Crimsonland -- inspiration to game devs
I feel like the monsters/mobs needs more variety. Right now in act 3 it seems mobs are copies of each others in different models.
I would love monsters with stages (scripted) which add alots of variety and eventually more depth to the game. One of my favorite games of all time -- Crimsonland got awesome mobs. (gameplay is similar to PoE) What about a gaint spider which subdivides on death to two spiders? Maybe even 4? 8? 16? Insane amount of spiders in Crimsonland, yes. Chain is very good at this stage. Or Ion cannon. Lots of cool weapons in this game to.. i highly recomend a playtrough to the devs. Its even more fun two-player mode after a rather complicated controller setup for player 2. (its worth it, dont give up. static controls is the way to go if i remember it right) Bust a move!
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" Not...not really. There's no items, the game play is way faster, there is no trading and the leveling system is basic to say the least. Also, PoE does not have 'fire bullets'. Closed beta member since: March 19, 2012
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" Only half of Act 3 is shown...there's more mob types of course. And they will continue to add more mob variety over the years, so don't you worry. Crimsonland is nothing like PoE, it's not even an RPG. EDIT: Crimsonland also had bland environment and monsters. There was pretty much only dirt or space theme maps, with lots of zombies and spiders and some other shit. D: Mods made it pretty fun though. Sweeping Maid Last edited by nzrock#3291 on Jan 14, 2013, 7:27:23 AM
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poe has nothing to do with crimsonland (crimsonland is awesome btw)
also im strongly against any scripted stages and stuff, cause it simply ruins the hns genre (just look at what d3 did) while scripted things are nice for the first one or two playthroughs it gets boring pretty quick, and takes the randomness away from the hns genre which characterized by randomly generated enviroments / affixes and similar. in my opinion, the only thing that should be always the same is perhaps the town. even the towns in d2 had some variations. and maybe boss encounters (but i dont see the reason why even those shouldnt be in the randomly created enviroments) " neither is diablo, nor poe, nor torchlight etc (rpg). but, yeah those 2 arent even close to each other Last edited by sluz#4862 on Jan 14, 2013, 7:43:24 AM
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" sorry mate after this.. I stop reading.... Wise words buff -> balance <- nerf , need to happen , deal with it
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There are a large number of monsters in act 3 that Kripp has been restricted from showing. He commented last night that some of these monsters are also kicking his ass.
In Act 3, as far as you have seen, the only monsters that have been re-used are skeletons and skeleton-mages. Everything else is new. I would ask people to refrain from giving feedback on open-beta/alpha footage until you've played it. Also, scripted boss encounters can stay in WOW. Please. They are the very anti-thesis of depth; once you've experienced a script you will experience it again and again, in exactly the same manner. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Jan 14, 2013, 8:53:01 AM
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I'm not even an alpha member and I know there is more that we havent seen monster type wise. I'm guessing environment wise as well. Maybe not in looks, but in overall feel. Kripp has mentioned many times that there are more monster types that he cant show. He has also mentioned the difficulty we have seen that he is allowed to stream is NOTHING compared to what he cant stream (yay!).
The one thing I do think is a good idea from the OP though is something like a rare that spawns multiples of itself as maybe champs when you kill it down to trash mobs. Its not needed by any means but it does add some flavor and in alot of ARPGs thoes type of mobs work as mini chests with the amount of loot they potentially drop. The only "scripted" events POE needs is its boss fights. Thoes are plenty good enough for a game like this. Not to mention with some tweaking on Merv the end of act boss fights feel epic. Sure Vaals moves are easy to predict but I will call you a liar if you dont feel good every time you whip his ass in merciless. |
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I am an alpha member and let me just say, wait until you play act 3. Seriously it'll blow your mind.
God grant me the serenity to accept the things I cannot change, courage to change the things I can, and wisdom to always tell the difference.
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" Scripted behavior on a boss makes it too easy to exploit. WOW raid bosses are scripted encounters. They aren't epic at all; you learn how to dance to the scripted encounter and you keep doing that dance after you've mastered it; you never have to adapt or account for a change in an enemy's behavior. Non-scripted encounters give bosses an array of abilities and an AI to use them. Vaal is this way; although he's extremely predictable, you never know what he's going to do until he decides to do it. There is no pattern or "rage mode" or any of that nonsense. You need to react to what he does in order to beat him. That's good boss/enemy design. ARPGs are highly replayable, scripted encounters are not. You figure out the trick once and then that's it. I still ocassionally die to Vaal, because he is not scripted. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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" You forgot Spiders :P " The hell you on about? There is barely enough RPG elements in Crimsonland to be even called a RPG. " Scripted cut-scenes are fine, no? Sweeping Maid
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