Hardcore mode and difficulty levels
Re: Hardcore mode and difficulty levels
Isn't it, I was very interested myself.
What a lot of Secrets eh! The Treasures sound good to!
Daniel.
What a lot of Secrets eh! The Treasures sound good to!
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
- Blade Runner
- Posts: 24
- Joined: Thu Mar 29, 2012 4:52 pm
Re: Hardcore mode and difficulty levels
Personally, I love achievements when they reflect accomplishing something unusual or thinking out-side-of the box; though I usually despise outrageous requirements for earning an achievement. I think for many people incorporating achievements into the game also gives a sense that you need to earn every achievement in order to complete 100% of the game. Whereas, when seeing your stats you are either competing against yourself or against selected members of the online community.Sol_HSA wrote:Hm.. People love stats but hate achievements. Interesting.
One of the reasons I am interested in the Steam version of LoG is to see and earn the achievements designed into the game.
Re: Hardcore mode and difficulty levels
Sol_HSA wrote:Hm.. People love stats but hate achievements. Interesting.
SpoilerShow
Y'know, stats is like masturbating over a picture of oneself, but achievements is like coming into other peoples' faces !
YOU NOW PROSSESS DRACULA'S RIB!
Re: Hardcore mode and difficulty levels
TΛPETRVE wrote:Sol_HSA wrote:Hm.. People love stats but hate achievements. Interesting.SpoilerShowY'know, stats is like masturbating over a picture of oneself, but achievements is like coming into other peoples' faces !
That's an interesting take on the situation. I'll have to remember that analogy for future reference.
- Blade Runner
- Posts: 24
- Joined: Thu Mar 29, 2012 4:52 pm
Re: Hardcore mode and difficulty levels
Crude, but accurately and succinctly put.TΛPETRVE wrote:SpoilerShowY'know, stats is like masturbating over a picture of oneself, but achievements is like coming into other peoples' faces !
Re: Hardcore mode and difficulty levels
@all: start emails after breakfast on april 11thpetri wrote:Permadeath should be pretty easy to implement so it seems very likely we're going to add it to the game. Just remind me please some time after launch
@petri you should definitely add a permadeath highscore list for all survivors!
...and all shall be well!
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Re: Hardcore mode and difficulty levels
I joined this forum to ask this very question and it doesn't surprise me at all that someone already asked for me.
I think it's a serious misstep to not include a permadeath feature. Another feature that I think should be implemented is a mode of play that randomizes the levels. I can't tell you how many hours I spent playing the old D&D CRPG Dungeon Hack and I played it exclusively in hardcore mode. The game even had a highscore list. I still play Dungeon Hack to this day.
With an online highscore list and the above mentioned features, I have a feeling this game would be an instant classic with infinite replayability. I'm an avid roguelike player and I'm sure others of my ilk would be thrilled to play this game with permadeath and randomized dungeons.
I think it's a serious misstep to not include a permadeath feature. Another feature that I think should be implemented is a mode of play that randomizes the levels. I can't tell you how many hours I spent playing the old D&D CRPG Dungeon Hack and I played it exclusively in hardcore mode. The game even had a highscore list. I still play Dungeon Hack to this day.
With an online highscore list and the above mentioned features, I have a feeling this game would be an instant classic with infinite replayability. I'm an avid roguelike player and I'm sure others of my ilk would be thrilled to play this game with permadeath and randomized dungeons.
- Jack Dandy
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- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: Hardcore mode and difficulty levels
Roguelikes are great, bro.ClawlessVictory wrote:stuff
However, randomly-generated levels simply can't capture the feeling and atmosphere of a well-designed, hand-made dungeon with carefully planned puzzles and traps, which is what we have here.
Personally, I'm looking forward to the challenges they have prepared for us with this game. They've already said they got some plans in mind for a Roguelike-mode in the future.
- Nachtfischer
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Re: Hardcore mode and difficulty levels
True. But if there's permadeath only random content makes sense. Randomness and permanent failure in combination just go very well together, give you something new every playthrough (when done right) and don't frustrate you that much. It would be a pain having to crawl through the same levels, same puzzles, just all the fixed stuff over and over again after dying. It even bothers me already in Tales of Maj'Eyal sometimes (that's a roguelike, in which dungeons are randomly genreated but the overworld is fixed).Jack Dandy wrote:However, randomly-generated levels simply can't capture the feeling and atmosphere of a well-designed, hand-made dungeon with carefully planned puzzles and traps, which is what we have here.
Re: Hardcore mode and difficulty levels
I would really like permadeath as well :D:D
*She looks the corpse. A trail of blood leads away from it into the darkness. The body itself is a grotesquely misshapen husk now, the eyes sunk into the skull, the lips drawn back to expose the gums. A ghostly sight.
-Hellraiser (1987)- by Clive Barker.
-Hellraiser (1987)- by Clive Barker.