Caution: Falling Objects!

Well I’d like to see ie. some spot (which by any means isn’t big) planted on a wall that’s targetable and destroyable only manually, that has the effect to bring down a bigger portion of that wall to unveil a cave or something. Make a crack in wall targetable part only.

That’s one way for letting the players to explore the world in more detail and let them discover new things that aren’t handed to you as “hidden-entrances” that are very obvious to spot (like a big boulder that is fully targetable and you destroy it almost accidentally) and you really can’t miss them at all.

I personally just want to be able to expand the exploring a bit, every hidden thing in TQ was so clearly visible and it didn’t require any extensive exploring at all to unlock every location the game had to offer.

Though I know it might be not so fun if they add areas that only minority of players are able to find and spend their resources on them. Although the replayability and finding new things should be a big selling point for this game anyway.

Even making just a little rooms with a chest and couple of mobs would suffice mostly. I’m just hardcore explorer and I like to be able to check out every nook and cranny thoroughly. :stuck_out_tongue:

This is truly amazing and something I did not expect! As mentioned before this will really add to the immersion aspect of the game.

Most of my questions have already been answered here but I just had one more small one.

I see that our hero in the screenshot is using a gun. Will melee heroes have no problem destroying something as high up as that arch, or will they only be able to reach things like doors and statues without the use of a special “jump” kind of skill.

Also some constructive criticism.

The texture on the broken part of the arch is not looking very good. The texture from the arch just seems to stretch around to fill in the broken portion. Maybe you will only really notice this with a screenshot since the action will typically be going too fast for you to even notice?

Keep up the amazing work!

These updates are really making me thankful I purchased the legendary version! I can’t wait for testing to commence!!

That is called programmer art. I chopped the arch up really quick to test the tech. None of the artists have had chance to touch it up yet.

:smiley:

I’ll get around to fixing that soon enough:)
B

so if theres a locked door can i just break it? instead of looking for the key?

This is a really nice feature!

But i have a question and a comment about falling damage.

Where does “character level” go in the equation for the energy of a falling object?


It sounds very silly if you ask me… The falling objects damage should never depend on the character level, nor should it increase with the game. The same wall should deal the same damage at the start and at the end of the game.

IMO it’s a very nice addition and could be used for more tactical aspects, like blocking the mobs path, for example.
I’m not saying to make this game respect every physics law, but please don’t make it’s damage scale with the character level or difficulty…

I’m impressed more and more as the months go by, this is looking awesome as always Crate! Grim Dawn’s gonna be so much fun!

…I suspect where theres destructable walls theres secret chambers behind filled with some nice loot?! :smiley:

Thanks for the updates and screenies, keep it up :smiley:

Great screenshot and great new feature. I don’t have any more to say about this for it is that awesome. :smiley:

My thoughts exactly.

TECHNOmancer

I really think we should get placeable bombs to blow up walls.^^

Anyone ever played Lufia 2: Rise of the Sinistrals? In one of the last duneons there was a nice puzzle where you had to place your bombs in a specific way to blow it open.^^

In fact, it would be disrespecting the laws of physics if the damage didn’t scale with character level. The reason for this is because as a character’s level increases, so too does their power/damage output.

Because of this, it can be easily proven using Newton’s Second Law and the concept of Momentum that objects would in fact deal higher damage to the enemies they come into contact with, after being flung their direction by a character of higher level.

Because if it doesn’t, then in later levels it will fail to be useful. And if this mechanic is only useful for the beginning of the game, what’s the point?

Fun > Realism

That doesn’t mean to disregard realism…but things should be balanced for gameplay otherwise they become pointless.

The object damage scaling to level is EXACTLY the same kind of thing as items scaling to level. In TQ the first sword you find is like 1/1000th as effecting as higher end swords…by the laws of physics that’s impossible. But it’s necessary for the feeling of progression and fun. Same thing with the falling objects.

I was referring to the “falling of objects” on mobs, as i thought it was what medierra was talking about, was it not?

If you are talking about the character throwing objects, then i agree it should scale with the character, as it is the character that is throwing it.

I really disagree that it should scale with the difficulty level… Even if it doesn’t scale, it can still be useful if, for example, it blocks, stuns, slows, disorients, blinds, pushes, etc.

Not every challenge has to be beaten with brute force, that’s how most games work and it’s a pitty not to have the option to do it differently.

“Fun > Realism” comparison isn’t valid imo. A game can have both, only one of those or none of those. They aren’t exclusive, even in this specific example.

I mean, what’s the point of pulling some mobs near a wall and kill them with the wall if you can just kill them? Or, what’s the point of being in a place where you can’t kill mobs except if you drop a wall on them?

Yes, falling objects is what I was referring to. And yes, it should scale with level otherwise it’s usefulness would diminish.

Keeping the damage static just so the game is compliant with newton’s law doesn’t really make much sense either. Technically a 5000lb piece of stone falling on anyone’s head would kill them INSTANTLY. But it’s a video game right? Where we can “level up” and gain “hit points”. In real life a single arrow to the chest would pretty much kill you…but in games like TQ obviously realism takes a back seat to fun and character progression.

So the mechanic here is using the environment as a weapon, why shouldn’t they make it so it’s stays useful through the game? For what reason?

I agree that characters in a game aren’t like normal people, their limits are much higher, that’s why the townsfolk in a game are slain (like normal people would) and the heroes slay all of the enemies one after another!

I already stated the reason they shouldn’t make it scale with the character level or with the difficulty.

Scaling with the difficulty wouldn’t be as bad as with the character level. I mean, scale the damage of a wall with the level?

I don’t like it a bit, but i’ll accept it as one of GD’s flaws if it has it like that.

I think it should scale with difficulty. If an entire arch falls on top of something, I would expect it to severely be hurt or killed. Just because the difficulty changes doesn’t mean a large rock smashing into someones FACE shouldn’t kill them.

Wow, things are really looking great!! Is it just me or are the zombies a lot more detailed than they were a short time ago?

Flesh Hulks: Yes!

Destructible objects: What’s the chance that a player could topple one of the many windmills that have graced the screen shots? (Please? PLEASE?!)

TECHNOmancer

Maybe something that scales better would be stun? Stun is always useful in any difficulty. But I still would prefer wicked damage from falling arches/objects.

Which in essence is the result of having the character level affect the damage, as obviously the monster level also is related to the character level.

So if a falling arch does 50% damage to a zombie when you are level 5 and the zombie is level 4, it will do the same amount of damage at a higher difficulty level where the character is level 48 and the zombie level 41 or so.

Not having the character level affect the damage would mean that early on even very strong monsters may be killed easily while later even the wimpiest (relatively speaking) monster would be virtually immune.

Besides, this is not about reality, last I checked there are no zombies in reality either :wink:

Cool! On that note I just have to compliment you on the textures. They all look really good! You are really nailing that gritty realism nail on the head!