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DeathKnight1728
04-21-2011, 12:37 PM
Dins Curse Demon War has given more replayability due to randomness and overall ingenuity. In the coming and recent patches, mages have been largely improved and most spells are now actually viable in later levels of the game.

The question I have is where to go from here?

Bak
04-21-2011, 01:34 PM
A lot of the recent reviews have praised that the random gameplay is influenced by the players choices (letting a weather machine be built, starving townfolk, etc.). I'd suggest thinking of other quests or actions that would make the clicker feel like they are influencing the gameplay.

For example, maybe a variation on the meeting quest (where both boss monsters are meeting and should be wiped out). Instead, have a quest where two bosses are listed, and the player gets to wipe out only one of them. Depending on the boss monster that is destroyed, have other bosses of the same creature type try to get revenge (or invade town). Maybe the surviving boss will offer a quest.

More difficult to code, would be the ability to change the underground map by destroying walls. The game already allows blowing up doors, clearing rubble, etc. Would be useful to punch a hole through a thin wall.

DeathKnight1728
04-21-2011, 04:23 PM
A lot of the recent reviews have praised that the random gameplay is influenced by the players choices (letting a weather machine be built, starving townfolk, etc.). I'd suggest thinking of other quests or actions that would make the clicker feel like they are influencing the gameplay.

For example, maybe a variation on the meeting quest (where both boss monsters are meeting and should be wiped out). Instead, have a quest where two bosses are listed, and the player gets to wipe out only one of them. Depending on the boss monster that is destroyed, have other bosses of the same creature type try to get revenge (or invade town). Maybe the surviving boss will offer a quest.

More difficult to code, would be the ability to change the underground map by destroying walls. The game already allows blowing up doors, clearing rubble, etc. Would be useful to punch a hole through a thin wall.

After reading your post, I have to agree on destroying walls. If you can get through a few walls to get to a room, that'd be epic. Im for that as that would be some groundbreaking stuff. Aside from that, i think that it would be cool to have some sort of tournament in town every so often. A new class would only be cool if it was a conditional class. A class that relies on conditionals.

udm
04-21-2011, 05:56 PM
Yup anything that encourages the player to interact with the environment is supercalifragilisticexpialidocious! Steven should know how nuts I go when I see a pillar to destroy. And those flammable doors!

The next expansion should be titled Destructopack, giving players 101 ways to destroy environmental entities.

DeathKnight1728
04-21-2011, 08:45 PM
There is one thing that would be cool to help those that just play single player. Sometimes when no one is online to play, you need a bit of help. You could add mercs that would join you in a particularly difficult fight (Superboss, mass elite monsters in control of particular level, etc.) that would only stay for a short while. That way you still have the lone adventurer feel that makes dins different from dop, and still give extra help. This would be a boon to anyone about to fight some of the ridiculous monstrosities that only dwell around 60+.

Bak
04-22-2011, 10:10 AM
You could add mercs that would join you in a particularly difficult fight

The danger is Shadow may want to reuse those voice messages from prison townfolk. Imagine a fierce merc bleating "I don't want to die!" every 20 seconds. :D

Caal
04-22-2011, 11:29 AM
There is one thing that would be cool to help those that just play single player. Sometimes when no one is online to play, you need a bit of help. You could add mercs that would join you in a particularly difficult fight (Superboss, mass elite monsters in control of particular level, etc.) that would only stay for a short while. That way you still have the lone adventurer feel that makes dins different from dop, and still give extra help. This would be a boon to anyone about to fight some of the ridiculous monstrosities that only dwell around 60+.

The Beastmaster NPC can help with that, and can be modded so that he shows up more often.

DeathKnight1728
04-22-2011, 03:32 PM
Beastmaster might work. I wouldnt mind using some of the monsters to take down some more. They would have to have a crystal though expires after a said time. The longer it would get in the time, the more chance they break a crystal.

krmatth
04-23-2011, 09:54 AM
Non-targeted volley fire with ranged weapons and/or magic? Throw up a wall of arrows/spells for defensive suppression prior to entering a tactical situation. If mo threat exists your mana level drops. For arrows, how about a limiting number of arrows then making replacements a drop/pick up?

Arjun123
04-23-2011, 03:22 PM
Personally, I would prefer that arrows not be added to the game as an item that can be dropped or purchased. I say this simply because my inventory is already overflowing with other needed items (food, potions, empty vials, etc.), and there simply isn't enough inventory space, IMHO, for archer characters to afford to keep handy the amount of arrows that they'd need, unless they can stack up to a very large number.

Orrus
04-23-2011, 03:27 PM
I'd love to see:

New item modifiers such as +pet hp, +pet dmg, +exp gain, chance to reanimate killed monsters as pets, chance on kill to regenerate a small percentage of your teleport stone, chance on hit to gain the gods favor ( random proc ).

A transmute item ability or scroll that converts items to gold while in the dungeon.

New item for the bottom middle empty slot - Trinket: Does not add stats, but gives other interesting effects like procs, run speed, clickable buffs, clickable identify all, +dmg% for specific damage types such as poison, fire.

More items that effect the characters appearance. Like capes, new helmets, shoulder pads, new shields models, new weapon models, new textures for all items.

Basically I just want more cool loot to farm =)

Bak
04-23-2011, 07:03 PM
Besides the STR requirement, have any armor heavier than cloth have a (slight) movement penalty, with plate having the most.

Then make it more common for magic items (or "quality" regular items) to have a smaller penalty, or even the occasional movement bonus. The big deal about mithril in LotR is how light it is, in addition to its hardness.

Kruztee
04-26-2011, 01:36 AM
The question I have is where to go from here?

Depths of Peril 2 (PLEEEEEAAAASSSEEEE!) ;)

Roswitha
04-26-2011, 03:03 AM
Depths of Peril 2 (PLEEEEEAAAASSSEEEE!) ;)

Sorry, it's not next.

http://www.soldak.com/forums/showthread.php?t=3726

Antigrav
04-26-2011, 05:53 PM
If anyone's used a necromancer, especially combined in a necro/combat hybrid, you know that targeting can be tricky. The cursor automatically picks whatever's nearest, not whatever is the most likely target. Therefore I find myself trying to attack dead bodies whenever I have an animate dead spell available.

Also, any bow-using characters seem to really hate healthstones. They go down before anything else, if there are monsters anywhere near them.

Kruztee
04-26-2011, 08:48 PM
Sorry, it's not next.

Yeah, I know. But it doesn't stop me from pathetically pleading...