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#1
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![]() First off, I would just like to say that I have become a huge fan of Din's Curse, Soldak Entertainment, and the developers/designers at the company (all 2??).
I have enjoyed Din's Curse so much I have purchased a couple of copies for friends, and continued to pass on the word. Once it is on Steam... I'll purchase it again for myself! But... I cannot say I would right out recommend the expansion to anyone at this time. I realize it is a beta, but personally I don't find the expansion currently adds enough elements that set it from the core game. New monsters cool, new quests cool, new class cool... but primarily I would like to see some more of the mechanics leveraged or expanded. At the moment, I don't really care all that much about NPC happiness... but it does have potential. Posts like: http://www.soldak.com/forums/showthread.php?t=3275 should be looked at closely, as they add some great mechanics that would make some of the new seemingly minor NPC changes more interesting. A few other ideas to churn over:
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#2
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![]() If Din's starts getting anything even vaguely looking like a story I'll probably stop playing. The core of the game is emergent questlines, not fixed narratives of boredom.
Giving the players even more rewards when the game is currently so easy also seems very inadvisable. While I think increasing player workload by having to manage an outpost worth of defence and quests would improve difficulty, some people already struggle with the pace of the game. I'm not hugely sure what you think 'lairs' add to the game. Is it just a branched level? Because bosses already surround themselves with guys, etc. Allowing them to add more traps or increase the power of guys around them has merit - maybe allowing them to 'promote' guys on their level to named badguys would result in value for raiding lower levels. |
#3
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![]() I agree that the expansion doesn't add too much to the existing game. Personally, I can't complain since I've gotten so much enjoyment out of the original game that I would be willing to pay more for that alone. However, Demon War gives you significantly less bang for your buck then Din's Curse at this point. The town was supposed to become significantly more interesting but that aspect is still pretty weak right now.
Some will be resistant to changes but I would guess that many would welcome some more 'meaty' additions to the game. Yes, adding new rewards would make the game easier but the game could be made more difficult in other ways. I still believe that more elements could be added without giving the player too much to do. Some people are overwhelmed already but for them there is slow pace and the no stress option. Besides adding new content, the game could definitely benefit some UI improvements and a balance overhaul. |
#4
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![]() I don't regret purchasing the expansion, but on the other hand I don't feel I would have missed out on anything if I hadn't.
A couple of posts have echoed my thoughts on the townspeople: I just really don't give a crap about them. If anything, I find them irritating and despise their laziness. Do you recall Sir Galahad's quest to exterminate Camelot's rat infestation? Or Gandalf's epic race to mine gold for Thorin because he was too lazy? And who can forget Drizzt's harrowing journey to deliver flowers to his grandmother. I like the new town quests because they're different, but they're hardly heroic. So many quests involve doing somebody's job for them (Help the armoursmith build special armour, help the miner mine, etc.) the expansion should really be called Din's Butler: Menial Labor. What would make the expansion more interesting to me is if townspeople seemed to have lives of their own instead of always whining for me to solve their problems (e.g. townspeople donating to other starving townspeople; or the mining quests were changed to escort the miner to the vein and protect him as he mines, etc.) I guess I should say, I like the concept of the menial town quests, but I want a reason to care and want to help them. Other ideas: Instead of a simple pithy, "I am sorry you died" how about they escort me and help retrieve my Soulstone? If the townspeople also joined in stamping out the infestation instead of just standing there as the bugs crawl over their feet. |
#5
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![]() Quote:
As long as the newer additions add to the depth of customization, while maintaining the super-replayable (read: random) theme, I'm on the bandwagon too.
__________________
Fiesher— Hardcore Mode Fanatic? Rei's Vengeance (Necromancer/Healer) Lvl 36 -Active- Storm Girl (Ice Mage/Sorcerer) Lvl 29 -Active- Lu Zhi Shen(Assassin/Ice Mage) Lvl 12 -Inactive- Latest Deaths (R.I.P.) Med Iced Milo(Rogue) Lvl 34 -Deceased- (Killed by a Shock Rylor, aided by explosive barrels nearby in the cavern) |
#6
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#7
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![]() Quote:
But... its because the game play is so great and the fact the UI is bearable is why we all still love and play Din's! |
#8
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![]() I actually think the UI is very user-friendly. Sure it's not perfect but aside from some minor quibbles, it's much more streamlined than many other ARPGs I've played and very easy to figure out and use.
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#9
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![]() The NPC UI is pretty bad, since there are now about 12 buttons and in most cases the player only wants to use two. 'Talk' could be made more useful if NPCs could give you hints about other NPCs (traitors etc).
The idea of having 'reverse towns' around monster bosses is pretty neat, but I'm not sure it needs an extra level of its own. If the bosses are allowed to change the level they're deployed on, move deeper if they feel threatened, store loot they need for plots, add traps, guards etc I think you'd get a similar effect without needing to branch it off. I don't mind that the bosses are currently just kind of chilling out in corridors, but I can see the scope for adding interactions with the map - especially the 'raid' idea of messing up the boss's guards/loots/preparations/etc. |
#10
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![]() Quote:
I know if I was an all-might powerful boss that commanded a legion of followers I would use those followers to create myself a place to call my own - to better organize, defend myself, and finally create total destruction on the town... without having to worry about all the ruckus going on outside in the dungeon. Kill the boss, not just because he'll send invasions or make nasty machines... he'll create a lair that will make killing him even that much more difficult. It is just further progression for the "leveling" of the monsters and a way to introduce new quests, a change in scenery, and perhaps other mechanics down the road. |
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