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Shadow
04-15-2011, 11:52 AM
We have a new interview over on Indie Game Magazine (http://www.indiegamemag.com/interview-with-soldak-entertainment/). This interview has topics about Din's Curse, Demon War, the future of Soldak, and indie developers in general.

DeathKnight1728
04-15-2011, 12:45 PM
Interesting. After reading that article it made me think about what would soldak do next in the area of rpgs. Depths of Peril-Single player mmo action rpg, Kivis Underworld-Casual arpg with old school action rpg premise, Dins Curse and Expansion-Extremely fast paced action rpg/roguelike with excellent and unique class system.

The only real way to compete with all those would be to do something completely different from the above mentioned. One thing is for sure, youve got plenty of options.

Kreb
04-15-2011, 04:26 PM
My suggestion at fan day was to do a train simulator. Where, you know, you just go on the tracks. I'm not sure why Stephan didn't think it was a good idea.

Actually, in fairness, he said if he made a train sim, it would be like Grand Theft Amtrak. Which actually would be cool in a spaghetti western train chase kind of way.

I can see it now - a game called "The Good, the Bad and the Ugly Train"

http://www.western-locations-spain.com/andalucia/granada/calahorra/ca4.jpg

DeathKnight1728
04-15-2011, 04:59 PM
I'd say doing a turnbased roleplaying game would be cool, but eschalon already has that nailed :D

Maledictus
04-15-2011, 05:16 PM
I'd say doing a turnbased roleplaying game would be cool, but eschalon already has that nailed :D

Well, not really, in my opinion anyway. Eschalon could learn a thing or two when it comes to battle/interface mechanics. My main reason to skip it.

Shadow
04-15-2011, 07:17 PM
I'm pretty sure if Soldak ever does a turn based RPG it will have a party which would make it pretty different than the Eschalon games.

DeathKnight1728
04-16-2011, 02:02 AM
I dont know. Eschalon is a great game, but...something about character/npc interaction in a game as a whole is what i like. Depths of Peril had that interaction nailed down. You get a recruit, a covenant, you can raid. There are tactics. You cant just act like a tough guy.

Depths of Peril 2 would be awesome if it had a lot of dins qualities. More interactions, classes (but no hybrids), and other general improvements. I think that would be awesome. You'd have 3 more classes-Demon hunter, Conjurer, Ranger. The only one that would need major tweaking would be the conjurer due to mass summons mixed with sentries :D

I like kivis story the best and the gameplay is easy, I like dins gameplay, urgency and class system although sometimes a bit too fast, Depths of peril captures both on a relatively equal scale. My horrible problem with dins is that i am a hidden powergamer and when opportunities like dins come up or other games, i cant but freak out. Depths of peril gives me the class however and says thats it and i make it the way i like to play. I just hope that depths of peril doesnt get forgotten because it really is a great game, idea and world.

Bluddy
04-16-2011, 02:36 PM
I think there's great potential in a party based RPG with randomized content at different points, like some towns and dungeons will be completely random each time. Imagine DC with each town being a real physical entity on a map. Each one would have some scripted content and some random content. The same would apply to the dungeons, and to random encounters while traveling. The rest of the game would be scripted.

Kreb
04-16-2011, 04:04 PM
Depths of Peril 2 would be awesome if it had a lot of dins qualities. More interactions, classes (but no hybrids), and other general improvements.



While I also can't wait for Steven to get around to Depths of Peril 2, I do hope the hybrid system is here to stay in all future games. I really love making my own characters and combining skills is interesting ways. I don't particularly like it when I'm forced to use the usual classes that have been part of RPGs since the 70s.

Bluddy
04-16-2011, 04:33 PM
While I also can't wait for Steven to get around to Depths of Peril 2, I do hope the hybrid system is here to stay in all future games. I really love making my own characters and combining skills is interesting ways. I don't particularly like it when I'm forced to use the usual classes that have been part of RPGs since the 70s.

The hybrid system creates a lot of balance issues. DoP was actually a more balanced game than DC because it had sharp delineations between the classes. Aside from the fact that non-scaling skills didn't increase in damage appropriately, and that the armor/resistance formulas weren't as good as DC's, everything else fit together quite well.

That doesn't mean the hybrid system shouldn't be attempted again. It just means that it requires a lot more testing and tweaking.

Kruztee
04-16-2011, 10:01 PM
And again I would reiterate that perceived "balance" issues are really only a problem in a competitive PvP environment.

In a SP or co-op environment, some skills being perceived to be more useful than others and some being perceived to be weak or useless is not such an issue at all. In fact I believe that it actually enhances the gameplay by providing some unique opportunities to play "challenge" characters or classes. I say again, not all skills or hybrid combinations should be equally viable or playable!

I've never really understood the continuous and fanatical calls to "balance" the skills and classes in Din's Curse, but certainly it's a game that everyone enjoys for different reasons. Each to their own.:rolleyes:

Bluddy
04-17-2011, 02:30 AM
And again I would reiterate that perceived "balance" issues are really only a problem in a competitive PvP environment.

It's true that balance is more important in a PvP environment. However, DC and DoP could easily become PvP envinronments through a single patch. There already is a lot of demand for this. Even without PvP, though, there's a strong need for balance.

In a SP or co-op environment, some skills being perceived to be more useful than others and some being perceived to be weak or useless is not such an issue at all. In fact I believe that it actually enhances the gameplay by providing some unique opportunities to play "challenge" characters or classes. I say again, not all skills or hybrid combinations should be equally viable or playable!

You've explained how weak classes can act like an extra difficulty level, but not how useless skills are a good gameplay mechanic. I agree that not all skills should be equally useful to all characters, but they should be useful to *some* character. Otherwise why have those skills at all? In the same way, not all class combinations need to be equally viable, but a class should be fairly viable or nobody will pick it. Opening up all classes to the hybrid class means that all classes compete with each other.

In essence, balance means giving choices to players and rewarding skill, as opposed to luck or foreknowledge of the 'correct' skill choices. Without balance, players with experience or luck can turn the game into a cakewalk by picking the OP classes and the few skills that work. The remaining players hit a wall no matter how skilled they are, because they happened to pick the wrong class or because they focused on the wrong skills. Balance means having the gameplay mechanics operate well at all levels while maintaining a good level of challenge.

I agree that certain classes could serve as extra difficulty levels, but if so that must be a conscious design choice and the player should be told about it. Otherwise players will innocently try those classes and fail repeatedly, get frustrated, and stop playing.

The reason balance isn't a major issue with DoP is that you have the 2nd character to cover for you, and the reason it isn't an obvious issue with DC is that the problems don't appear fully until level 30 or so. And most of the serious balance issues with DC are already resolved via patches.