character level 10 a level 10 weapon would be doing around 50 damage, you can factor in attack rate to work out damage per second/minute/whatever time frame you want. One swing does 50 damage, at 2 swings a second that's 100 damage per second. In five seconds that's 500 damage. If other characters have spells at level 10 capable of dealing 600 damage in 5 seconds, the Critical Aura would need to supply an extra 100 damage in 5 seconds. At ten hits a second, you could get this extra damage at 10% chance of 3x damage (one in ten hits does 150 damage) or 5% chance of 5x damage (one in twenty hits causes 250 damage, giving a total of 250+(19x50)= 1200 damage/2 = an average of 600 damage per 5 seconds)

If you provide enchantments that increase the swing rate, you balance that with enchantments that increase the fire rate/damage of spells to provide balance. eg. If swing can be improved 50%, simply offering an enchantment that improves spell damage 50% offers equality.

This way players choose play style. Are they a hard hitter with powerful spells that can fell single powerful enemies quickly, but aren't as good with large mobs? Or maybe work on area of effect and DOT spells that gradually whittle down the enemy, and you need only stand back in a safe location, only you're not so effective against single enemies? Or perhaps focus on melee combat giving a fairly equal ability against large mobs and single foes.

I have had for several years the idea of developing a fairly advanced system that weights non-offensive spells accordingly in an RPG, and even offers the chance for unique spells created per game, so you don't know what your character will be able to do each time you start a new game (within Race definitions). Along with a host of other ideas that I won't go into just in case I ever get the chance to work on developing my own software. Some games in development are already announcing concepts I had years ago and I don't want them nicking all my ideas before I have chance to make something of them! Very Happy

eg. I'm a bit miffed that Nintendo have pipped me to the post with the announcement of a motion-sensitive handheld game. My patent application for the idea was filed June 16th this year but without the resources to develop it I've been reliant on 3rd parties who haven't been keen to get in touch Sad

Shifty Geezer
...
Post Fri Aug 06, 2004 1:28 pm
 View user's profile Send private message
Vendetta



Joined: 12 Jul 2004
Posts: 10
 Reply with quote  

quote:
Originally posted by Shifty Geezer
Why do action game Mages ALWAYS have fireballs?
...


Because going Whoosh! Bang! is the most direct way to accomplish the general action game goal of killing everything that moves.

Having debuffs and illusions is all very well, but you really need to be playing either full co-op or single play. the traditional competitive co-op thege games inspire, where everyone wants to get the kills and pick up the loot, basically require mages to take the direct approach or end up sitting at the back not getting to do very much whilst everyone else gets the benefits of the kills.
Post Fri Aug 06, 2004 7:41 pm
 View user's profile Send private message
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

I'm hoping, and i think of lot of others are too given feedback, that future CON style games become a lot more cooperative in multiplayer. Competitive gameplay isn't as interesting or entertaining IMO, and competitive is also a lot more catered for in action games than cooperative.

Shifty Geezer
...
Post Fri Aug 06, 2004 8:26 pm
 View user's profile Send private message
Attalus



Joined: 13 Feb 2004
Posts: 82
Location: UK
 Reply with quote  

Yeah, making players co-operate would make playing online more worthwhile. The enemy AI and difficulty need to be set right to get this to work. 4 players need much tougher enemies and bosses that won't get totaly distracted by 1 player while others safely pelt it from behind or afar.

I really would also like to see more enemy types in each stage. For the majority of the game there's never more than 2 enemy type sometimes just 1 with the odd variation and it makes some areas so tiresome. This is especially true when that enemy is a mundane and simple looking type.

How about different speed of boots or allow them to be socketable. Characters that need range could take faster boots over more protective ones, allowing them to get the distance needed to fire spells and arrows when a horde is rushing into them. At the same time you need to make protection and armour rating worthwhile though as currently armour doesn't make a big difference.
Post Sun Aug 15, 2004 8:39 pm
 View user's profile Send private message
Brendon



Joined: 20 Feb 2004
Posts: 32
 Reply with quote  

quote:
Originally posted by Vendetta

Because going Whoosh! Bang! is the most direct way to accomplish the general action game goal of killing everything that moves.

Having debuffs and illusions is all very well, but you really need to be playing either full co-op or single play. the traditional competitive co-op thege games inspire, where everyone wants to get the kills and pick up the loot, basically require mages to take the direct approach or end up sitting at the back not getting to do very much whilst everyone else gets the benefits of the kills.


Exactly. But this can be -- and should be -- changed. Instead of gaining experience from kills, different classes should be awarded experience and such for what it is they do best. For example, using a mage who is casting illusions, the mage can fire up the illusion that confuses the enemy, and therefore, depending on how many enemies he affected, he gains experience, no matter who makes the kills. The loot is another matter, but I think that the game would have to be rebuilt to accomodate such changes, but in the end, it'd be worth it.

The trouble of hack and slash games is that when the core of the game is on combat, the combat-oriented characters always benefit the most. The way experienced is gained has to be changed in order to accomodate other classes.

Morrowind is a good example of this. Characters in that game advance their skills by actually using those skills. It may be a bad example, because Morrowind is such a different game, but thieves advance by thieving, not by hacking things to death. If the mindset that all experience is gained by melee combat changes, perhaps character classes can be more balanced.
Post Mon Aug 16, 2004 3:09 am
 View user's profile Send private message
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

Regards loot, I think that's pretty much broken in CoN anyhow. Most of the drops are worthless, a lot of the 'exciting' rare items are no more powerful than conventional items, there's worth considering when in the shop, and a lot of the bonuses are redundant.

Does anyone here ever use elemental resitances? I don't!! Stamina and Intelligence bonuses are also redundant as Health and Health Regen+Mana and Mana Regen are a far better combination. Why stick in a stone to give 10 hit points and an extra 1 hp per minute, when 25% health regen makes up for the lack of that extra 5% health.

I've found that the only items to wear are Mana and Health regen, mostly Mana regen. All the rest don't give enough effect to warrant their use. Str and Dex adds a little extra damage, but that's not multiplied by your weapons bonuses. I've spoken about Int and Sta. Elemental resitances are redundant as there's little chance of getting hit, and when you are it normal doesn't do too much damage anyway. I used to run away from poison clouds, but then realised they hurt no more than my health recovers.

I think the whole Loot policy might need to be reworked. Maybe enemies only drop gold but shops have lots of stuff where you can't afford to have it all and have to make choices that reinforce your character development. I used to like the pickups, hoping to get something a little better each time, but now I know I'll be using my current equipment for the next two Acts I hardly bother to read what the items are. Incidentally that's why the idea of Weapon/Armour synergy would be good, as you'd be looking out for that last piece of Cast Iron Banded Leggings to make the full set and get the bonuses.

Regards Morrowind, it did try but was once again fatally biased in favour of melee combatants. If you specialised in weapons you could fight far more effectively from the beginning then Sneaking or Magicking, and eventually could buy experience to fill your capabilities to maximum. As a Mage especially you had to struggle to get anywhere, only to find that grunt from the Fighters Guild has been so successful he's bought enough magic training to make your fireball that's taken you 3 years to train to get with more than a 50% chance of it working look like a damp match.

Shifty Geezer
...
Post Mon Aug 16, 2004 8:10 am
 View user's profile Send private message
Attalus



Joined: 13 Feb 2004
Posts: 82
Location: UK
 Reply with quote  

The blocking element should REALLY be looked at. You can block with anything so how much advantage does a shield really give you? You really should not be able to block endlessley when you don't have a shield unless it's a separate skill. I also think blocking instead of negating all physical damage should just reduce it (the amount dependant on the armour rating of the shield).
Post Thu Aug 19, 2004 8:14 pm
 View user's profile Send private message
Shifty Geezer



Joined: 13 Feb 2004
Posts: 193
 Reply with quote  

Don't know if anyone will agree with me on this, but, despite their brilliance, *less* particle effects might be a good move. Especially in multiplayer where it can quickly get extremely difficulty to see what's going on, with a could of frost storms, a Cleric in Blessed state, etc. Often we find ourselves running blind under Frost Storm support from our mage, swishing swords in the hopes we're hitting something!

Maybe the option to set particle amount? They really do look fantastic but i just think soooo many bright particles are just a little impractical.

Shifty Geezer
...
Post Thu Aug 19, 2004 8:32 pm
 View user's profile Send private message

Post new topic Reply to topic
Forum Jump:
Jump to:  
Goto page Previous  1, 2, 3, 4, 5
All times are GMT.
The time now is Fri Aug 20, 2004 10:05 am
  Display posts from previous:
     


Powered by phpBB: 2.0.6 © 2001 phpBB Group
Icicle template by Vereor.