My expectations before buying DotE were that the game would feature directly controlable Heroes through wasd keys with active abilities. When they meet the survivors, and see that they have valuable cargo (the Crystal) that's also attracting monsters, what would they do? Go back through the areas they just ran through, knowing the mobs were swarming after them that way? Or would they try for an alternate route to get back to the surface? So you got this response team gunning their way down and attracting bunches of mob attention. Monster numbers, speed, and damage could be increased at this point, since the teams can now work together. On the way back out, after they meet in the middle, they could be required to take a different route due to a cave in or some other catastrophe (as an excuse to generate new levels). Their strategy will be about laying traps and flares to create chokepoints and cover their rear/flanks. They don't have the ability to power rooms and, as such, they are getting constant large monster waves with no automated defenses. I would suggest that, on the way down, the response team is simply defending themselves. Dungeon-crawling and defending your crystal with a group of buddies in a beautiful, deadly, and never-ending dungeon will definitely be something to brag about on the store page! I believe this game can become a prime example of Co-Op with friends done right. Plus this would allow for heroes to balance more and level equally.ġ0.) Big boss creatures spawning in along with randomized events will certainly add twists to every play-through. (this is especially punishing in later floors, since they will have to level quick or die)Ĩ.) With four people exploring the dungeon, more doors can be opened at a much faster rate, which can lead to frantic situations when two (or even all four) heroes open doors with swarms of creatures awaiting them.ĩ.) Food should not be shared, since if it is shared there will always be the player who uses it on himself/herself when an ally needs it more. If a player finds an item, however, only they receive it.ĥ.) It should be the exact same gameplay as it is in single player.Ħ.) Should a player's hero die in four player, they should just have to wait until the other players recruit another hero found in a dungeon. (With two players being a decent-sized, mid-difficulty dungeon and four being much more vast and difficult)Ĥ.) If a player finds a blue-print, it is shared with everyone. If four players Each gets one random hero.Ģ.) The amount of players = The bigger and more difficult the dungeon becomes. If two players each starts with one random hero and can recruit one more additional hero per person. Here's a simpler (more comprehensible) version of my idea (stated on page 2).ġ.) Two to Four players. I still stand by my idea (while the Response Team concept is neat, I feel it kinda gets too far off from the point of DotE).
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