@ICryCauseImEmo said:
@gamefreak9 said:
@ICryCauseImEmo said:
@gamefreak9 said:
I predict this game will be ridiculously imbalanced! Its commendable that its two guys... but no Indie RPG has ever been balanced... Its funny that people want an "action" rpg but then want intricate leveling systems... because it can't be done well... unless your a massive team... You just can't make a game actiony AND deep... I mean I thought Kingdoms of Amalur didn't do terribly at that... but its like one of the FEW.
imbalanced in terms of what? Kingdoms of Amalur is a completely different game style, and not to mention an extremely boring game where you got so powerful you just spammed buttons. It was dull.
Don't take this at all as an insult, just curious can you explain how you feel it's imbalanced a little more?
why would I be insulted? Actually the reason why Kingdoms of Amalur pulled off balance is because all classes were OP so you could feel super powerful no matter what you did... which means you had REAL choice. Imbalance to me means that not all builds are (approximately) equal. So what your seeing as "choice" is actually just a huge puzzle to solve and optimize to find out which build is really the best. In Neverwinternights 2 launch, the first couple of days you saw all sorts of classes and mixes online... but after like 2 weeks people figured out which class combos and skills mixed best and only did those... so although there were like... over 10 classes and you could mix 3 or 4 of them into one character... it really just winded up to finding the 2-3 builds that were viable.... and since online mods were optimized to be of good difficulty, you could literally only play those if you played one of the few builds... I imagine Grim Dawn won't have online but that just means the Imbalance won't be as obvious.
Point is the only way you have real choice in RPG's is either if balance is perfect or the game is too easy. Since they are trying to make this game for hardcore rpg fans, it probably won't be easy... so it will be imbalanced.
That certainly clears things up for me. I can't really speak much truth about it, but I think the best way to start would be Titan Quest. I'm not sure if you ever played it however there were maybe 8 or 9 classes? At level 10 you chose a second which tree to go into. Ultimately having 6 trees to branch off into. The thing with Titan Quest was the amount of combinations, yes there where some classes more powerful than others but the gear really helped make that possible. I highly doubt it will be anything like Amalur considering as I stated before that game was just way to easy to begin with and the whole point of the game was to feel like a bad ass.
There will most likely be multiplayer along the same lines as what Titan Quest had considering they are using the same engine with revisions they've made. Also while only being 2 guys they've worked with the engine and style of game for close to 6-8 years, so i'm sure they can balance it into something tolerable. Perfect most likely not, considering almost zero games have perfect balance these days because everyone wants to feel like a god. Also in Titan Quest they stated the game was to easy they where forced to dumb down the difficulty in Grim Dawn that wont happen or at least they state it will be much more of a rewarding hard experience. Added with the fact there will be cool downs on potions unlike in the first one where you could down unlimited potions.
Everyone has their own opinion and I guess we'll have to wait and see how things play out, the multiplayer will certainly not be something crazy however will add some spice to the game for those willing to play with friends. Id imagine the optimized builds will come out eventually once people start to test and look for them, however it depends on your play style if you are actively looking for the uber class or experimenting yourself.
EDIT: Their website holds a vault of knowledge on all these subjects, that's the beauty of Indies they actually listen ask question and get feed back.
http://www.grimdawn.com/
I absolutely love experimenting but when I have to spend like 30 hours on a game just to have 1 experiment that kind of ruins my love for it. Which is why I love the way D3 is made... you can truly experiment all you want at no penalty... in fact the more levels u get, the more to experiment with. In other RPGS your route is usually decided in the first 10 levels and if you deviate your character won't be very good.
I did play Titan quest... I did not like it... actually I found my build useless... I was only spending points on the tree to get to the high level spells as to not waste any point and ruin the build only to find out the build sucked... I think I was level 25 ish? too late to restart. The lighitning tree was absolutely terrible... also... it SEEMS like you have alot of choice but its just plain irrational to not have builds that use your existing attributes to the fullest. For instance if your going a build that has Intelligence as a primary attribute and boosts, it then you obviously want to branch off into another tree that ALSO uses intelligence, you could sacrifice damage for a little bit of survival capability sure... but either way that game was terribly imbalanced. Anyway's Grim Dawn sounds better, I will probably play it(if it gets acceptable ratings) i'm just saying, RPG's are not the way to go for Indy developers, especially if its action, the number crunching is MUCH harder... and most people can't even get the crunching right when it IS turn based... actually those people need better balancers... I don't understand how things work out as they do... the formula for end game DPS should be simple...
Also I think most RPG developers listen to their fans, I know Blizzard does... no other forums have such in depth Analysis from fans... actually more or less every update in D3 is a forum suggestion, its just that most fans don't spend time actually learning about why things were done the way they were and like to complain.
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