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View Full Version : Random suggestions for Din's Curse


Mischief Maker
10-23-2009, 08:04 PM
Kivi's underworld had a much better and more enjoyable control system. Please have the ability to bind skills directly to mouse buttons instead of DoP's keystroke system.

More music! DoP was such a sparse experience aurally once you left the city. I liked how Kivi's music came out when the action got thick, but in general the games are so quiet I find my attention wandering when I'm just traveling or looking for secrets.

More customizable equipment, possibly with a socketing mechanic. In DoP I would usually get a really good weapon then stick with it for hours before the game spat up a better one, why not let us do a little more customizing with our weapons in the meantime?

Soften the difficulty ramping up in comparison to DoP's.

I'm very iffy on the name. Din's curse? Doesn't sound as enticing as diving into some depths filled with peril. In fact it sounds rather dim.

fab
10-24-2009, 11:13 AM
Personally I loved how you had the main theme music in town, and ambiance sound in the wilderness. It created a rhythm, from going in and out of town.

I also like the ambiance music in the dungeons.

I generally don't mind combat music too much (some are really well done, eg. EverQuest II), but it gets tiring fast. I have a friend who hates it, he always turns off combat music if he cans, in any game.

For items I would add the suggestion to add "proc" effects. You see this often in MMO's it also has a nice side effect that it allows for example fighter classes to enjoy some buffs reserved to other classes (as a "proc" spell, with limited time and % proc chance).

Looking forward to Din's Curse!

Qwerytykeys
10-24-2009, 01:22 PM
Kivi's underworld had a much better and more enjoyable control system. Please have the ability to bind skills directly to mouse buttons instead of DoP's keystroke system.

One problem with that is that there will be more than one active skill per class. However it would be nice if you could assign a skill to the right and center mouse buttons.

Shadow
10-24-2009, 03:29 PM
Kivi's underworld had a much better and more enjoyable control system. Please have the ability to bind skills directly to mouse buttons instead of DoP's keystroke system.

I'm looking at ways to something along these lines. Like Qwerytykeys said though, it was a lot easier with Kivi since you only have 1 active skill per class.

More music! DoP was such a sparse experience aurally once you left the city. I liked how Kivi's music came out when the action got thick, but in general the games are so quiet I find my attention wandering when I'm just traveling or looking for secrets.

Right now I'm planning the music to be similar to how Kivi worked. There will probably be more dungeon/cave sounds also.

More customizable equipment, possibly with a socketing mechanic. In DoP I would usually get a really good weapon then stick with it for hours before the game spat up a better one, why not let us do a little more customizing with our weapons in the meantime?

I'm not sure about customizable yet, but there are way more item and magic modifier types in Din's compared to DoP.

I'm very iffy on the name. Din's curse? Doesn't sound as enticing as diving into some depths filled with peril. In fact it sounds rather dim.

I've discovered that naming things is very hard and it's impossible to please everyone. I actually got a lot of flak about Depths of Peril as a name too.

For items I would add the suggestion to add "proc" effects. You see this often in MMO's it also has a nice side effect that it allows for example fighter classes to enjoy some buffs reserved to other classes (as a "proc" spell, with limited time and % proc chance).

We do have a lot of proc effects on items. There are 18 types right now and more are planned. Some of these are Ego related.

getter77
10-24-2009, 04:45 PM
I quite like Din's Curse as a random person. To be fair: Something like naming sense is ALWAYS modified, for ill or gain, by the box art/"face" to the game. So, an evocative visual for the title to live upon would surely help cement it for other folk.

I don't know that I can think of any especially nifty suggestions---perhaps to make an effort to see if the game plays nice with the various gameplay capture programs so as to facilitate Let's Plays, speedruns, challenge vids, and all manner of other things that drive enjoyment and visibility post launch.

Cadfan
10-25-2009, 01:37 AM
I liked DoP's keystroke system except for one thing- when you have powers that are only available under special circumstances (which is cool), you tend to look away from the action a lot to see whether your power has lit up.

I don't know how to solve that, but there it is.

Oh, and in the meantime, I finally killed my harddrive with a corrupted sector. Wish me luck retrieving my save game data once I slave it to a functioning system. I've got a rogue at level 50. Or at least I did...

pnutz
10-25-2009, 12:02 PM
As an idea for mouse control of skills:

Have several "banks" of skill assignments to each mouse button that can be changed with the scroll wheel. So the player could set up trios of skills for different situations (standard, low on mana, boss fight1, boss fight2), and change them quickly with the wheel.

Guenwhyever
10-25-2009, 12:11 PM
I liked DoP's keystroke system except for one thing- when you have powers that are only available under special circumstances (which is cool), you tend to look away from the action a lot to see whether your power has lit up.


I do believe that they flash in the middle on the screen?
Or, is that just for refreshed skills?

Shadow
10-26-2009, 10:30 AM
I liked DoP's keystroke system except for one thing- when you have powers that are only available under special circumstances (which is cool), you tend to look away from the action a lot to see whether your power has lit up.

I don't know how to solve that, but there it is.

Like Guenwhyever said, the icon should flash in the middle of the screen.

Oh, and in the meantime, I finally killed my harddrive with a corrupted sector. Wish me luck retrieving my save game data once I slave it to a functioning system. I've got a rogue at level 50. Or at least I did...

I hope you manage to recover everything. Losing a hard drive is always a pain. :(

As an idea for mouse control of skills:

Have several "banks" of skill assignments to each mouse button that can be changed with the scroll wheel. So the player could set up trios of skills for different situations (standard, low on mana, boss fight1, boss fight2), and change them quickly with the wheel.

I am thinking of something along these lines. I'm not sure about the mouse wheel part though since that controls the zoom right now.

Blizzard
11-05-2009, 03:00 PM
i heard about this game today and i got really excited 'cause i liked DoP, im still playing it after year or something ^^

BUT on DoP there is one annoying thing when you are at high level. When you play with easy, other covenants doesnt attack so easily and you can play game for long time but after few hours it will become boring. and when you play with harder difficulties, covenants attacks after 30-60mins of playing and you have to kill them right away and after that, there isnt other covenants to "fight" about quests. and game will become boring even more easier 'cause you have to start everything again...

I dont have played Kivi's underworld more than 20 mins because i didnt like that "complete level(map) and start other" thing...

So now i want to ask, will there be these things on Din's Curse?

Shadow
11-06-2009, 10:34 AM
Well Din's doesn't have covenants so that part won't be similar. It does use a similar concept that DoP and Kivi use that when you beat the current world you move onto a new one. Each world will probably be a lot longer than Kivi's short adventures though. Does that answer you question?

Delilah Rehm
11-06-2009, 11:46 AM
The worlds won't be scripted like Kivi's Underworld, but open like Depths of Peril.

Blizzard
11-06-2009, 05:59 PM
ok, sounds good :)

O'Jorvic
11-25-2009, 01:00 PM
wouldn't it be fun to have an auto-pilot mode for a character, perhaps automatically pick up coins, automatically start a fight and even chose special moves, so that while playing you can lean back and let the char do the job as he pleases?

Archon
11-26-2009, 01:15 AM
wouldn't it be fun to have an auto-pilot mode for a character, perhaps automatically pick up coins, automatically start a fight and even chose special moves, so that while playing you can lean back and let the char do the job as he pleases?

I really like the idea of a auto-pilot mode. Of course experienced users of the quickbar probably won't use the feature although it opens the door for a portion of the casual crowd who may have picked up Kivi's Underworld to enjoy Din's Curse at their pace and maybe even some DoP vets would like the more relaxed pace of a auto-pilot mode.

O'Jorvic
11-26-2009, 02:11 PM
what i loved about DoP was that monsters fight among themselves. orc vs. skeletons, etc.

now, what if you could actually manipulate these fights by, say putting a healing potion on the orc?
DoP does not allow that, but it would be fun.

a warrior might feel with the orc, a priest with an animal, etc.
the traditional distinction "human vs monsters" could be moved on to something more realistic and interesting: humans are monsters, too.

e.g.
when you heal a monster it might give you a reward, a quest or perhaps it might even attack because it is still hungry or feels insulted.

you could bribe humanoid monsters, trade stuff, if they want to - a third way between fight or flight.

Archon
11-27-2009, 01:12 AM
Sounds good, I like the idea of the player making choices like some of the examples you gave. Choices like that are common in a few of the larger RPG's although not so much in dungeon crawlers and their roguelike brethren, there may be a few although I don't remember playing a crawler or rogue with many of those types of choices. From reading the dev blogs about the monsters and environment I think some implementation of what you wrote would fit in well with Din's Curse.

Kruztee
11-28-2009, 08:02 AM
I'm not sure about the mouse wheel part though since that controls the zoom right now.

I wouldn't get too hung up about the mousewheel controlling the zoom level. I tend to set the zoom level and then forget about it. I'd rather use, say, pg up and pg down keys to set zoom level and then have the mousewheel control something more often used, like selecting different skillsets as was suggested above.

scragar
11-28-2009, 09:20 AM
I'm with the other people on the mouse wheel not controling zoom level, the only times I ever changed the zoom level was after accidentally changing it during play.
Zoom level initially sounds like a good idea, but the fact is you either tend to leave it zoomed in so you can see items, or zoomed out so you can see more of the world, switching between the two isn't something I ever did much of.

O'Jorvic
11-30-2009, 11:08 AM
i would love to be able to give names to prominent NPCs myself, esp. with members of a party or special vendors in town. or perhaps just a tool that allows you to design special names with a more norse, germanic or perhaps a more celtic background.

i found a comprehensive list of norse names, i could post it here if you like.

another thing that came to my mind: wouldn't it be cool to be able to actually give quests? either to NPCs or to one self? like setting goals: "i hate undead, so i vow to kill at least 50." this way you could construct your own campaigns.
set your own goals for your own quests in your own adventure.

Shadow
12-01-2009, 10:13 AM
now, what if you could actually manipulate these fights by, say putting a healing potion on the orc?
DoP does not allow that, but it would be fun.

This would be interesting. It is kind of a UI nightmare though. Most potions dropped on a monster is not an attempt at healing the monster but an attempt to heal the npc that they are attacking.

i would love to be able to give names to prominent NPCs myself, esp. with members of a party or special vendors in town. or perhaps just a tool that allows you to design special names with a more norse, germanic or perhaps a more celtic background.

You can do this if you want to. You would just need to change all of the names in the names files. Then it will build random names from your list of norse, germanic, of celt names.

O'Jorvic
12-01-2009, 12:50 PM
i said it before and i will say it again: thanks, soldak! you are amazing!

can't wait till din is out. please let me know how i can support and contribute.

RGoulder
12-02-2009, 04:42 PM
I've been following the forums for a while now and I have to say This game looks really great. I can't wait to play it on my mac. I do have a quick question though about character customization. Will the player be able to choose the gender of their character and things like the hair color? For example if I wanted to play as a female red head mage or a white haired old ranger, would that be possible?

Shadow
12-02-2009, 05:38 PM
You can definitely choose your gender in this game. I'm not sure about hair color yet though.

O'Jorvic
12-04-2009, 06:58 AM
there could be parts of a map, pieces of an artefact or pages of a book, scattered all over the world that you have to collect, then find the expert who can put it back together again.

O'Jorvic
12-11-2009, 01:37 PM
how about an "automatic solve quest" option, like an autopilot, that makes my char visit all the quest-giving npcs once they reach home after a series of quests to collect xp and rewards automatically.

i could lean back and watch my char having fun in the village gathering all his rewards on his own.

sounds a bit weird perhaps: i love the idea of an "automatic shopping" option that makes my char go on an errand, buy random things before adventuring like potions, food and stuff.