I like the new door opening scene it groups everyone and there is no speeders taking advantage of someone gathering coin and not paying attention. no advantages.
also a good barrier point
I like the new door opening scene it groups everyone and there is no speeders taking advantage of someone gathering coin and not paying attention. no advantages.
also a good barrier point
that I'll get the door scene but it just ends up being the same as the original route. I am not sure if I'm just remembering wrong or if it's just toying with me.
I have noticed this as well.....
Theoretically yes...
Technically no, due to 2 of the issues I hinted at above. Without getting into the details...
So maybe we can speed up the process if you just told us what you like about working with Frostbite?
I jest of course. I don't know the first thing about game design, and I'm sure you guys make the professional decisions that make the most sense at the time they emerge. I was just following the lead of some of your colleagues, who blame explain most limitations or awkward phenomena with having to work with this ominous new engine's quirks.
I love to read Graham talk about level design. As someone interested in game design it's great to hear the thought process.
I like the mix up idea. It seems from what I've seen that I'll get the door scene but it just ends up being the same as the original route. I am not sure if I'm just remembering wrong or if it's just toying with me.
Agreed on both counts. Even though I am not into game design per se, I am curious about... well, anything.
I too got the feeling that it loaded the exact zone I was expecting it to, despite the cool intro camera. At least I am less certain I'm just deluding myself now.
A pillars of eternity style 15 level dungeon with a honking big dragon at the end could be kind of cool...
Some real old school hardcore dungeon crawling, where a "map" takes up a whole slow Sunday evening? Multiple bosses that make you dread every attack beforehandedly, like The Butcher in the original Diablo?
I would never have believed I'd once say this, but bloody hell, sign me up.
Please make this happen somehow.
It would theoretically be possible for the full normal route (1,2,3,4,5) to be randomly selected, but those should be disabled on the server already. I know last night I had a route chosen that started with the normal zone 1, but by the time the second zone was opened the order was definitely different than normal.
The normal zones 12345 without transitions are not disabled, for reasons.
We have only unlocked the 1 X X X 5 routes so far, next week comes 2 X X X 5.
Exciting!
Okay, Luka.
Maybe one of the random routes will be go through that cave with the glowing lichen. I think it was west of Ferelden...
Maybe one of the random routes will be go through that cave with the glowing lichen. I think it was west of Ferelden...
Everything is west of Ferelden.
... Or variable zone length dungeons...
I've been thinking about this for the whole day and it still doesn't make any sense ![]()
Does anyone have an idea of what this means?
BiowerMasika pls ![]()
I've been thinking about this for the whole day and it still doesn't make any sense
Does anyone have an idea of what this means?
Bio
werMasika pls
I think he means that certain dungeons will have more than, or less than, five zones.
I've been thinking about this for the whole day and it still doesn't make any sense
Does anyone have an idea of what this means?
Bio
werMasika pls
I guess it would mean a new type of route that's made up of sticking 2 or more normal routes together.
EDIT: Though I guess someone else posting a totally different idea for what it means shows that maybe we should wait for an offical one.
I think he means that certain dungeons will have more than, or less than, five zones.
More than 5 waves on the current maps would inevitably involve repeating some zones, which is lame..
I guess it would mean a new type of route that's made up of sticking 2 or more normal routes together.
EDIT: Though I guess someone else posting a totally different idea for what it means shows that maybe we should wait for an offical one.
Biomasika said the tech for "stitching" zones between airlocks doesn't exist, so the only alternative I see to "stitching" would be to teleport users between zones by bypassing the font room (?)
We really need more hints here. "Zone length" is extremely ambiguous! Is it the number of waves, or the actual length of the area? If interpreted as a variable number of waves then it could be a definitive hint to horde mode!
I've been thinking about this for the whole day and it still doesn't make any sense
Does anyone have an idea of what this means?
Bio
werMasika pls
LOL
Just to make sure there is no misunderstanding...
IF we had been able to build the fully randomized dungeons that I had originally wanted, then it would have been possible to create dungeons that consisted of varying lengths (number of zones). One of the early ideas for the difficulties would have adjusted the number of zones per difficulty:
Routine: 5 zones
Threatening: 7 zones
Perilous: 9 zones
Theoretically, since we ended up with 20 something zones per destination we could have had dungeons with that many zones, or even infinite length dungeons if we repeated zones. I believe someone on this thread mentioned the idea of checkpoints at different airlocks where each player could choose to leave (with accumulated rewards) or stay to try for more loot. This was in line with the original concept.
BUT sadly we weren't able to do this:(
snip
Gotcha. I think you need to be more careful with the usage of :bandit (Luke mastered the use of it) ![]()
Could the current tech still allow for an infinite length dungeon such as an Arena mode? This wouldn't involve spawning zones but rather repeating a single zone forever, therefore allowing for an infinite number of waves? This isn't exclusive to Arena mode but could work with Horde mode or any variations as well
I know it won't be done, but still!
I think it would be cool to lock certain zones behind a class door. So at the airlock, you have the normal door, but also a warrior door might be there and instead of going to the zone you were going to before, hit a different zone all together. Maybe even making the class locked zone have something special (extra enemies, slight bump in difficulty or treasure).
It sounds like such a thing can't be done with the current set up but like to hope it would be possible in the future. Unless like you are hinting at, is an insurmountable technical limitation.
Not sure if anyone else made a similar comment but is so I'm sorry for the duplication.
I know we all like to keep our games as realistic as possible despite being in a fantasy world, but I kind of like the thought of this random map thing causing us to bounce between all 3 original maps. So you start in Chateau, then jump to Ruins, then to Tevinter, and then who knows for wave 5. I know the story would be messed up as you are unit on a mission at a certain place, but just for those of us who have grinder the heck out of these maps, it would be cool to really not know which map could be next and even better also random factions as well...
Maybe this is better off as a selectable game mode thing, but I think a good portion of the die-hard player base would enjoy this, maybe even try it as a week long challenge or punishment.
Not sure if anyone else made a similar comment but is so I'm sorry for the duplication.
I know we all like to keep our games as realistic as possible despite being in a fantasy world, but I kind of like the thought of this random map thing causing us to bounce between all 3 original maps. So you start in Chateau, then jump to Ruins, then to Tevinter, and then who knows for wave 5. I know the story would be messed up as you are unit on a mission at a certain place, but just for those of us who have grinder the heck out of these maps, it would be cool to really not know which map could be next and even better also random factions as well...
Maybe this is better off as a selectable game mode thing, but I think a good portion of the die-hard player base would enjoy this, maybe even try it as a week long challenge or punishment.
Biomasika has mentioned several times that this isn't possible with the current tech
OK. Having played it now, I'm sold.
I still know the zones forwards and backwards but it isn't half bad when you get a zone you didn't expect.
Some times I get it with the door scene; sometimes I don't. Only occasionally when I've gotten the door scene are the zones in random order. Granted, I'm not a power player and just play a little each day but those are my early observations.
Some times I get it with the door scene; sometimes I don't. Only occasionally when I've gotten the door scene are the zones in random order. Granted, I'm not a power player and just play a little each day but those are my early observations.
Same experience as I have had so far.
They do fall, we just took away any damage in that moment. Some levels are at a different height, so sometimes they "fall" into the teleport.
Also, the original routes are still there so every now and then you'll get them with no transition.
BUG REPORT
I've just had a session where my char DID take damage when going through the airlock. In case it is relevant, I was not running through the health point room but standing back waiting to be teleported. Dropped down to the lowest bar of health.
System: PC Location: Zone 5 Orlesian Chateau
Modifié par mfr001, 30 juillet 2015 - 03:50 .