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iryan wrote:
Dulac wrote:

I think updates on gameplay would be much better. There has been a lot of progress done in ARPGs since DS2's release that wouldn't be too difficult to implement. One combat aspect I like in D3 (where I've been for awhile) is the affixes elite monsters have. D3 randomizes the affixes that elite monsters have that offer interesting encounters such as plague (the monster surrounds the ground with poison that damages the character).

I agree with you and that would be a great addition as well. Randomizing and differences between monsters make a great difference. Having random abilities for minibosses would be great but unfortunately I wouldn't know how to implement something like that.

It's a shame that GPG actually went into reverse with this. Instead of more variety they went with less and hoped we wouldn't notice. For example in DS1 you could randomize what weapons and armor the skeleton mercenaries used in the pcontent block. In DS2 that functionality has been stripped out (at least I can't get it working).

One interesting thing that I noticed in the core template is that GPH must have been experimenting with at least randomizing the size of actors, even if nothing else because there's commented out lines for making the scale_base random through MakeVector (Math.RandomFloat (0.95, 1.05) which would make actors have a 10% size difference. Would be interesting if it worked for at least some monsters.

I don't know how to do this either, but it would be awesome.