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Too Human - New thread is up
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Its not a bug free game to be sure, but the fun that can be had far outweighs the occasional issue. Just stick to co-op with people near you and you should be golden. Or worst case you may have to restart the game once in a great while.
Definitely a sleeper hit, and worth picking up for those that like action RPGs or loot hunts.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
Combination of hype overload, Derrick and NeoGAF fighting, and NeoGAF being a really big collection of gamers all in one forum? (With Gabe's Law in full swing?)
Or are we at the point that a nice 3D Action-Roguelike isn't feasible anymore?
Nonetheless, all your guys talk has got this on my list, going to get it tonight on the way home.
!!!
Hey, if you're still around Mr. Dyack -- Speaking of Roguelikes, for DLC, mebbie you could do a bigass randomized challenge dungeon that changes every time you enter it. Think Nethack, Azure Dreams, Chocobo's Dungeon, etc etc.
I think Blue Dragon did something similar for their first big DLC push?
Essentially the drama around the game influenced the reception of the game. If you didn't follow anything and just picked it up and played it, you may like it, you may not. If you've lived this shit for 10 years now, chances are you may have built something in your head that isn't what ended up. But the general idea is that they stopped short of just reviewing the game in the box, and pretty much went for universal panning, no matter what the game's actual flaws.
Wisdom gentleman.
Or if they release a big patch, even if all it does it change the font color on the main menu, ditto then?
But honestly for a game like this, the story really does take a back seat to the gameplay and character progression. Heck, I'd play this game even if it had NO story, because I think the environments are interesting enough on their own and the gameplay/loot is great.
I do hope we see some DLC, or possibly a random dungeon generator later on. That would push the replay value of this game through the roof.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
But don't expect reviewers to up and go "haha, we were all wrong, this is a lot of fun" in public. In private, sure.
I also have 3 epic charms I'm working on. Getting 80 200-hit combos can fuck off. 1K ruiners and finding 15 secret areas is much easier.
There are red runes? Holy fuck I new red charms but didn't know runes. And one of my red charms wants 4k 40 hit combos (thats for an instant death black hole proc) the other one was a lot more reasonable, 4k goblins. Good thing I love killing goblins.
I finally got my copy in and played till the end of Hall of Heroes. Contrary to popular belief, the story seems to be really good, but Jesus does it expect a lot of the player. I mean, the opening scene with Hod sets up the entire world, but only if you're intimately familiar with both the mythology and SK's spin on it. And if ever a game was in dire need of mocap, this is it.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
The engine has cracks (some clipping, the RNG is busted eight ways to sunday, occasional glitches, animations could be a bit better), but the reviews are essentially panning it as the worst game to come out in years.
I think the story is okay, the acting and such are murder. And it zooms in on faces a lot. The engine does a horrible job with faces. Stop pointing it out. Even moreso, stop magically taking off my helmet every time Baldur wants to make an offhand remark to a wolf trooper.
The core gameplay is there, however. It's fun at it's most basic level. It's the stuff duct taped to the side of the hacking and slashing that needs work.
Some of that (the helmet, the RNG, perhaps even the clipping and animations) sounds like stuff that would be easily patchable.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
I'd also like easy mode scaling like I suggested earlier please
Trueachievements Profile | Gamertag: EyeRChris
Eye of the tiger or Holding out for a hero.
Health drops would no longer increase as health fell.
Fight until dead against steadily more difficult enemies (ie wave 1 is level 1 and so on)
The further you get, the bigger the reward you get at the end.
I can only hear my band's cover of this when anyone mentions it now, but yes, either would be awesome.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Yeah that would be awesome.
Structure it like a series of doors (similar to the early section in the first level, without the cyberspace nonsense) where each one carries a chance to hold a horde of enemies (common), a boss fight (somewhat rare), or a loot room (rare). Once you open one of the doors, the others become deactivated, and you get a new (higher difficulty) set of doors if you can survive the room.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
Oooh, that is a cool idea. I hope the game is expandable enough to support additions like that.
I would predict a Taunt Defender / Plasma Commando would own the arena if it ever happened.
Trueachievements Profile | Gamertag: EyeRChris
Yeah, it was called Shuffle Dungeon, and from what I've heard, it was a bit of a bitch.
3DS: 3351-4199-8917
The requirements you ask? Kill 12,000 enemies in the air. To boot, I just got my 20,000 kill achievement. Oh its going to be a nice long session with this game for the week.
See: Hellgate London.
Hellgate had a lot more problems than just that.
Yeah, I don't think the randomized geometry would be good. But since each challenge room can be filled with any number or type of enemies, you just have a series of those, and make the type/quantity/level of enemies the differentiating factor.
And they could possibly do a slight randomization of the levels, but keep it relatively simple by making interchangeable tile areas and laying them out in like a 3X3 or 4X4 configuration. Plenty of possible configurations there, and it would be relatively easy to write rules to ensure there's always a path to the exit.
█ █ █ █
█ █ █ █
█ █ █ █
Where each tile can contain a regular ground tile, a bridge, a raised tile / stairs, a tower / pit / inaccessible area, or possibly a small loot tower.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
One room, respawning health crates. Wave after wave of enemies, varying density and type.
I mean the game is ostensibly one big grind why not make it an arena challenge type thing for co-op.
Have leaderboards for time surviving, most enemies killed, waves survived or something.
After each 10 waves spawn a chest in the middle with scaled loot.
It would require little time to develop I would imagine, heck just cut and paste a large circular room already in the game or use several challenge rooms.
The mechanic is in the game already, counting enemies killed in the rooms to get the different tier of loot rewards.
Seems like a meta challenge outside of the main plot and narrative would be great.
http://www.youtube.com/watch?v=0ZeyVC74lZQ
I need this game now. Commando looks so fun.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK