Other Roguelikes > DiabloRL

Building a feature list for DiabloRL 0.5.0

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DaEezT:

--- Quote from: Ugm on January 01, 2007, 17:32 ---I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo.

--- End quote ---
I basically agree with you. D2 was not nearly as much fun as the first one was and to me that was because of all the restarting crap (see my previous posts). It was unbalanced and just designed to keep people playing to collect all the fancy items while D1 had a story with nice sidequests and well balanced gameplay.


--- Quote from: Kornel Kisielewicz on January 01, 2007, 17:43 ---Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items, or the way levelling works (the skill-tree)...

--- End quote ---
Hooray for the skill tree \o/

Ugm:

--- Quote from: Kornel Kisielewicz on January 01, 2007, 17:43 ---Actually there are a few features of Diablo II that I would like in DoomRL -> like the fun additional items

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Do you mean sashes or gauntlets slots in inventory or set/rare item types?


--- Quote from: DaEezT on January 02, 2007, 03:59 ---
--- Quote from: Ugm on January 01, 2007, 17:32 ---I don't like this Diablo II features idea. The sequel has been ripped of a climate which was the essence of original Diablo.

--- End quote ---
I basically agree with you. D2 was not nearly as much fun as the first one was and to me that was because of all the restarting crap (see my previous posts). It was unbalanced and just designed to keep people playing to collect all the fancy items while D1 had a story with nice sidequests and well balanced gameplay.

--- End quote ---

So I think that Kornel should create great, atmospheric and never-to-be-forgotten DiabloRL and then (after many years, of course) make (money on) widely advertised sequel with tiles, 3d sound and 1000 new items, monsters and spells with multiplayer mode for all the children who don't care about classics and say that special effects are the most important ;) Not to mention ergonomic interface (wsad and an action key which does anything apart from moving).

TFoN:

--- Quote from: nokturnal on January 01, 2007, 12:44 ---when it comes to the circular part .. i dont know what (kind of monitor) your'e on :P, but they're pretty darn circular over here:

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Although the only thing my computers're on is psychodelics (which may explain why one has sound and the other one works normaly :P ), I was talking about Nova/D1, Immolation/Hellfire and Poison Nova/D2:

--- Quote from: TFoN on December 31, 2006, 13:32 ---Nova spells from D1 (and Poison Nova/D2) aren't the same as barrel explosions - they aren't realy circular, but seem to be pronged (and often miss at long range), and strictly effect-wise, none of them are filled IMO - they expand like baloons.

--- End quote ---
The screenshot shows PN alot more crowded than I had remembered it, though.


(That aside,) IMO character design should be pretty linear with D1 (no skill trees, simple percentile to-hit), but various weapon enchantments from D2 I find worth using, including rare weapons.
And I certainly agree the (horror-gore) atmosphere should be replicated and anhanced! It's what made D1 much more alive (ironically :P ) than D2.
If skill trees will be implemented, why not make it work side-by-side with books? If the mage wears full plate, the fighter should cast fireballs.

nokturnal:

--- Quote ---I was talking about Nova/D1, Immolation/Hellfire and Poison Nova/D2:
--- End quote ---

well duh, i posted about the feature, and I was'nt talking about D1 8-)

and i really cant understand those of you who praise diablo 1 so much (for other than nostalgia reasons), imo its nothing but a demo of diablo2. is it cuz so many kids play it (EDIT: d2 that is..)? someone mentioned story? ..c'mon d2 has more story than that, and who cares about story in a dungeon crawl game anyway?
those of you who thought d2 was unbalanced, you played it when it first came out, or?
cuz i really cant think of no other game patched so notoriously gameplay wise. since v1.09-1.11 with (skill synergies etc), its imo one of if not the best balanced and replayable game out there..

and the d2 skill tree is the most brilliant one i've seen yet, an absolute must in my book!

oh, btw Kornel, no chance of a shared shash? :D or at least some way to pass at least a few cool items from one character to another (mostly thinking about class specific stuff, if that is on your list), like the Heirloom in FATE or something

Adral:

--- Quote from: nokturnal on January 03, 2007, 16:44 ---and i really cant understand those of you who praise diablo 1 so much (for other than nostalgia reasons), imo its nothing but a demo of diablo2. is it cuz so many kids play it? someone mentioned story? ..c'mon d2 has more story than that, and who cares about story in a dungeon crawl game anyway?

--- End quote ---

Hey, different people just have different tastes, you know, and yours is no better than mine or than any other. That can also be applied for every person out there, including me :).

In my opinion, I don't care for Diablo 1, but I can understand people might enjoy a simpler game just because sometimes one wants to have a simple time, without worrying. And about story, well - I certainly enjoy a good dungeon crawl because of gameplay mechanics, items, characters, replayability, etc., but if it also has a nice story, it's just better! That's why I spent so many hours playing ADoM :P.

But sometimes it's true that you just want to get into the game and go screw up the story, so just add a "skip cutscene" option :P.


--- Quote from: nokturnal on January 03, 2007, 16:44 ---and the d2 skill tree is the most brilliant one i've seen yet, an absolute must in my book!

--- End quote ---

With this I agree with you: a well done skill tree, balanced so every skill can be useful in a certain build, it's very fun to use in order to get a nice character from the ground up. In this case, Diablo 2 (the latest version, that is also the most polished one, as you noted out) is a good example to follow. Also, another thing I like about it is that it's not overly complicated because skills are presented step by step, and you can have "higher-tier" skills without worrying that they are not balanced with other, "lower" skills.

The downside is that a narrow skill tree (be it intentional or unintentional, like having lots of useless skills) or a skill tree with lots of prerequisites just kills the replayability, because you are often forced down on the same route on each game which is boring. Also it's important that no skill becomes useless on the course of one game, or you just get that sensation of having wasted your points.

But since Kornel has so good ideas for his games, go skill tree, go!

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