Paweł Modliński

Ideas And Feature Requests For Hellraid Developers.

225 posts in this topic

Hi, I'm definitely buying Hellraid! Can't wait! The atmosphere looks very eerie and ominous, PERFECT! Dark fantasy, swords and sorcery is my most sought after genre. :)

Some ideas...

Complicated (full of twists and turns), extremely challenging, and L-O-N-G single player levels.

Please don't put the best levels in separate DLC's. Add them to the original game so there's lots of levels and it's a quality game!

Personally I feel Open World should be the stock standard these days. If you don't give this option during the single player campaign you absolutely MUST offer it after the game is finished so people have an incentive to keep playing. Free roam!

At least 3 Alternate Endings. So our choices have some consequences and impact the outcome of the game. Not every boss should be indiscriminately slaughtered, maybe a couple of them deserve a second chance?  :rolleyes:  But the choice is ours. Live by the sword, die skewered. ;)

Don't know what the level cap will be? But I think it should be at least 100. Possibly even more? I still play Dead Island Riptide regularly and if we could improve our characters beyond Level 70 I'd easily be past 250 now. Extensive character development imperative. If we max out a certain skill tree then an even further specialisation skill tree should become available, we should be able to improve to the point of Godlike powers, instead of hitting a dead-end and being unable to improve further.

Rewards for exceptional gameplay, like ultra-violence, skilled killing, fast reaction time, perfect score etc.

Every so often there should be missions with time limits. To defeat a boss, or escape danger, etc. It puts immense pressure on the player and makes the battle all the more problematic.

Inescapable situations. Make a stupid mistake and you pay for it with death, there's no way out, begin again, but begin with a disadvantage.

Considering that we'll be fighting hordes of undead, monsters, evil demons, there should be uninhibited graphic violence and gore! Decapitate an enemy and see their eyes rolling around and their tongue dangling out, chop a head in half so you see the brains (like in Blade 2), crush a skull (like an egg) into messy pulp, dissect a body in two--straight down the middle--guts spill out, rip out a beating heart and eat it  :lol:  vaporise a group of enemies so only their bones remain, dismemberment and disruption (tear a body apart akin to being drawn and quartered). The more sadistically gruesome the better! Exceptional violence is funny. It's one of the tricks great movie directors use.

Use a decapitated head of a demon as a weapon! The eyes cause damage or its roar or scream does? Or the heart of a demon as a weapon. Both Painkiller: Overdose and Shadow Warrior (2013) have this feature. I think it's cool and appropriate for Hellraid too. Or come up with something even better... ;)

Instead of a standard kick attack, how about a head butt or kick to the balls (more specific region).

Personally I'm a fan of bunnyhopping but it's probably unbefitting if you're wearing heavy steel plate armour. How about a considerable movement bonus (sprint) if you wear no armour? Manoeuvrability is CRUCIAL, as mentioned before: run and slide, climb, and jump. The ability to dodge, parry or roll with the punches would also fall under this category.

A few high quality cutscenes would be nice.

Some puzzles to traverse through an area, e.g. weight traps (floor traps), moving obstacles (so you have to jump from obstacle to obstacle or you fall and die), poisons (that affect your skills or vision), illusions (that make you attack something when there's really nothing there.) Think Takeshi's Castle or American Ninja. :ph34r:

Omnipotentus (overpowered) magic/spells! Specialisation in a certain element (fire, ice, electricity, earth, air, aether). A spell that crushes an enemy into a bleeding ball of flesh and broken bones. A spell that makes an enemy explode into a million pieces. A spell that lets you pick an enemy up and throw them away, or slam them head first into the ground. Telekinesis! Some type of special foresight or sense (see an enemy through a wall, see enemies weak spots that let you kill them much easier, see floor traps etc.) A spell to move quicker than the eye. B)

SECRETS! Secret areas in every mission! Secret levels (successfully complete a special achievement and unlock a secret level). Unusual and Odd Levels: other dimensions (into the space between spaces), under the influence (hallucinations and illusions), underwater, a misty realm in the sky and clouds, amongst the stars. Secretly hidden unique weapons and armour (that can't be crafted and can ONLY be obtained if you discover them, and vary their locations so they're not always in the same place in every play through, their location should be random every time.)

Quick Save function might be nice?

Multiplayer CO-OP.

Some people like memorabilia, an art book, soundtrack, some sort of souvenir.

What about a competition to win prizes?
 

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Some good suggestions there from a co-op/multiplayer point of view.

  1. When it comes to difficulty, it is something that we are working on now. I really like your idea about being able to “turn up†the difficulty of certain levels – it would add further replayability to the game. However, say you have three friends, and two of you are really good, but the other is just starting with Hellraid, how do you see the game “balancing†itself out?
  2. We want players to be able to show-off their hard-earned gear, so we will be looking into that.
  3. We are working on making the game as fun as possible for the co-op version. Those suggestions are really good as they would make the game experience more “organic†as you say. When it comes to co-op modes, are there any other ideas that you guys have?
  4. Once again, interesting idea there sniperyeti. Having an enemy “target lock†one specific player is certainly something worth having a look into. Apart from “no damage taken†from other enemies or enraging, do you guys see any other way this could be integrated? Also, if you were the one not being targeted, would you feel left out?

 

 

1. In regards to different skill levels between players, I can think of a couple of ways of accommodating this. I think the key issue is one of participation - the group should be able to pick a difficulty level they have agreed on, and issues will only really arise where content is too hard for lower level players to effectively participate in the co-op experience. If the group of friends is one who simply want to take a couple of high level characters into low level content and smash it all then balance shouldn't really be a problem - it's not what they're looking for. The only note of caution I would sound on that point is regarding matchmaking - you probably don't want to allow people to drag high level friends into public games and ruin the experience for others they don't know.

With the open skill tree, certain roles might allow for greater participation for players with lower gear than the level might require: a mage with disabling moves they can throw from the rear, or a pure-tank build who is going to do effectively no damage but is capable of surviving higher level content. By being lenient with re-spec opportunities you could encourage players to shift around figuring out what is most useful to play with their friends, as opposed to their favourite build for more level-appropriate content in single player, for example. On the other hand, you could try to encourage enemy 'packs' of mixed difficulty - having plenty of low level skeletons etc which even a low level player can usefully deal with, while tougher enemies are left to their higher level friends. This should leave everyone with an engaging way to participate. You've also mentioned environmental traps and effects several times in descriptions of the game. These could provide a source of effective participation which is not tied to gear or experience, and if important enough to the completion of a challenge should be taken as more than token participation (e.g. 'we need to drop this anvil on the leader at this exact moment to knock him out of the fight'). I think if a low level player has ways they can meaningfully contribute, enemies mixed into a melee which they can hope to fight, and the occasional moment where the focus is on their actions, the game should remain thoroughly enjoyable for them.

Finally, there's always the option of allowing players a number of characters tied to their account. Quite besides the above methods of ensuring participation, I would appreciate the potential to have a level 10 character I play with a certain friend, a separate level 30 character who I play with a bunch of others more into gaming, and my level 70 solo character who I play when no one else is on and represents far too much time sunk into the game.

 

3. In regards to co-op modes, it really sounds like you guys have everything covered - part of why we are so keen to get into this game. As I see it, the starting point for new players should be the story either solo or co-op, with the Arena serving as the main re-playable multiplayer component. The story mode should be where players are encouraged to head first, and can be a more controlled environment where they can learn the game, be introduced to all the major enemies, and earn some respectable gear. I think its important that players finish the story with a variety of customization and weapon options unlocked - they should be able to step out of the story into the multiplayer arena and maintain a sense of identity. The campaign should probably be replayable at higher and higher levels of difficulty with new gear available at each stage. In particular, I would love to see a 'Heroic Mode' campaign with everything dialed up to 11 for players who are really at the end-game, maybe with some of the major boss fights modified as well to be even more challenging and require real skill and co-operation to get past (that Boss who you used to just kite around the room is now in a chamber which is encircled by FIRE and the fire is SPREADING and you're all RUNNING OUT OF TIME). In terms of co-op 'modes' in the Arena as I see it the choice is either game-play modes tied to the maps or independently chosen. I think I'd prefer to have the modes tied to stages within the map, it would hopefully allow for more careful construction and balancing of each particular situation. I also like the sense of movement through the map this can provide even in a fixed arena setting. As an example: if we get the map 'Unpleasant Swamp' then I know wave 1 - 3 is just killing everything within a timer, waves 4 and 5 require us to collect objectives around the map as infinite enemies spawn, and wave 6 is the boss wave which requires the team to adopt a particular strategy. On the other hand, the map 'Arena of Untimely Death' is just 10 waves of increasingly difficult enemies. I think this allows for more mixing and matching of objectives and themes than selecting 'Map: Mountains of Madness; Gamemode: Time attack' and in combination with scaling difficulty will keep things fresher. This might be more of a personal preference thing however - the latter approach does give players more choice between games, there's just less variety within games as a consequence.

As a last point, I'd suggest that co-op game modes be balanced in such a way that equipment drops over time are fairly balanced between them - it's important to avoid a situation where players feel obligated to play a particular game mode (or worse, some players put pressure on others) because it's seen as 'better farming' or 'gets the best drops'. Better loot should be a reflection of time expended, difficulty and challenges overcome, rather than any 'strategy' undertaken by players to farm the most lucrative map/mode. This will be extremely important if monetized trading is allowed.

 

4. Ways a 'duelist enemy' could be integrated off the top of my head: 

 - Rage state, as mentioned before, as well as other forms of buff/debuff disincentives (e.g. armour boost for each player who hits it, calls for help and summons additional enemies for every player who hits it). This can be done in a way where it operates as a player strategy for that level: do we trust one person to take it down themselves or do we all just go for it and deal with the consequences (more enemies, harder boss fight, ?

 - Isolate players at a point in the wave: each must take a particular path (maybe to collect an objective, maybe to clear a level before a timer?) and each gets to fight his own duelist enemy alone before coming together in the final wave for the boss. This helpfully avoids the left out issue, though admittedly it does so by making the game less co-operative for that period.

 - Introduce objectives at the same time which require other players' attention: three players are required to take and hold a point (e.g. three levers within a room which mobs can shut off) while a 4th must get to a certain point (past the gate the levers open) and on their way encounter a duelist enemy.

 

In terms of players feeling 'left out', I think its all a matter of presentation and fairness. For sure, if only the warrior ever gets to fight a duel then the mages and rogues are going to get bored and irritated quickly. But if opportunities are evenly divided (although perhaps the more skilled/geared players should be chosen more often) and the fight is presented as something 'epic' and challenging then it could be an atmospheric and exciting part of a map. That's not to say it should be the only thing going on - this duel should be happening in the thick of a crowded fight in which all the players are involved. There's also the possibility that if the first player falls the second will have to step up to the plate, something which again can be presented in a very 'epic' light. These fights should be an achievement, the fact you can 1 v 1 that carefully designed enemy should say something about your individual skill as a player. I think if a fight of that type is added to the occasional map as a climax moment, no-one will begrudge others (especially their friends) if they step up and overcome the challenge in a very flashy way. 

 

 

Thanks for taking the time to reply to my initial post by the way, it's always encouraging to get feedback and positivity from game devs. 

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Couple questions and things.

 

1. Will there be throwing axes? Specifically axes.

 

2. Seeing as how there are no longer specific classes, how will your appearance be determined? Do you just customize your character at the start? Or will, say, investing more into Barbarian-ish skills cause your character to look more like that?

 

3. I'm curious about the loot system and how weapons and armor you find may vary. Will there be attributes and stats they can buff? Different kinds of damage dealt? Or will there be something special that will make them stand out completely as a rare item?

 

4. The Co-op is what I'm most looking forward to and I expect enemies will scale accordingly with the number of players. However I would really like it if instead of just piling extra health onto enemies, that you add more of them. Having even more mindless undead and deadly demons to kill is much better than everything being a damage sponge. 

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Hi, I'm definitely buying Hellraid! Can't wait! The atmosphere looks very eerie and ominous, PERFECT! Dark fantasy, swords and sorcery is my most sought after genre. :)

 

Some ideas...

 

Complicated (full of twists and turns), extremely challenging, and L-O-N-G single player levels.

 

Please don't put the best levels in separate DLC's. Add them to the original game so there's lots of levels and it's a quality game!

 

Personally I feel Open World should be the stock standard these days. If you don't give this option during the single player campaign you absolutely MUST offer it after the game is finished so people have an incentive to keep playing. Free roam!

 

At least 3 Alternate Endings. So our choices have some consequences and impact the outcome of the game. Not every boss should be indiscriminately slaughtered, maybe a couple of them deserve a second chance?  :rolleyes:  But the choice is ours. Live by the sword, die skewered. ;)

 

Don't know what the level cap will be? But I think it should be at least 100. Possibly even more? I still play Dead Island Riptide regularly and if we could improve our characters beyond Level 70 I'd easily be past 250 now. Extensive character development imperative. If we max out a certain skill tree then an even further specialisation skill tree should become available, we should be able to improve to the point of Godlike powers, instead of hitting a dead-end and being unable to improve further.

 

Rewards for exceptional gameplay, like ultra-violence, skilled killing, fast reaction time, perfect score etc.

 

Every so often there should be missions with time limits. To defeat a boss, or escape danger, etc. It puts immense pressure on the player and makes the battle all the more problematic.

 

Inescapable situations. Make a stupid mistake and you pay for it with death, there's no way out, begin again, but begin with a disadvantage.

 

Considering that we'll be fighting hordes of undead, monsters, evil demons, there should be uninhibited graphic violence and gore! Decapitate an enemy and see their eyes rolling around and their tongue dangling out, chop a head in half so you see the brains (like in Blade 2), crush a skull (like an egg) into messy pulp, dissect a body in two--straight down the middle--guts spill out, rip out a beating heart and eat it  :lol:  vaporise a group of enemies so only their bones remain, dismemberment and disruption (tear a body apart akin to being drawn and quartered). The more sadistically gruesome the better! Exceptional violence is funny. It's one of the tricks great movie directors use.

 

Use a decapitated head of a demon as a weapon! The eyes cause damage or its roar or scream does? Or the heart of a demon as a weapon. Both Painkiller: Overdose and Shadow Warrior (2013) have this feature. I think it's cool and appropriate for Hellraid too. Or come up with something even better... ;)

 

Instead of a standard kick attack, how about a head butt or kick to the balls (more specific region).

 

Personally I'm a fan of bunnyhopping but it's probably unbefitting if you're wearing heavy steel plate armour. How about a considerable movement bonus (sprint) if you wear no armour? Manoeuvrability is CRUCIAL, as mentioned before: run and slide, climb, and jump. The ability to dodge, parry or roll with the punches would also fall under this category.

 

A few high quality cutscenes would be nice.

 

Some puzzles to traverse through an area, e.g. weight traps (floor traps), moving obstacles (so you have to jump from obstacle to obstacle or you fall and die), poisons (that affect your skills or vision), illusions (that make you attack something when there's really nothing there.) Think Takeshi's Castle or American Ninja. :ph34r:

 

Omnipotentus (overpowered) magic/spells! Specialisation in a certain element (fire, ice, electricity, earth, air, aether). A spell that crushes an enemy into a bleeding ball of flesh and broken bones. A spell that makes an enemy explode into a million pieces. A spell that lets you pick an enemy up and throw them away, or slam them head first into the ground. Telekinesis! Some type of special foresight or sense (see an enemy through a wall, see enemies weak spots that let you kill them much easier, see floor traps etc.) A spell to move quicker than the eye. B)

 

SECRETS! Secret areas in every mission! Secret levels (successfully complete a special achievement and unlock a secret level). Unusual and Odd Levels: other dimensions (into the space between spaces), under the influence (hallucinations and illusions), underwater, a misty realm in the sky and clouds, amongst the stars. Secretly hidden unique weapons and armour (that can't be crafted and can ONLY be obtained if you discover them, and vary their locations so they're not always in the same place in every play through, their location should be random every time.)

 

Quick Save function might be nice?

 

Multiplayer CO-OP.

 

Some people like memorabilia, an art book, soundtrack, some sort of souvenir.

 

What about a competition to win prizes?

 

What you say here is rly out ot the scope I think. These are things taken from other games and no way they match in this game. You can't just pick the cool elements from all other games and put it into a new one. Thats just not game design works. Not to mention the immersion. Just think of it. Hellraid is not an arcade super fast shoot em up game. e.g. Bulletstorm/Necrovision like rewarding system can take you out of the immersion cuz of the flying numbers, unnecessary texts and sounds. Alternate endings and open world too. These are cannot be implemented easily at this stage and not necessarly needed. Every game should be different and uniqe. It looks like Hellraid devs are rly passionate and they care about this game and I think they can decide what this game needs. :)

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Regarding difficulty issues and coop we have three rules implemented:

 

1) In coop, difficulty of each enemy is adjusted accordingly to the number of players (due to fact that three players may attack one enemy at same time).

2) In coop there will be additional spawned enemies, so even with 4 players everyone will be able to have their own target.

3) At the beginning of the session overall difficulty may be set and this setting is a kind of base math for the mechanics in pts. 1&2 (so strong teams may choose to take on a bigger challenge)

 

Story Mode has checkpoints while in Mission Mode and in Arena mode, if you die, you can hope your teammates will be able to finish the level. If everyone dies the team fails. Those are by no means final decisions, just keeping you guys in the loop on how everything works now. 

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(i) defending a town or encampment and its residents from an attack or swarm of demons

 

 

 

Ah think of random events? That would be awesome. Not just the hub area swarmed with demons, but other funny/creepy things! :)

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Regarding difficulty issues and coop we have three rules implemented:

 

1) In coop, difficulty of each enemy is adjusted accordingly to the number of players (due to fact that three players may attack one enemy at same time).

2) In coop there will be additional spawned enemies, so even with 4 players everyone will be able to have their own target.

3) At the beginning of the session overall difficulty may be set and this setting is a kind of base math for the mechanics in pts. 1&2 (so strong teams may choose to take on a bigger challenge)

 

Story Mode has checkpoints while in Mission Mode and in Arena mode, if you die, you can hope your teammates will be able to finish the level. If everyone dies the team fails. Those are by no means final decisions, just keeping you guys in the loop on how everything works now. 

 

This sounds pretty solid, a bit of both seems good for coop scaling. All the modes have reasonable losing conditions for what they are.

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(1) Please allow gender choice for players. This is non-negotiable. Sorry. Dead Island games have already set a healthy precedent with gender equality, and it is no time to go backwards now as time moves forward. It's 2014 (2015 by the time the game is released) and just because a game is set in the Dark Ages doesn't mean we need the attitude of the Dark Ages.

 

(2) Please create some sort of mini-games. This is because it can help create a more dynamic experience, and break up regular gameplay with a variety of things to do. The main reason I'm asking for this is because I spent a lot of time with the fishing mini-game in Torchlight 2. It was so fun, I had much more fish than I'd ever use. Also, from the Fable game series, I liked baking, smithing, bartending, and more. You could be really creative in deciding how these side features fit your game and which ones to choose. You might even have, for example, fishing take place as 3rd person perspective activity.

 

(3) Dismembering legs: in Dead Island we could never disable an enemies legs if they still had health. A leg could only come off when you finished an enemy, but arms could fall off at any point. Early in Dead Island, I spent a lot of time trying to dismember a thug's leg, but I found it would never work. By dismembering an enemies legs we would virtually cut off all their movement, and I can see how this would be a severe advantage to players most of the time. I wonder if you could manage to fit it in the game at some level though.

 

(4) Interesting interactions with friendly npcs: in Fable, the player had a large range of options on how to relate to people, and in both Fable and Skyrim we could romance and marry someone. Really, any options beyond just clicking to have a brief and determinate dialogue is a good start. You could have us customize a home in a Hellraid village, and let us choose someone to live with us. And of course, the player will have free choice of partner regardless of the character's gender.

 

(5) Character profile screen: in Borderlands 2, we can always look at our character in the inventory screen. Also, we have a lot of choice in colors and styles. Diablo 3 has this feature as well, with a profile screen and color customizations.

 

(6) Character audio: you could give us a range of voices for the character (considering we create the character now in contrast to the earlier 4 character choices). Also, you could have an option called "character combat speech" that determines how often the character comments during battle. I'm refering to the things the characters say in Dead Island, like Sam B saying "That b**** was huge!" or Xian saying "The bigger they are...." So the player would have a choice to turn these off, have them occur rarely or frequently.

 

(7) Items that improve with number of kills or use: In Torchlight 2, you can find special items that require you kill a certain number of enemies before it reveals or accrues some benefits. For example, you find an axe, and it says "kill 200 skeletons", and once you have it gets 2 new bonuses. You could either have these items found, or perhaps made by a special enchanter or smith in the village. Perhaps, you could have this enchanment done up to 10 times on a max level item. 

 

(8) Unlimited secondary leveling: The way of the future for RPGs is unlimited secondary leveling. Diablo 3 has implemented and continued to refine their unlimited secondary leveling called the Paragon level. Borderlands 2 has a similar feature called Badass ranks that is also unlimited. These are account wide benefits, so they levels that are gained through all characters on the account, and help all the characters. Marvel Heroes, a lesser-known but fast in the evolution of action RPGs is about to implement this system, it is called the Omega Leveling System. Marvel Heroes is, in part, designed by David Brevik, a core founder and creator of Diablo. This is an important opportunity for Techland.

 

(9) If there is a home village, let us sit in chairs, drink from a well, pet the cows, etc. 

 

Thanks for listening. I will likely add more in the future.

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(1) Please allow gender choice for players. This is non-negotiable. Sorry. Dead Island games have already set a healthy precedent with gender equality, and it is no time to go backwards now as time moves forward. It's 2014 (2015 by the time the game is released) and just because a game is set in the Dark Ages doesn't mean we need the attitude of the Dark Ages.

It's 2014 so what? If it's not fitting in the game, you can't force it into the game. That not dark age attitude just common sense. They've previoulsy answered this question I don't know why are you forcing it. Share you idea but don't push it!

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Having trouble with copy and paste. MICHAL NAPORA said because of storyline, Gender may be locked.

 

Seeing that this is ideas and feature REQUEST. I like to as you to rethink gender lock please.

 

There are ALOT of people who play games for ecapesum.and fun. When you SEGARGATE a person example by race or gender in a FIRST PERSON GAME there is a LARGE disasosiasion with the player and thair toon that thay are playing, And may miss a good size marker because players can not relate to MALE WHITE TOON  only.

 

I have played many games where I build a toon and played male or female BUT the MOST FUN AND LOVED toon is my ANGELA-MOORE toon I play in ALL games that let me make a female toon.

 

For me there NO storyline anyone will EVER come up with that I would rather play a male toon OVER MY ANGELA!   :)

 

P.S. Please forgive my spelling is late here an I can't find the spell checker.

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Everyone - that is some solid work on your part.

 

Let me tackle a few of your questions and suggestions.

 

An ultimate ability would be awesome. Like before there were originally 4 individual classes (Warrior, Rogue, Cleric and Mage I believe) before putting into one class free system. An ultimate ability at the end of each tree talored to that playstyle would be awesome. It would push some players to try and focus on the playstyle while experimenting with other branches or a player could sacrifice the potential to unlock an ultimate ability in order to be more well rounded as a character by splitting skill points evenly amongst all of their pools.

 

We decided to get rid of classes, but it doesn't mean every character will be the same. There are three main intertwining branches of skills -  Might, Magic, and Agility. Each of those branches will offer stronger, more awesome skills the more you invest in them. You can totally expect some game-changing, flashy abilities closer to the end of each branch of the skill tree.

 

Please don't do game casual and very easy.

 

Don't worry Seyho, you will be able to customise the difficulty to your liking.

 

Hello!

I'm an old FPS fan. I love HeXen, Dark Messiah and other not so common games. 

I have couple of questions/suggestions about the coop part of the game. 

  1. How about ability/magic synergy between characters? Like buff others damage, heal, alter and other stuff.
  2. Can players trade with each other? If yes, what can they trade? (crafted items, potions, coin, recepies ...)
  3. Can a player able to use his/her potion on others? (friendly targets (heal, speed) and foes as well(fire potion, slow) )
  4. Combined attacs on enemies, or ceartain abilities (from skill tree) are more effective way to kill enemies. This adds more teamy playstyle.
  5. How's the progression on the levels? Are there receptacle rooms where players have to be together to move further or a level will be continous? (ok thats a little game design question sorry :D

I also have question about the map layout:

  1. So this is a Hub based game. Is backtracking a thing? Like get keys for previous rooms/levels? (I love that!)
  2. I hope you add plenty of secret rooms. :)
  3. Any chace for platforming sections? I laughed to hard when Yahtzee played HeXen, and fell off the pillars thousand times. :P (it's a must have for games like these. Traps, challenges, random events, plaforming...hmm
  4. Oh it's not a map question but i have to ask: Is there regenerating health or good health system? :P

 

Good to see you're a Hexen and Dark Messiah fan – so are we. Glad to hear you're excited. 
 
There are some really good tips that you have for the co-op part of Hellraid. 
1. In terms of being able to use magic on other players, you will be able to support others through magic.
2. Trading, drops and itemization in general is an on-going topic here, we will be tweaking and improving it probably well into Early Access
3. We haven't yet investigated the possibility of passing your potions to others, or even using them on others. Still, it's something to consider, thank you for your input.
4. That is a good solid idea. Something that would definitely add more to the playability of Hellraid, and make it more fun. Can you maybe think of a few examples – would love to hear more on this topic.
5. Most likely some sort of team level transition. It is a level-based game, after all.
As to the specific mechanics of level transition, we're still exploring a few possible ways to do that. Level itself will be continuous, you will be able to go on your own and explore independently of other players. You will have to be careful though, splitting up is something demons would love to exploit.
 
In terms of the map questions, let me answer:
1. Yes, it's hub based game. We tried to limit backtracking through the levels, but there will be some of that. Not the boring ‘walk for 5 minutes through an empty map' though, expect some surprises on the way.
2. We will. Exploring the map and finding secrets will be both rewarding and fun.
3. There will be some elements like that, but we don't want to spoil too much.
4. Currently, there is no inherent health or mana regeneration. Treasure those potions, old-school style! 
 
 

- I feel many games have overly simplistic missions which do not feel very involved (e.g. got to point A and kill all the enemies then move to point B and repeat). While there is nothing wrong with progression and killing enemies, I feel some interesting objectives/elements/missions can be included. 

 

Lots of ideas there but yeh; would be nice to see some variety in objectives rather than straight reach the end of the level and move onto the next. I feel this is what made games like the original Diablo's (1 and 2) so interesting.

 

- My second suggestion was similar to the first but more in regards to monster variety. 

 

Actually, we aim for the story mode to be only the beginning of Hellraid. There will be a lot of gameplay in the Arena and Mission modes. 
 
Still, fear not, we don't want to make a paper-thin storyline that is forgettable within minutes. Expect some twists and turns, as well as objectives that will have you doing more than just hacking away at demons and the undead. But a lot of hacking and slashing is to be strongly expected :)
 
Lots of good ideas for objectives there, and the poisoned well quest did bring a nostalgia tear to my eye  ;)
 
In regards to monster placement, we do feel that a specific vibe requires an appropriate enemy/monster. Once again, more details on monster varieties and locations will be revealed later on.
 

Some ideas...

Complicated (full of twists and turns), extremely challenging, and L-O-N-G single player levels.

Please don't put the best levels in separate DLC's. Add them to the original game so there's lots of levels and it's a quality game!

Personally I feel Open World should be the stock standard these days. If you don't give this option during the single player campaign you absolutely MUST offer it after the game is finished so people have an incentive to keep playing. Free roam!

At least 3 Alternate Endings. So our choices have some consequences and impact the outcome of the game. Not every boss should be indiscriminately slaughtered, maybe a couple of them deserve a second chance?  :rolleyes:  But the choice is ours. Live by the sword, die skewered. ;)

Don't know what the level cap will be? 

Rewards for exceptional gameplay, like ultra-violence, skilled killing, fast reaction time, perfect score etc.

Every so often there should be missions with time limits. To defeat a boss, or escape danger, etc. It puts immense pressure on the player and makes the battle all the more problematic.

Inescapable situations. Make a stupid mistake and you pay for it with death, there's no way out, begin again, but begin with a disadvantage.

Considering that we'll be fighting hordes of undead, monsters, evil demons, there should be uninhibited graphic violence and gore! 

Some puzzles to traverse through an area, e.g. weight traps (floor traps), moving obstacles (so you have to jump from obstacle to obstacle or you fall and die), poisons (that affect your skills or vision), illusions (that make you attack something when there's really nothing there.) Think Takeshi's Castle or American Ninja. :ph34r:

Omnipotentus (overpowered) magic/spells! Specialisation in a certain element (fire, ice, electricity, earth, air, aether). 

SECRETS! Secret areas in every mission! Secret levels (successfully complete a special achievement and unlock a secret level). Unusual and Odd Levels: other dimensions (into the space between spaces), under the influence (hallucinations and illusions), underwater, a misty realm in the sky and clouds, amongst the stars. Secretly hidden unique weapons and armour (that can't be crafted and can ONLY be obtained if you discover them, and vary their locations so they're not always in the same place in every play through, their location should be random every time.)

 

Good points there Dionysus.

 

Actually, some of your ideas and suggestions are already present in the game. We have put in the high mobility in light armour mechanic in our game. Same with special moves and powerful spells. You will also have traps to avoid as well. And with violence, I'm sure you will get a kick from it.

 

Although we really dig the idea of an open world and underwater areas, but unfortunately we are past the point where we can implement them 

 

In terms of players feeling 'left out', I think its all a matter of presentation and fairness. For sure, if only the warrior ever gets to fight a duel then the mages and rogues are going to get bored and irritated quickly. But if opportunities are evenly divided (although perhaps the more skilled/geared players should be chosen more often) and the fight is presented as something 'epic' and challenging then it could be an atmospheric and exciting part of a map. That's not to say it should be the only thing going on - this duel should be happening in the thick of a crowded fight in which all the players are involved. There's also the possibility that if the first player falls the second will have to step up to the plate, something which again can be presented in a very 'epic' light. These fights should be an achievement, the fact you can 1 v 1 that carefully designed enemy should say something about your individual skill as a player. I think if a fight of that type is added to the occasional map as a climax moment, no-one will begrudge others (especially their friends) if they step up and overcome the challenge in a very flashy way. 

 

 

Thanks for taking the time to reply to my initial post by the way, it's always encouraging to get feedback and positivity from game devs. 

 

Good answers there, and I think I know what you are trying to say after point 4: it's not so much about leaving players “out†– it's about creating a spectacle for all to see. 
 
I guess seeing your friend take on a huge boss while the rest of the crew is watching by can be an epic viewing. This could really make Hellraid a very memorable experience. I really like those ideas – please keep them coming.
 
And Sniperyeti – no problem, we love reading and hearing your suggestions.
 

Couple questions and things.

 

1. Will there be throwing axes? Specifically axes.

 

2. Seeing as how there are no longer specific classes, how will your appearance be determined? Do you just customize your character at the start? Or will, say, investing more into Barbarian-ish skills cause your character to look more like that?

 

3. I'm curious about the loot system and how weapons and armor you find may vary. Will there be attributes and stats they can buff? Different kinds of damage dealt? Or will there be something special that will make them stand out completely as a rare item?

 

4. The Co-op is what I'm most looking forward to and I expect enemies will scale accordingly with the number of players. However I would really like it if instead of just piling extra health onto enemies, that you add more of them. Having even more mindless undead and deadly demons to kill is much better than everything being a damage sponge. 

 

1. Seeing as we already have throwing daggers, axes are entirely in the realm of possibilities.
2. More about customization options will be revealed in the future. The most obvious ones will be customization through equipment and character creation options. Incremental changes according to skills seems cool, but might be really tough to implement correctly.
3. More about drops and itemization coming soon - you won't be disappointed.
 
 

(1) Please allow gender choice for players. 

 

(2) Please create some sort of mini-games

 

(3) Dismembering legs

 

(4) Interesting interactions with friendly npcs

 

(5) Character profile screen

 

(6) Character audio

 

(7) Items that improve with number of kills or use

 

(8) Unlimited secondary leveling

 

(9) If there is a home village, let us sit in chairs, drink from a well, pet the cows, etc. 

 

1. It seems that you have risen an issue that quite a few feel strongly about. I will talk to the devs about this. 
2. Although mini-games that you mentioned are fun and fitting the theme of full blown RPGs and ARPGs, Hellraid is all about fast paced, immersive and brutal combat. There will be crafting, which might fit the theme, as well as secret hunting, but anything more is probably a topic to consider after the full release.
3. As you pointed out, cutting legs off would change the combat REALLY dramatically. We'll look into that, but it's most likely one of the spots where gameplay concerns have to take precedence over awesomeness and realism.
4. Again, something more fitting a full-blown RPG, I'm afraid.
5. More about customization coming soon!
6. Same as above, that seems quite useful and easy to implement.
7. There was an extensive talk about levelling weapons on Hellraid's Steam Community forum. In short – cool idea, we'll look into that.
8. We are always on the hunt for ideas to improve replayability, it's one of our main development goals.
9. Again, full-blown RPG feature here.
 

Having trouble with copy and paste. MICHAL NAPORA said because of storyline, Gender may be locked.

 

Seeing that this is ideas and feature REQUEST. I like to as you to rethink gender lock please.

 

Thank you for the feedback about the gender issue. It seems that a lot of people feel very strongly about it. As I said earlier, gender choice might be locked because of the storyline. Seeing how it is something you find very important, we will seriously reconsider that. However, please remember that creating a full set of new animations, voice-overs and customization options, as well as creating female versions of every piece of armour is something that takes a lot of time and manpower, which might be hard to fit into a very tight development schedule.

 

 

It was great reading all your feedback.

 

Once again, thank you all for the suggestions. Keep them coming people!

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Hi LaCr0 ;)

"You can't just pick the cool elements from all other games and put it into a new one."

Maybe you can? Maybe you can't? I think you can if you really want to. It amounts to the developers determination and ambitions, and how hard they're willing to work at it. How badly do they want to create something genuinely extraordinary, memorable, and long-term...?

If you take the best things from the best games you can only come up with something better because nobody else has done it. For instance, didn't they just add the parkour elements (climbing, jumping etc.) from Mirror's Edge to Dead Island to come up with Dying Light? Dying Light is a much better version of Dead Island because of it. Those climbing/jumping essentials were noticeably lacking in both Dead Island, and Riptide.

I always liked Dead Island's combat system (even though it too had some flaws). Nevertheless, it always felt very comfortable to me. In the Dying Light trailers we see there are new ways to instantly kill a zombie or group of zombies (e.g. chop them in half straight down the middle, break their neck by twisting their head, and a crowd-clearing spin attack) that spin attack... that's from Mirror's Edge too isn't it? :)

Several people here have mentioned Dark Souls. To be honest I don't know anything about Dark Souls, I've never played it. But hey, if Techland wants to make Hellraid really great, then yes, they will definitely look at what works best in other games, improve upon them and add them.

"Hellraid is not an arcade super fast shoot em up game. e.g. Bulletstorm/Necrovision like rewarding system can take you out of the immersion cuz of the flying numbers, unnecessary texts and sounds."

I never mentioned Bulletstorm or NecroVisioN (both marvellous games). Sounds like you might be just as familiar with those games as I am? Lehetséges? B)

I absolutely agree with you LaCr0 , I don't think there should be flying numbers, unnecessary texts or sounds either, yes it would disrupt and ruin the mood of Hellraid.

I probably could've explained myself better. But I do still think there could be some sort of a reward system (without flying numbers and flashing texts of course) for skilful game play.

In view of the fact that players like to win rewards.

I'll give you a lesser (probably not the best) example, in Painkiller when you juggled a corpse they dropped jewels. The jewels amounted to gold (money) which helped you purchase Tarot cards, which in turn gave you powers. Don't get the wrong idea... I do not want to juggle corpses in Hellraid! Even so, there could be a way of getting a money reward by doing a special action. How about finishing a level a certain way? Under a certain amount of time? Using only one type of weapon? Finding all the secrets? Instead of juggling we could exorcise a demon. I realise these things have been done before, they're not new, but that doesn't mean they're not useful and cannot be done again, differently. When something works it doesn't need to be changed.

Obviously there's a purchasing system to improve weapons and armour. So then why couldn't a medieval massacre reward a player with a little something extra? Be it, at the lower end of the scale, extra money (say more money than you would normally get for a boring, amateur kill). But at the higher end of the scale, possibly a free weapon or armour upgrade? Or some sort of advantage for the next level? Extra ammo? A skill or crafting bonus? It gives us players motivation to think and not just tap the attack button robotically, which is the case in a lot of FPS.

In Dead Island my favourite weapon is the Katana, actually it's the only melee weapon I use, I have 8 orange Katana's (all obtained legitimately through normal gameplay and completion of the game, repetitively). I've tried every melee weapon in the game and I find the Katana is my favourite, it can decapitate a zombie easily, puts distance between you and the enemy, does a lot of damage, it's really the perfect weapon.

When an infected is charging toward you (if you time it correctly) you can chop their head off in one rapid move and step out of the way as their lifeless body drops to the ground. It's very quick. CHOP! It causes little degradation damage to your weapon, kills the enemy instantly, and looks very professional. That would be (IMO) a skilled kill, because the alternative is to engage in dangerous combat which degrades your weapon much more, plus you risk losing health, even dying.

Q: Why were people so excited to watch Mike Tyson fight? A: To see him knockout his opponent. A glorious show of his skills.

I've watched a lot of Dead Island videos on youtube. There are masses of incompetent players who are completely clueless when it comes to combat. They just stand still not moving to avoid taking damage, they attack foolishly not trying to aim for the head or a weak spot.

Why should an unskilled player get the same reward as a skilled player? Personally, I try not to get hit at all.

Now if we kill an enemy smart, instantly, stylishly, not taking damage ourselves, there ought to be some sort of a reward in it (without flashing texts), a bonus for, a glorious show of our skills.

"These are cannot be implemented easily at this stage and not necessarly needed."

Oh well  :rolleyes:  if that's the case, fair enough. I suppose it was wishful thinking on my part to believe the devs would add in open world to the single player campaign (if it wasn't designed like that right from the beginning) but then again 2015 is a while away.

What I was kind of suggesting at was something like in MAFIA by Illusion Softworks. Mafia had a brilliant storyline, excellent single player missions, and after you finished the game you unlocked Freeride. It is this Freeride (free roam feature) I was hoping for. In Dead Island, if you're on the final mission and you haven't completed the main storyline you can just keep playing by travelling to different areas on the map, this allows you to keep developing your character. That's what I'd like to see in Hellraid, that sort of freedom aspect, not just an ending and if you want to keep playing you must start a new game.

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Lehetséges...Lengyel barátaink nagyon értik a dolgukat.

I still think you can't mix everything from all different games. Of you can combine elements sure and change them in your way. But there are certain limitations.

I like Dead Island's concept and I think it is a great B movie of games but the combat system is not rly solid. There are cool stuff you mentioned but Hellraid looks like the REAL DEAL!

BTW Your Painkiller idea is truly awesome! I imagine that a player kills an enemy stylishly or do a combo chain kill and it drops more gold coin. I love this idea!

 

Free roam is a cool thing and i think in coop players should visit certain areas again and again. And I read maybe a year before that Hellraid has some random gen dungeon stuff. I dunno if it still holds up. I rly hope it does.

I'm looking forward to other Techland's games as well but Hellraid is the most aniticipated game for me this year. (well the the previous 3 years :P )

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what ever you guys do with game cannot wait, loved dead island games, buying this day one on early access and day light when you finally let me have it :P

 

thanks for reply also Michal \m/

 

BUT I MUST HAVE GANDOLF STYLE HAT FOR MY WIZARD!!!!!

 

also check out

 

dragon dogma - combat - gear - crafting - maybe open world zones with flying npc mobs :P less you going proper dungeon crawler

dragon crown - maybe ideas for levels  rewards and stuff

demon souls for ideas npc mobs and combat

icewind dale / baldurs gate for maybe later on dlc story content and dungeon setups

planet torment - lot funny style in there for story content, maybe dlc missions

 

decent games with alot nice stuf between them

 

let me in alpha now pls!!! :P

 

take care o/

 

p.s

 

also like the idea of raising the dungeons diffiuclty for better loot

 

easy    - white / blue

normal - white / blue / yellow

hard    - blue / yellow / gold

expert  -   yellow / gold / legendary

Hellraiders -  legendary / epic

 

maybe have set also to be found.. stuff to do with npc, missions and story characters

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Dude why didn't you read the posts? Easier than writing all these things down. You already have all the answers here. 

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Oops sorry. I think I might be a little bit OCD at times, you know, "impulsive".  I only realised my questions had been answered after I replied to you. Not to worry, I'll try to be more careful from now on. :(

Hello Michal Napora  :)  nice to meet you and I'm very excited about Techland's Hellraid. How about this...? Instead of us suggesting things to You, and gambling at whether or not they will be relevant, what if you asked us specific questions? There must be areas in the game that Techland is wishing to develop further over the next 6 months, but maybe haven't discovered the perfect solution yet? If you let us know what those areas are, then perhaps one of us could suggest something practical and of use to the devs? Either way it helps discussion.

I don't know how, but somehow, I missed the "Edyn's Escape" videos. I just saw them today, so from the vids I see these things...

OK, reading. Well, some players like to read for immersiveness and storyline, but others definitely don't. I'm in the second category. If you've ever watched online game walkthrough's you'll know that generally players either skip reading or just pause the screen for a moment (for those players who enjoy it). Reading parchments of paper during missions interrupts the flow of the game. If we must read during game play, for my part (and remember this is just My opinion) I feel the texts should be very short and straight to the point. On the other hand I appreciate that spells (casting and learning) requires reading, writing, and the spoken word. And it's needed for clues too.

Maybe those sparkling stars which indicate what you must do to progress shouldn't be sparkling straight away? Maybe they should only start sparkling after a certain amount of time has passed, we should at least think a little before the solution begins sparkling. Or they should only sparkle when we are close to them. If we see them sparkling immediately then it kind of defeats the purpose of figuring things out for ourselves because all we need to do is search for sparkling stars. We learn from our mistakes (e.g. opening chests that contain traps).

The puzzle to open the door (crucifix and crown) seems like a good one. I definitely wouldn't leave behind a gold crown and gold crucifix though.

I always liked throwing stones in Far Cry 3 to get the enemies attention or to make them go investigate the noise, because it is a very realistic effect. You hear a noise, you go investigate. It's a clever idea to be able to push things or breaks things with stones too. But it shouldn't just be limited to stones, we should be able to throw any small moveable object.

Personally  :rolleyes:  hehe, I'm not a fan of shield's (the wooden kind you use to block an attack). I've always preferred to wield a sword in my right hand and cast a spell with my left. Okay so I understand there won't be dual wielding of weapons, no problem, but I hope we can wield a single-handed sword without having to carry a shield. Even if the left hand is empty and useless, I'm just not a fan of shields, and two-handed weapons are generally slow and cumbersome (unless it's a Katana hehe).

The choices to go left or right or to run or fight is good, because there's always a right choice and a wrong choice, good choice/bad choice, or better choice. But what's the difference between large texts to open doors or walk down corridors, and large texts for kill skill rewards? Probably only the quantity of them. That's a rhetorical question BTW.

On enemies... In Wolfenstein (2009) the Scribe enemy could generate protective barriers (shield) other enemies with their Veil power. This concept of one enemy that can protect all the others might be usable? It would mean that we must take out that one enemy first, before the others (who just keep attacking us while they are protected). The more pressure on the player, the better. I still have trouble with Screamers in Riptide unless I'm prepared for them (enter Fury, shoot consistently from a distance, throw explosives, or devastating melee attack etc.) nevertheless, of all the enemies in Riptide it's the Screamer that gives me trouble from time to time. One on one with a Ram or a Wrestler I'm confident, dodge, attack, but being unable to defend when a Screamer is screaming, well this would make for an interesting opponent in Hellraid too, me thinks... B)
 

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Thank you for the feedback about the gender issue. It seems that a lot of people feel very strongly about it. As I said earlier, gender choice might be locked because of the storyline. Seeing how it is something you find very important, we will seriously reconsider that. However, please remember that creating a full set of new animations, voice-overs and customization options, as well as creating female versions of every piece of armour is something that takes a lot of time and manpower, which might be hard to fit into a very tight development schedule.

 

 

 

This was the issue running through my head when I saw the suggestion - extra time and expense reanimating, modelling and voicing a new character. A gender option in games is certainly more of an expectation in games these days though, as can be seen.

 

I would have thought the most important thing here is communication and a clear indication of direction, rather than staying silent on the issue and allowing people's frustration to build up. The game has already been pushed back considerably, and this is a feature which will require serious additional time and effort. Purely in my opinion, I think it would be completely reasonable to release the game without a female character due to time constraints but with a promise from the devs that effort will be made to include one in a free future update (I would seriously avoid trying to make people pay for it as additional DLC, the publicity could get nasty).

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Oops sorry. I think I might be a little bit OCD at times, you know, "impulsive".  I only realised my questions had been answered after I replied to you. Not to worry, I'll try to be more careful from now on. :(

 

I wasn't saying to you. There were a guy who wrote some rly redundant stuff here and i quoted it, but now it's gone...weird. 

 

 

 

...the Scribe enemy could generate protective barriers (shield) other enemies with their Veil power.

 

Well the necros or mage enemies could do that yes. The necro lord in Path of Exile summon infinite ghouls until he dies. That would be a hard battle here. :D

 

 

...but with a promise from the devs that effort will be made to include one in a free future update (I would seriously avoid trying to make people pay for it as additional DLC, the publicity could get nasty).

 

I'm not a fan of DLCs. I like patches where devs add something plus to the game besides the fixes. (it's like a compensation)

But I'm willing to pay for an Expansion Pack where there are new characters (female), maps, weapons, and new mechanics, new story like. With all the assets they've made it's not that time consuming like begining a game from scratch. 

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I'm not a fan of DLCs. I like patches where devs add something plus to the game besides the fixes. (it's like a compensation)
But I'm willing to pay for an Expansion Pack where there are new characters (female), maps, weapons, and new mechanics, new story like. With all the assets they've made it's not that time consuming like begining a game from scratch.


Yep me too! Not a fan of DLC's either. Call me selfish but I reckon DLC's should be included with the game when it's released. Don't sell 50% of the game, or 75% of the game, sell the whole 100% game! And if you want to charge a little extra money for that combined effort, then go right ahead. I'm sure the customers won't complain, if they are satisfied.

It's when companies try to squeeze a few extra dollars out of their clientele for graphic retexturing (minor cosmetic changes to clothing or weaponry) when the crowd get nasty. Two shining examples of shameless greed are: Mafia 2 and Saints Row 4. Most of their DLC's are apparel garbage. Most but not all. The Mafia 2 mission DLC's are better than the primary game.

Regarding the Dead Island Riptide DLC's... I bought the Survivor Pack for that BBQ Blade, err... yeah, it really isn't all it's cracked up to be. And that Special Shop? Well let's just say that I've never purchased ANYTHING of any value or significance from that particular business. I hope the Special Shop goes bankrupt! And the Fashion Victim DLC...? No comment.

Not "if" but "when" Hellraid's developers decide to make DLC's (or expansion packs) for Hellraid, they will be more welcomed by your consumers if they were extra missions or new storylines with new characters, and not just re-skinned armour and weapons. If you create new weapons, they have to be more worthwhile than the typical assortment. They need to do more damage or have some special magical effect. Creating a sword that looks great but has no apparent advantage or benefit will be a complete waste of time.

So I forgot to mention a few things in my previous post. Regarding the HUD. Is there an option to hide it? I know a lot of gamers prefer to hide it for immersion.

This'll probably draw some frowns and people will object at my outrageousness, so I'll mention it.  <_<  I'm really not asking this for me (honestly I'm not) but a lot of players like to have the option to enter console commands (cheat codes for extra ammo or GODMODE etc.) That wasn't available in the Dead Island titles so I presume it won't be available here too right? But see, if a portion of the game becomes too troublesome, annoying, not worth the effort, some players (a small minority, granted I know, but still, a few) abandon the whole game altogether. Having the cheat console option available will definitely provide motivation for those players who struggle, or those who just want to unwind and play their own way for a while. It's not about cheating, it's about getting to play the way YOU want to play when you want. And if that mode is open then they'll play longer. But I'll understand if it's not implemented. ;)

I will say this... the hand to hand weapons that we've been shown so far look very traditional, real medieval. Unlike weapons I've seen before in other games, Excellent! And I just saw the skill tree animation on the About page, very nice, it bears resemblance to John Dee's Sigillum Dei Aemaeth, very genuine occult. :ph34r:

What made Dead Island work so well for me was the game play. It flowed well, it wasn't boring or repetitive (or even if it was it didn't feel that way and didn't bother me). That's the most important thing for Hellraid, above all the fancy bells and whistles, it should be fun to play leaving us wanting to play more.
 

 

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thanks for reply also Michal \m/

 

BUT I MUST HAVE GANDOLF STYLE HAT FOR MY WIZARD!!!!!

 

also like the idea of raising the dungeons diffiuclty for better loot

 

easy    - white / blue

normal - white / blue / yellow

hard    - blue / yellow / gold

expert  -   yellow / gold / legendary

chupacabraraiders -  legendary / epic

 

maybe have set also to be found.. stuff to do with npc, missions and story characters

 

The idea of “higher difficulty = better loot†is a good one. It might get people to really bump up the difficulty just to get that awesome armour (and bragging rights in multiplayer). Would better loot make you guys increase the difficulty? 
 
In terms of Gandolf style hat – I can't promise you anything. After all, Gandolf's swag is hard to replicate. And Gandalf might be sad we choose his evil twin instead of him. 
 

Hello Michal Napora  :)  nice to meet you and I'm very excited about Techland's Hellraid. How about this...? Instead of us suggesting things to You, and gambling at whether or not they will be relevant, what if you asked us specific questions? There must be areas in the game that Techland is wishing to develop further over the next 6 months, but maybe haven't discovered the perfect solution yet? If you let us know what those areas are, then perhaps one of us could suggest something practical and of use to the devs? Either way it helps discussion.

 

I don't know how, but somehow, I missed the "Edyn's Escape" videos. I just saw them today, so from the vids I see these things...

 

On enemies... In Wolfenstein (2009) the Scribe enemy could generate protective barriers (shield) other enemies with their Veil power. This concept of one enemy that can protect all the others might be usable? It would mean that we must take out that one enemy first, before the others (who just keep attacking us while they are protected). The more pressure on the player, the better. I still have trouble with Screamers in Riptide unless I'm prepared for them (enter Fury, shoot consistently from a distance, throw explosives, or devastating melee attack etc.) nevertheless, of all the enemies in Riptide it's the Screamer that gives me trouble from time to time. One on one with a Ram or a Wrestler I'm confident, dodge, attack, but being unable to defend when a Screamer is screaming, well this would make for an interesting opponent in Hellraid too, me thinks... B)

 

 

Nice to meet you too Dionysus. 
 
I like your idea about us asking you specific questions – I'll ask our devs to see if there is anything specific that they would like to ask you guys. They'll be going to E3 this weekend, so I'll ask them when they come back (btw – keep an eye out on our Hellraid and Dying Light at E3. It's going to be huge). Good thinking there Dionysus.
 
At the same time, we do like to keep things very open (like this thread), because you guys might share something with us that we haven't even thought about. This community is something that we are very happy and privileged to have – you have no idea how much of a help your ideas are.
 
In terms of enemies, there will be a reviving Necromancer – they are there to revive the other enemies around. So in terms of strategy, you will definitely have to use your head, and decide which ones you should go after first in a battle. The Necromancer is just an example – be prepared for more of these head scratching enemies.
 
Btw, couldn't help noticing that you enjoyed our Eden's Escape – a lot of the things that you described can be done in our upcoming mobile game Hellraid: The Escape
 
Check it out – might be up your alley.
 

 

This was the issue running through my head when I saw the suggestion - extra time and expense reanimating, modelling and voicing a new character. A gender option in games is certainly more of an expectation in games these days though, as can be seen.

 

I would have thought the most important thing here is communication and a clear indication of direction, rather than staying silent on the issue and allowing people's frustration to build up. The game has already been pushed back considerably, and this is a feature which will require serious additional time and effort. Purely in my opinion, I think it would be completely reasonable to release the game without a female character due to time constraints but with a promise from the devs that effort will be made to include one in a free future update (I would seriously avoid trying to make people pay for it as additional DLC, the publicity could get nasty).

 

Thanks for understanding Sniperyeti, and yes I agree – communication is essential here. That's why we decided to open up, and say why a female character might not be implemented because of time constraints. You have mentioned a DLC pack later on where a female character will be available – it is something that I will put forward to the rest of the team. We will definitely be letting you, the community, know about it, and seeing what would be the best way going forward with it if we do go ahead with it. No promises though unfortunately.
 

I'm not a fan of DLCs. I like patches where devs add something plus to the game besides the fixes. (it's like a compensation)

 

Out of curiosity – any specific patches that come to mind? Would love to know what made an impression on you.

 

As always, top notch ideas. Keep them coming!

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Out of curiosity – any specific patches that come to mind? Would love to know what made an impression on you.

 

In general. I remember when developers fixed something in a game and they give us something for the compensation of the bugs. Like a new map or an item for the game. I'm not talking about big content updates just regular patches (only if the game needs it). Tho I can live without them. However I certainly would love to see is an expansion pack maybe a year after release of Hellraid with content Like Zero Hour, Deathknights of the Dark Citadel or Frozen Throne.

When was the last time somebody made this kind of thing? Maybe it was Blood Dragon... and it sold well. 

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Off top

Whether there will be a demo at an E3?

There is an off-topic section of this forum. And I think they already answer your question. They announced it on twitter and on their blog too.

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There is an off-topic section of this forum. And I think they already answer your question. They announced it on twitter and on their blog too.

I dont see Twitter and i dont see this news in blog.

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