Din's Legacy

Din's Legacy

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Mr Fantastic Sep 17, 2018 @ 5:21pm
Din's curse was the best
I've played a s***ton of hours in Din's curse, it was unique and great. It reminded me of some other games out there with the same town system, delve into dungeons type of thing, but they got the pace the challenge just right, it was a lot of fun.

The space game and the other with warring guilds or whatever, felt different in a bad way, a big regression from the master piece that Din's curse was.

I hope you dudes can make Din's legacy with the same standard as Din's curse, and will be great if you can step up the graphics a little bit. New games are supposed to improve a litte in all aspects.

I believe in you guys, Soldak rules!!! Don't let us down though ;)
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Showing 1-15 of 27 comments
BrianRubin Sep 17, 2018 @ 5:27pm 
I think you'll be quite happy.
Stardog765 Sep 17, 2018 @ 7:05pm 
Ya I have the same thoughts about Din's Curse being THE game for these guys for just reasons you said.

I havent played this one much yet but its totally Din's Curse but newer and deeper.
I like Din's curse too, but I like the idea of the bigger worlds seen with Zombasite, at least in the sense that there are all these narratives and stories developing around you without your input.

The pacing of it all is tricky though, and the larning curve is steep. One minute, you fine, the next the local bullies are out killin' your allies and then come stomping at your door. Din's Curse let's the makes the narrative easier to follow by letting you focus on just one Town.

Stardog765 Sep 17, 2018 @ 8:24pm 
I believe this one is supposed to be a larger world Din's Curse with more out there going on but I could have misunderstood that.
Mr Deanster Sep 18, 2018 @ 12:11am 
The new game is amazing with lots of random starting scenarios, the game is much harder too. Love the mutations even the bad ones, i play the game HC and died a few times already. :)
ValkyrieMoon Sep 18, 2018 @ 2:46am 
I like Dins Curse of course, Droz Op is still my fav all time. Zombisite is amazing and this looks to be up there as well so far. OK, as you can see I am a fan to all their games haha.
Mr Fantastic Sep 18, 2018 @ 10:18am 
I felt that zombasite was quite erratic, not really hard to learn, but exploration felt bothersome, and events were all over the place. All the territories being divided in squares didn't help either. Maybe if there was a better teleport system and the map looked more like a landscape. Some enemy bosses who did nothing and had no items, were outright OP and took ages to kill. Enemies and mobs had way too much life, and events popped up way too fast. Maybe with a few tweaks the game would have been more enjoyable.

Maybe the graphics are to blame as well, we should be seeing an improvement since Dins curse. I somehow still feel like Din's curse visuals were also superior to zombasite which is kinda awkward.

Cthulhu Fhtagn! Sep 18, 2018 @ 6:23pm 
Originally posted by Cesar:
I felt that zombasite was quite erratic, not really hard to learn, but exploration felt bothersome, and events were all over the place. All the territories being divided in squares didn't help either. Maybe if there was a better teleport system and the map looked more like a landscape. Some enemy bosses who did nothing and had no items, were outright OP and took ages to kill. Enemies and mobs had way too much life, and events popped up way too fast. Maybe with a few tweaks the game would have been more enjoyable.

Maybe the graphics are to blame as well, we should be seeing an improvement since Dins curse. I somehow still feel like Din's curse visuals were also superior to zombasite which is kinda awkward.
The territories being divided into squares goes back to Depths of Peril, which also had an infinite-use teleport stone that created a portal.
Mr Fantastic Sep 28, 2018 @ 7:36am 
I'd rather go back and play din's curse than play this game. Hope they can change this to resemble more the pace and feeling from Dins's curse.
Darkness Sep 28, 2018 @ 7:59am 
Originally posted by Cthulhu Fhtagn!:
...which also had an infinite-use teleport stone that created a portal.
Whoa, that I didn't knew.

I feel like Soldak games have amazing randomness, but sticks to really old mechanics, like limiting the player too much (as in teleporting home), or making too much chores (returning to sell or breaking junk items, repair items when they break, buy potions or whatever) that basically breaks the pacing you want to keep.

I'm aware they made the teleport stone a "in case of emergency break the glass", so that when you get attacked you have do decide if you must return to a previous gate, look for a new gate nearby, or return, otherwise town invasions would be too trivial.

Still, I'd rather allow the player to return anytime he wants, but he maybe should be "rewarded" for not using the teleport (so like, for every 1 minute in combat without using the portal, you get a stackable buff of magic find, for example).

Anyway, really dig Soldak games ever since Din's Curse, but it kills me how old they feel to play, and I certainly dream one day they'll feel like a modern game, with better accessibility and easier-to-get-in systems, joystick support, and mainly rewarding the player for playing the way it's intended, instead of punishing for not playing as intended.

Originally posted by Cesar:
I'd rather go back and play din's curse than play this game. Hope they can change this to resemble more the pace and feeling from Dins's curse.
The pacing is really unstable here, looks like each scenario has its own settings and pretty much ignore what you set in the world generation. Not to mention level oddities, like dungeon level 1 having enemies level 8 so you hit a spike and die too much, where the next floor has enemies level 3 and it's a breeze, boring and unrewarding.

Again, I think it's time the enemies are always your level, at least as a setting, would fix all these spikes. If you want to have a tough part, no need to make enemies higher level, just make more champions and bosses there!


* Hoping Shadow considers my suggestions to make Soldak games great again *

* Hoping even harder for Drox Operative 2 where you land on planets and becomes a Din's Curse dungeon along with space combat, I'd probably play that until I died *
Last edited by Darkness; Sep 28, 2018 @ 8:03am
treborx555 Sep 28, 2018 @ 10:05am 
At least you can mod soldak games. If you don't like how diablo 3/POE plays, you can go eff yourself. But in din's legacy you can probably mod it easily.

My only issue with the games are graphics and sound effects. Sometimes sound effects get really annoying, like traps, monster yells, spell attacks..
bun Sep 29, 2018 @ 5:16am 
Somehow din's curse is direct and keep the pace fast. teleport is right at door step to any floor.
Gameplay is solid. Dont have to explore the open world land which is boring compare to din curse dungeon.

What i find with open world games is, they just drag the pace thats all, by making the map huge and allow u to walk more, doesnt mean the game is good.

Din curse is solid, u teleport to the place u need to be, skip the walking and enter the floor.
Every floor look different.

Actually i was just hoping for dlcs for din cursed and a revamp in graphics.
dlc could be to teleport to a land instead of dungeon.
The open world part i wasnt interested at all. messy to me.
PVP mode for end game.
Magic projectiles or arrows, dont like them homing.

Din curse get the job done instead of dragging the game to walk around.
The quest is just x to y. But with open world, is just a waste of time.

hope this game doesn't disappoint.
Last edited by bun; Sep 29, 2018 @ 5:24am
Darkness Sep 29, 2018 @ 6:20am 
I actually thought yesterday the dev should balance this game like this: for now, avoid all "multiple scenarios" the game have - they're way too much, and just makes things harder to balance.

I believe the dev should make one scenario exactly like Din's Curse: one town, one dungeon, lots of quests. Call it like "Town Savior" or whatever. Balance it exactly like Din's Curse was balanced, since it worked much better than this is working.

One it's fine tuned, start developing other scenarios, one by one, making them fun, challenging and balanced, and of course, put a Scenario selection on the world creation, since if someone JUST wants to keep playing a "Din's Curse 2", they should be able to.
Fulano Sep 29, 2018 @ 9:52am 
Originally posted by Cesar:
I'd rather go back and play din's curse than play this game. Hope they can change this to resemble more the pace and feeling from Dins's curse.
I agree with Darkness, I think it's well on it's way to becoming Din's Curse 2, but still in very alpha-being-torn-away-from-zombasite mode. But at the rate the Dev is patching up everything I bet that won't take long to fix.
Originally posted by Fulano:
I agree with Darkness, I think it's well on it's way to becoming Din's Curse 2, but still in very alpha-being-torn-away-from-zombasite mode. But at the rate the Dev is patching up everything I bet that won't take long to fix.

I hope so, but it's hard to know what direction Soldak is wanting to take it. I didn't end up playing very much Zombasite (despite getting the expansion, too) because it was just way too overwhelming and difficult -- I really hope Din's Legacy ends up being more laid-back, because right this moment it's a little similar, despite not having some of the really stressful stuff like clan management.

I hate to say it, but I've been kind of losing motivation to play DL lately because it's just so dang hard and stressful, haha. An issue I had with Zombasite (and now DL) is that I don't feel like I have very much agency -- the game can and will roll parameters that end up being impossible for my character, and there's not really anything I can do about it.

That happened a bit in DC, but here there's so many factors -- like the sheer number of quests in some scenarios, the frequency of monster promotion, how the availability of potions is heavily dependent on luck -- that contribute to the overall direction: the game just tends to create unwinnable situations and there's nothing you can really do about it. They aren't really bugs either, it's just like... the core game design.

I wish it was more of a priority to address how overwhelming and stressful it can be -- it seems to be a really common complaint. The most helpful review for Zombasite (currently, anyway) says this:

If you complete a quest and accidentally cause an avatar of an evil god to spawn, an avatar that can kill you in one, maybe two hits, you're... kind of screwed. There's no counterplay. If you want to adventure in a level 12 area but the game has spawned a team of five level 17 named monsters, you're... kind of screwed. I guess you just don't go there anymore. Except maybe you have to. If an enemy clan raids yours with a strike team of a dozen enemies five levels higher than you and the average level of your clan mates, you're... kind of screwed. You can't fight them.

Din's Legacy still... has this going on. And I get it if that's just how it's supposed to be, but it's unfortunate in that case because it's... just not fun to me. I really hope it gets addressed at some point, but I think it'd take some big changes.
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Date Posted: Sep 17, 2018 @ 5:21pm
Posts: 27