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https://www.youtube.com/watch?v=hXPgopFk07Q
It doesn't look super amazing, but it is nice to not see people jumping around like they've got springs on their shoes if nothing else.
Plus, these are assets from the asset shop, anyone can get them instantly and start making a game, why do you think dungeonborne had IDENTICAL assets in many places with only a minor tweaks?
-Not to mention there are far better ones out there then that.
The in-game sounds immediately annoyed me upon opening vod.
The resolution and shaders gave my eyes crabs.
The combat interactions look janky, while the slow pacing gives the illusion of fluidity.
The Field of view spacing is an improvement -partially due to it being 3rd person trash.
It's a mobile game. It looks like a mobile game.
I'm not sure why you were expecting it to look like anything other than a mobile game.
My biggest point to be made here is that there are elements in the title that Ironmace should strongly consider adding to DND Proper. If you disagree with this all, that is fine. It's your opinion as this all is my opinion (minus where facts are obvious). If you are strong about your opinion in disagreement that you have to voice it in a overly protective manner... touch grass. It is just a game that more people should really be able to enjoy as much as the hardcore folks.
finally someone who understands others are allowed to form opinions and have them and we can respect eachothers opinions and we are free to share them without being insulted and told "too much writing not reading that" on a forum with nothing but words.. Thank you.
I actually suggested a while ago to them that they make guilds that we can emote our crest. like the:
-Fishing guild
-mining guild
-Guardians Guild
-Bandits
-Hunters Guild
-Thieves Guild
-Bounty hunters Guild.
-Adventurers Guild
-Alchemy Guild
Each guild would hold its own merchant in the menus and you can build rep within them. it would be like the religions where you join one and are there for your character and are part of a collective group of other players within that guild.
You can pay probably somewhere like 500-1k coins to swap guilds every week or something. The thieves guild and bandits guild would be unique.
-The thieves would allow the player before entering the dungeon to select 2 Emblem crest emotes of any guild. For example they take mining and Fishing. they now can flash either of those two above their heads to other players if they want. but for other thieves guild members it has a red highlight around it (notifying them theyre both thieves.)
-Guardians cannot be copied and Guardians can see through counterfeit Guild emotes. They get penalties for attacking anyone whos not a Bounty hunter, Thieves Guild or Bandit member unless attacked first. They also have a regenerative shield that passively will pop onto them for 20% of max HP damage. (since they have to allow others to hit them first it makes the fights better)
-Bandits would be the bad guys free for all type of mentality. They can attack anyone and dont hide their outlaw ways. They would gain benefits/missions/progress for hunting Guardians.
-Bounty Hunters would bring in a new bounty system onto players that stacks up bounties on their head for kills until they get killed by a player. They can also get tokens to roll loot boxes for gear with the reward currency they collect. (lets for sake of example call it bone fragments) within their merchants shop.
-Adventurers Guild is a neutral Guild that is more Quest/lore/exploration focused on its missions/merchants themes. They can attack anyone with a small penalty/slap on the wrist type of thing within their guild (unless attacked by the player in the last 3 minutes similar to guardians) they are severely punished however if they kill one of their own guild members. (All guilds are pretty much)
The penalties for friendly kills of your own team members unless you're a wildcard guild like bandits/Bounty Hunters (who dont follow any rules and have a pirate like mentality of loose allegiance) will be steep and have a few warnings that then lead to the player being kicked out of that Guild for the remainder of the season if they continue to be penalized.
the other guilds would obviously have merchants and themes to what they are named for like
-fishing is fish/cooking/fish parts/scales etc.
-Mining would be blacksmithing and mining/pickaxe upgrades dwarf themed likely (and a dwarf skin that gives a chance for double ore drop on mining/ faster mining and gives more damage to pickaxe and allows it for a main weapon.) The merchant would also allow for building better pickaxes and custom building armors (think of how the gem sockets work currently)
-Alchemy would be potions/herbs/plants and so on themes.
They could adapt a valheim style food system too where eating a meal/food or drinking a potion provides a full 3 tier dungeon effect (similar to luck potions now) of various kinds. This would benefit the alchemy and fishing in the game too.
and some potion/food "seasonings" could even be powder minerals from mining too. Salt obviously, But gold powder, silver powder, iron powder, rubysilver powder, cobalt blue powder etc. Just as a little ingredient to keep mining a part of the consumable resources.
This whole system if it were done would not only allow for people to explore the dungeons together but add a level of DnD like interactions through microphones and so on. there would be a varying amount of morality people within each faction could have aswell.
For example there could be 4 people fishing a large room together after flashing their fishing emote. They're cautious but all seems well. But 1 of those was a theives Guild member flashing a fake. They can plan an ambush or quietly take someone out while their backs are turned and maybe the others wont notice, or maybe they will. Or if they do they could say that the one they took out was the one who attacked them and they just acted in self defense. Then they can move to the next one. Or a Guardian could come in and in voice ask everyone to flash their emotes to check... and the thieves Guild one could try to escape or be found out. Much more enjoyable interactions than kill on sight first person you see then get third partied, then they get third partied after third partying you.
IMO
Would be a really fun and cool system if they did. and would bring a lot of content/things into the game too.
turn in 50 looted green falchions to unlock a falchion on the weaponsmiths cycle. then you can move to blue, then purple and so on. And for each thing. including jewelry for the collector or treasurer. This would have the same concept as the loot boxes with the bounty hunter but more refined and you have to sacrifice many of an item to have access to goblin merchant style roll that color of gear/wep. But you can as many times as you want. Might pay off might not. it will prob cost 3x the sell value to buy tho.
(this would also allow/help ironman type of players build up their own armory instead of always relying on the market and other challenge type playstyles)
I really like the idea and think it would bring a more refined custom stock for each merchant rather than them having a green of every possible item players can fine tune it by building into it.
I forgot to mention the adventurers Guild would have their merchant have upgrades to their mini maps for purchase and stuff like extra carry capacity and so on. For example say they the first tier upgrade increases the radius of the fog of war revealed as they traverse the map, the next tier does more and then more and so on until capped out (or could keep it uncapped and just have that Guild get if they invest heavily a full chart of the map they're in.
They would also have unlocks for hotspots and such like maybe shrines/relics and Blue portals, red stairs or extracts if they unlock enough in certain trees and so on.
the other guilds would have them only for their respective guilds theme. So for example maybe alchemists have highlighted dots on their map of herb locations. Hunters animal locations to hunt/skin and get resources from. or fishing hot spots or ore and so on.
upon death each player should be able to drop their map in a new out of bounds type slot (its a 2x6 size and can be put on utility bars) These maps will show everything the dead player had discovered and any of their guilds resource hotspots.
so this could allow for example a rogue or bandit to kill a mining guild member. Then get coordinates to the ore locations if they pull up the map through the utility bar/torch/potion area. This can actually have them set up ambushes on other mining guild members or allow them to get the resources themselves. whichever they prefer.
The adventurers Guild should have unlocks within the merchant that automatically translates any players they killed's maps into their own automatically without having to look at it through utility bar. So for example if they killed a fishing Guild member their own personal mini map updates to show anything that dead player had access to/unlocked on their map/ revealed. Which expands their own map for the run.
oh and a solution to entering empty dungeons would be to check if mobs exist within the room every 10 minutes, if false have a new random batch spawn. (if no players are in it otherwise wait until players leave to spawn) same with chests/loot within it. cycle a new batch of chests after 10 minutes unless a players in it at the time, or just wait until they leave the rooms doorways.