Jaesun
Fabulous Ex-Moderator
Was the Soul thing part of The Black Hound?
but has anything been said about the implementation of the Mega Dungeon?
As long as all levels have something interesting in them (no filler levels), the size isn't an issue.but has anything been said about the implementation of the Mega Dungeon?
It's 15 levels. The archaeology is linked from one level to another. There is content in the above ground levels (like Durlag's Tower). The player will visit the Megadungeon on the Critical Path of the game but is only required to enter the first level. The rest of the dungeon is entirely optional and has an overarching quest for the player to solve as well as a bunch of side quests.
The challenge level of each floor dramatically ramps up so that the player will most likely have to leave and then revisit the dungeon once they are more powerful. The devs have said it *might* be possible to finish all in one go with some very smart play/avoidance of unnecessary combat encounters, but they have not tried. The game's Producer Brandon Adler designed one of the levels. They worked on it all in one go as one big milestone in late 2013. Not all of the levels are huge in size. Some are larger, some are smaller.
This is a gross misrepresentation of cooldowns, at least how it the term is used around here.There are a few seconds-long cooldowns but they're not powers related. Like if a mage switches grimoires or a character switches weapons there'll be cooldowns before you can do it again.
And of course attacks themselves have a cooldown.
Whoosh.This is a gross misrepresentation of cooldowns, at least how it the term is used around here.There are a few seconds-long cooldowns but they're not powers related. Like if a mage switches grimoires or a character switches weapons there'll be cooldowns before you can do it again.
And of course attacks themselves have a cooldown.
It means that particular ability cools down while you can use other ones. If you can't do anything (ie the animation is still playing), it's not a cool down, it's just attack speed.
I suppose the real IE way where you could run around for 5 seconds between attacks is kind of a gray area.
Really?Actually, what Codexers really mean when they say "cooldowns" is a hotbar full of abilities with timers counting down the seconds until you can click them again.
It's not a cooldown unless you can do something else.It is a cooldown. The attack speed system uses a combination of attack cooldowns (recovery) before moving into faster animation frames. The IE games had "number of attacks", but the space between attacks is still a cooldown.
No cooldowns is where once your attack animation is finished, a new attack animation begins.
Something no one has complained about ever, so shoehorning it into the same definition is pointless and confusing.It's still a cooldown, but it's a cooldown for every action you can take, rather than a specific action.
I'm so confused lahSomething no one has complained about ever, so shoehorning it into the same definition is pointless and confusing.It's still a cooldown, but it's a cooldown for every action you can take, rather than a specific action.
No people are fine with them because it's not locking out one thing while letting you do others. That's where the shittiness of cooldowns lie.I'm just saying that mechanically it is a cooldown and so is swapping weapons or swapping grimoires. But because they're not ability/spell related - people are fine with them, and they even make sense.
I'm not wholly against ability cooldowns myself, but there's many more interesting strategical mechanical alternatives to use in RPGs such as Mana and Resting among other things.
It has nothing to be with being spell or ability related. That's just arbitrary naming.That's what I was referring to.
It has nothing to be with being spell or ability related. That's just arbitrary naming.
Something no one has complained about ever, so shoehorning it into the same definition is pointless and confusing.
I've never complained about arbitrariness.Haven't they? Global cooldowns can be just as artificial as per-ability ones. It really depends on the context. For example, two completely unrelated abilities that for some reason prevent each other from being used.
That's still annoying if you control more than 1 character in a real time game. This is why DA:O was an annoying as fuck game. Tab fireball tab fireball tab fireball tab fireball every 4 seconds.If abilities have universal warm ups or cool downs it adds a layer of strategy, do I want to use fireball knowing I have to not do anything for the next 4 seconds, or do I want to use icebolt since I can cast it twice in the same amount of time?
I've never complained about arbitrariness.Haven't they? Global cooldowns can be just as artificial as per-ability ones. It really depends on the context. For example, two completely unrelated abilities that for some reason prevent each other from being used.
The problem with single ability cooldowns is that it's banal shit boring. You find the 2-3 best abilities and spam them over and over with their cooldown being the only reason you don't just use a single one.