Paweł Modliński

Ideas And Feature Requests For Hellraid Developers.

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@HellRyder and IzzyOtaku

 

The agility branch in our skill system will probably not be along the lines of a classic rogue style, since Hellraid is 100% about meaty, immersive combat against hordes of enemies. There simply isn't room in the design for stealth, lockpicking or trap-disarming. Think about the Agility branch more as a movement/finesse combat tree rather than a straight-up rogue from classic RPGs. However, the short-time invisibility to flee and recuperate or to take down one monster within a horde seems like something we'd like to consider.   

Lol I didnt mean Rogue-Stye gameplay in the sense of stealth, I cant really see stealth scenarios in this game. I meant utilizing some sort of invisibility as a combat sequence. Personally in this type of game I dont want lockpicking, or trap disarming or trying to maneuver away from enemies. I want to kill eeeeeeverything. I just meant like implementing a Rogue like style in the way of an invisibility spell to get the upper hand on enemies in combat sort of like in WoW.

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I have a VERY VERY good idea

 

Add fortress mode!

 

A moba style arenas where 3-6 players fight weak beasts (creeps-minions ect...)

And that the enemy fortress has 3-6 mini bosses and instead of anchient-nexus have a boss.

 

That would be cool.

 

Fortress mode would be awesome.

 

But instead of buying ingame items to buy ingame addons like healing,summoning scrolls,boosters and stuff!

 

That would be cool.

 

 

<3 TECHLAND <3

It sort of sounds like youre describing this games Arena Mode. Or do you mean that you also have to storm an enemies castle while protecting yours as well?

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Hi everyone!

 

I'm new here but I have been following the game for several months now and I'm eager to play the game!

I just love how Hellraid is shaping up and everything we saw so far looks very promising (the atmosphere, the visceral feel of the combat, the different playstyles, the large and more open environments, the secret passages, etc)! 

It's a shame there are so few old school FPP hack'n slash games like this nowadays, but hopefully, Hellraid will be the messiah we're all waiting for!

 

So keep up the good work guys!

We trust in you!

 

*****

 

Now this is said, here's a list of ideas and features I would personally like to see ingame. I know some ideas/suggestions are too complicated or don't particularly fit the game's style, but who knows? Maybe you could find some inspiration! ;-)

 

 

WEAPONS

-I'd personally really like to see flails. I suppose we never see flails in games because it must be pretty tricky to make it look right with the physics and all that stuff but damn, it would really be awesome to be able to use them in Hellraid! Not only they look cool but they could also have different advantages/disadvantages than the more traditional maces/hammers. For example, flails could be more effective against shields, have a better reach, could hit harder but on the other hand, they would be slower, maybe the players would have to gain a "special ability" or follow a special training to use them effectively in the first place, etc...

-Gauntlets/claws/fist weapons. These weapons would add another style of fighting where players would be able so strike very quickly but would have to be more cautious because they wouldn't be able to parry (or at least less easily). They would have to rely more on their agility and not their brute force. And of course, demolishing your foes with your own fist is always satisfying! ;-P

-Hand crossbows that you could use as a kind of secondary ranged weapon (sword in right hand + hand crossbow in left hand for example)

-Repeating crossbows that could shoot up to 5 bolts without having to reload between each shot or even repeating crossbows Van Helsing style ( http://youtu.be/bS9N8dEdZCQ?t=1m22s )

-Organic/living weapons (perhaps some kind of demonic weapons?)

-Posessed weapons that could get more powerful/get new powers the more monsters you kill (or maybe you could "sacrifice" other magic items to make the possessed weapons more powerful? See Darksiders 2 for a clearer example)

-Orbs/cristals mages could use as an off-hand item to enhance their spells (shoot 2 fireballs instead of 1 for example)

-Special and unique weapons that could grant you new abilities (a staff that would summon wraiths to fight on your side for a short period of time each time your health drops below 50% for example)



ITEMS / MAGIC

-Torches you could use to light dark areas and/or burn your foes (but of course, you wouldn't be able to use a shield or another off-hand item at the same time)

-Various magic potions/elixirs you could drink to gain temporary buffs/abilities (stone skin, night vision, partial invisibility, speed boost, demonic transformation, etc)

-Scrolls/books you could pick up to learn more about Hellraid's lore (local legends, places, characters, diaries or even tips to help you, etc)

-Mysterious artifact you could carry with you and that could reveal secret passages, show you the way towards a special item/place/monster, show you that a treasure is located nearby (but players would have to find the exact location themselves)

-Spell book locked (by magic?) so the player would have find the key or the right spell to open it (maybe opening it could summon a demon that attacks you?)

-Soul stone you could use to talk with certain statues/deads to get new information/tips about a quest, a hidden treasure, ...

-Secrets spells to unlock if you can discover where the right spellbook is hidden

-Spells that could summon a minion to help you fight/find secret places, etc

-Chests with random content (loot, trapped chest, mimic that attacks you, etc)



ENEMIES

-Enemy that explodes (upon death) in a big shock wave that could knock you down

-An armoured beast that charges you and tries to stomp you with its hooves/impale you with its tusks

-A demonic creature that teleports to get near you and gut you with his blades (pretty hard to hit with a ranged weapon and that is "easier" to defeat in close combat)

-Hellhounds that hunt in packs


LEVELS / ENVIRONMENTS

-Maybe you could include some environmental hazards for the player throughout the levels, for example, murky areas in the swamps that could slow down your character and make him more vulnerable, poisonous plants/flowers could spout poisonous spores or a harmful gas that would blur your vision if you walk near them, roots that could attack you, etc (it could also be a another way to show how twisted the land has become due to the dark powers/corruption/evil)

-Alternate paths to make the game more varied

-(Optional) levels more exploration/puzzles oriented

-Add secrets in secrets passages! Double the fun! ;-D

-Corrupted/demonic environment with talking/screaming/moving walls

-Giant (optional) labyrinth level where you would have to find first the different parts of a map (scattered throughout the game) in order to reach the center of the labyrinth (where lies the treasure of course!).    

-Optional dungeon more "survival horror" oriented where the player would have to flee and hide from (almost) invulnerable monsters that track him down. This would be a level more tense and with a horrific atmosphere (player unable to kill the monster, always hunted down, you would have to pay more attention to your environment to find hiding spots, the monster may move slowly when searching for you but would make noise so you could hear it in the distance, etc).

   

EVENTS / QUESTS

-A rain of blood that could happen during a boss fight/a dramatic event, etc...

-A hero equipped with a powerful magic weapon went in the woods to hunt and kill a fearsome monster but never came back. The player can try to locate the beast and kill it to get the magic weapon (a sword that is still plunged into its body for example)

-The player could find a scroll with runic/magic/mysterious symbols on it that would reveal the place of a treasure/secret place. The meaning of these symbols coud be found for example on the walls of a crypt, in the library of a monastery, etc. However, there would be no hint at all to help the player find the meaning of the symbols (he/she should just pay attention to the environment and explore each area carefully).

-A character is looking for special relics scattered throughout the world. You will get a new reward each time you bring him another relic.  

-A prologue/interlude during the campaign where the player would play as a villager (or another character) so he could witness a special event from another perspective (a demonic invasion, how his town was destroyed, how he managed to survive to warn the hero, etc). Something like a playable "Edyn's Escape" sequence for example.


GAMEPLAY

-Ability to set your arrows on fire when you get near a torch/fire camp/etc to do more damage and (why not) even set your enemies on fire

-Ability to use/forge/craft chaotic/demonic weapons or artifacts (powerful items but with negative effects such as life/mana drain, etc)

-Different finishing moves depending on your weapon and the enemy you fight (impalement, decapitation, implosion, freeze an enemy and make him explode with a well-placed kick, etc)

-Ability to customise/upgrade our shields. For example, add spikes to do extra damage when bashing an enemy or add steel plates to gain extra protection/durability (but that could drain more stamina since it would be heavier to carry). Also, the ability to enhance shields with magic. For example, imbue a shield with special powers (even if it's temporary) such as electricity to stun our foes when they attack.

-Secondary attack with crossbows equipped with a blade/spike so you could also defend yourself if an enemy gets too close to you

-Ability to smash wooden doors with a kick


MISCELLANEOUS

-A digital artbook would be greatly appreciated! I just love to see the "behind the scenes" of games and I'd really like to learn more about Hellraid's development! :)

-Add achievements/challenges to add more replayability/variety to the game

 

 

*****

 

That's all for now! :-)

Thanks for reading!

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I have a VERY VERY good idea

 

Add fortress mode!

 

A moba style arenas where 3-6 players fight weak beasts (creeps-minions ect...)

And that the enemy fortress has 3-6 mini bosses and instead of anchient-nexus have a boss.

 

That would be cool.

 

Fortress mode would be awesome.

 

But instead of buying ingame items to buy ingame addons like healing,summoning scrolls,boosters and stuff!

 

That would be cool.

 

 

<3 TECHLAND <3

 

As long as you're not expecting this to be PvP.........

 

Sadly, there are no plans to implement PvP into the game. We might consider it as a feature to be added later on, but that is by no means a promise. Right now, the focus of the game is the single and co-op gameplay. PvP would require a completely new balance, and quite probably a major change to some of our core combat mechanics.

 

Though I fail to understand how this would be different from a regular level.  The idea to have a large level with multiple bosses, transistioning from an outdoor level to a large castle-based dungeon is an interesting level idea in any case.

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It sort of sounds like youre describing this games Arena Mode. Or do you mean that you also have to storm an enemies castle while protecting yours as well?

Yes  i mean like dota or smite exept no levels...

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As long as you're not expecting this to be PvP.........

 

 

Though I fail to understand how this would be different from a regular level.  The idea to have a large level with multiple bosses, transistioning from an outdoor level to a large castle-based dungeon is an interesting level idea in any case.

Yeah but you protect your castle fortress sort of thing,you have your minions-creeps however, than towers... Sort of like Smite but whit no leveling...NAd no pvp instead of enemy team having real players they have game bosses :D

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I have a VERY VERY good idea

 

Add fortress mode!

 

A moba style arenas where 3-6 players fight weak beasts (creeps-minions ect...)

And that the enemy fortress has 3-6 mini bosses and instead of anchient-nexus have a boss.

 

That would be cool.

 

Fortress mode would be awesome.

 

But instead of buying ingame items to buy ingame addons like healing,summoning scrolls,boosters and stuff!

 

That would be cool.

 

 

<3 TECHLAND <3

 

I think there is more important things to do. 

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Yeah but you protect your castle fortress sort of thing,you have your minions-creeps however, than towers... Sort of like Smite but whit no leveling...NAd no pvp instead of enemy team having real players they have game bosses :D

Hm, so boss NPCs would take the place of enemy players and actively seek to destroy the base the players are protecting.  Interesting idea.  Certainly something to keep in mind for later.  Depending on how the AI in hellraid works, adding something like this could either be as simple as assigning patrol paths that lead to the enemy base and making the level for it.   If you want the roaming bosses to actively seek out the players that's another matter entirely. 

 

The idea of having to balance defense and attacking the enemy base could make for interesting gameplay.  The boss NPCs would need to respawn to keep the pressure up on the players though.  Fighting the same bosses over and over might get old quick.   Kinda good, kinda bad. 

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Hellraid Devs: will there be rescuing people in this game like in Dead Island and Dying Light? I mean, when you find stranded people or people in trouble and you can help them? I haven't seen it in any of your videos but rescues are included in the Dying Light videos.

 

I think that instead of just rescuing individuals, maybe you could have small groups of homes that could need help. The point is that sometimes you'll find a group of people who need help, not just individuals. If you don't have time to develop it now, maybe later you could make a DLC where you save a small village, or something similar.

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Hellraid Devs: will there be rescuing people in this game like in Dead Island and Dying Light? I mean, when you find stranded people or people in trouble and you can help them? I haven't seen it in any of your videos but rescues are included in the Dying Light videos.

 

I think that instead of just rescuing individuals, maybe you could have small groups of homes that could need help. The point is that sometimes you'll find a group of people who need help, not just individuals. If you don't have time to develop it now, maybe later you could make a DLC where you save a small village, or something similar.

Interesting. Reminds me a bit of the Hellraid: Escape iOS game, where you are possibly aiding the rescue of individuals trapped in hell alongside yourself or other scenarios. Personally, I dont particularly care for escort or aid mission. Although the last part I have been think about in this game for some time, like what if one of the areas in this game is a desolate village crawling with monsters. Not a big village, but a small one with wooden cottages for abandoned inns and shops, and small huts where people once lived. Kind of imagine something along these lines:

http://media-diablofans.cursecdn.com/attachments/7/310/635170207885311610.jpg

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After stream 1) Blinded - maybe give him little more HP?

2) Hircus - like a Blinded + give him more damage.

3) Will be Hardcore mode like - Hircus - 2-3 blows and you died, for Blinded - 1-2 and etc? 

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Hello everyone!

 

Ive been looking forward to playing this game as soon as I heard about it coming to the Xbox 360 (aeons ago...) but now that its being pushed upto the next gen level, I'm even more excited! I honestly think this game could be a real show stopper once it rolls out, especially if some of the suggestions this community has been putting forward get implemented.

 

So, as this thread is for suggestions, here are my own two cents:

 

(1) Loot Drop Collection/Pickup Audio. please Correct me if am wrong but am sure I read that there will be tiered loot, I.e. rarity based from whites to oranges? Now, if that is correct, I only ask of once simple thing. Please please please please please add audio to the top tier loot. The game Too Human had this nailed down to a tee. Hearing the red loot drop pick up audio sound still sends shivers down my spine to his day!

 

(2) Leaderboards. Simpler is better! Time scales are key and variety is essential! Too Human again had this perfect:

Kills, Highest Combo and Loot - Daily, monthly and all time. Hellraid could have Kills, XP and loot? I'm just spit balling here.

 

(3) Loot Drop signifiers. Borderlands buggered this up badly by having colour lines spew up from the ground, causing massive performance issues and inaccurate colours due to them mixing at ranges. Now, again too human had a good system of floating colour squares that automatically got picked up. Now, I understand that neither of those system or features would sit well with the overal setting and attire of Hellraid, however just hear me out. What if you were to add coloured glows around the items, giving them a clear indicator of what rarity it is? The elemental effect could still work, as they'd contrast with the standard colours of white, green, blue, purple, orange/yellow and red.

 

I'll be back with more suggestions and ideas soon, I just thought that bombarding you with lots isnt a good idea as other people have suggestions worth reading too!

 

Have a great day!

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Hello everyone!

 

Ive been looking forward to playing this game as soon as I heard about it coming to the Xbox 360 (aeons ago...) but now that its being pushed upto the next gen level, I'm even more excited! I honestly think this game could be a real show stopper once it rolls out, especially if some of the suggestions this community has been putting forward get implemented.

 

So, as this thread is for suggestions, here are my own two cents:

 

(1) Loot Drop Collection/Pickup Audio. please Correct me if am wrong but am sure I read that there will be tiered loot, I.e. rarity based from whites to oranges? Now, if that is correct, I only ask of once simple thing. Please please please please please add audio to the top tier loot. The game Too Human had this nailed down to a tee. Hearing the red loot drop pick up audio sound still sends shivers down my spine to his day!

 

(2) Leaderboards. Simpler is better! Time scales are key and variety is essential! Too Human again had this perfect:

Kills, Highest Combo and Loot - Daily, monthly and all time. Hellraid could have Kills, XP and loot? I'm just spit balling here.

 

(3) Loot Drop signifiers. Borderlands buggered this up badly by having colour lines spew up from the ground, causing massive performance issues and inaccurate colours due to them mixing at ranges. Now, again too human had a good system of floating colour squares that automatically got picked up. Now, I understand that neither of those system or features would sit well with the overal setting and attire of Hellraid, however just hear me out. What if you were to add coloured glows around the items, giving them a clear indicator of what rarity it is? The elemental effect could still work, as they'd contrast with the standard colours of white, green, blue, purple, orange/yellow and red.

 

I'll be back with more suggestions and ideas soon, I just thought that bombarding you with lots isnt a good idea as other people have suggestions worth reading too!

 

Have a great day!

Couldnt agree more about the next gen upgrade.

 

3) In the live stream video they did have a signifier drop for there "Premium" weapons. The weapon glowed with a red aura surrounding it. I dont know if this pertains to all tier loot or just this but it looks like they were putting something like that in here.

Edited by IzzyOtaku

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Hellraid Devs, could you implement unlimited secondary leveling. Here are 3 games where unlimited secondary leveling is really fun: Borderlands 2 (Badass Ranks), Diablo 3 (Paragon levels), and Marvel Heroes 2015 MMO (Omega levels). You might be able to get ideas, inspiration and elements from all 3 and continue with what you create and can fit into the game. (Hellraid Devs, are you familiar with Marvel Heroes MMO? David Brevik, one of the primary designers of Diablo 1 & 2 also designs for Marvel Heroes.)

 

Keep up the good work.  :)

 

EDIT: Devs, if you would like more details about how these leveling systems work (how they level up, what benefits accrue from them, etc.) I'll come back and do a detailed explanation. Thanks.

Edited by Royal Palms Resort Guide

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What about adding a list of Summoning spells, and some that can be used in combination like defensive and offensive spells, combined with a

summoning spell to add offensive, defensive, and elemental traits to them, with different creatures like demons, skeletons, spiders, and maybe

exploding monkeys. <3

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After reading all (well most...) of these suggests I conclude that you guys (the devs) should seriously consider giving the community moding support. I played Dead Island and like it for what it was - but if the community had been given just a little help I think it would have been amazing! I remember guys trying to get more zombies to spawn in, increase difficulty etc, but it was always a little janky. I wouldn't mind some insight into the issues surrounding giving players moding tools :) .

 

That being said, my suggestion is rather simple, but is something that seem to be overlooked for whatever reason.

 

  • Fully customisable HUD. Being able to choose what part if the UI to display or not, individually. including switching on/off mini map and those (IMO annoying and redundant) item icons that appear over the top of the items themselves.

I will have a proper read of the suggestions (a couple caught my eye - flail? Hell yeah!) and see what I can come up with. 

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Early Access for "Crawl" just came out - now there's an interesting multiplayer mode, let the other players play the bad guys! There's that PvP thing again!

 

EDIT: For me, being involved with the early stage of a games development is very exciting. Being able to spurt out all you're fantasies in the hope of being heard and hopefully seeing them bring about a game you will love is a great feeling. That said, it dosn't matter what you think is cool or "right" for the game if you don't have a general understanding of where the developers are coming from and what they hope to achive. Personally I am comming at this game from the perspective of a huge Diablo 2 fan and more recently Dark Souls - so I imagine simple but robust leveling, extensive replayability, randomly generate dungeons, a hardcore mode and on top of that tough tactical gameplay based around stamina and timing. And smashing sh*& up and feeling awsome is all a part of that :P - but there is a thin line between giving the players the ability to feel awsome and making them earn it. I guess this is where my question comes in: Who is your target audience, and what is the core experience you want to give players from this game?

Edited by Hoik

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Alright, here's my two cents:

 

1) Player interaction: It's a high, action-packed game, and you simply wouldnt be taking advantage of multiplayer if players can't intarract with one another to execute awesome maneuvers, for example, a warrior boosting his archer friend so that he can nail a necromancer hiding in a horde of skeletons; a magician pushing a his fellow team mate out of the way of a rolling boulder; someone with a shield blocking for another, etc.

 

2) Best moments: Have the game replay the best/most badass moments of a level (probably while you're viewing the end of level statistics), i really don't know how this can be achieved... Maybe if the game had scores attached to run throughs these would be moments where most points were gained and awarding more socre for successful interaction (mentioned in point one).

 

3) Hardcore mode: Already sorted. I just wanted to mention how a respawning system takes away from the tension,

 

4: A "salvage" arena mode: You and your comrades are placed into an arena with nothing but your bear hands, you fight through progressively tougher enemies and equip yourselves with whatever they had on them. Enemies are essentially wearing/using loot. So if an enemy is wielding a badass flaming axe you can pry it off his dead body.. And take that helmet while you're at it.

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After watching stream i pretty sure in two things.  First - this game kick @ss hardboiled win, and second - you absolutely sure need add animation and most important, time to healing potion drinking.

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After watching stream i pretty sure in two things.  First - this game kick @ss hardboiled win, and second - you absolutely sure need add animation and most important, time to healing potion drinking.

time to healing potion drinking is very important, i think that without this will be very easy avoid the death if the player has many potions. Another point is (when the player is next the windmill), the lighting staff animation that need of improvements, the rays that come out of weapon are very static.
Sorry my english

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After reading all (well most...) of these suggests I conclude that you guys (the devs) should seriously consider giving the community moding support. I played Dead Island and like it for what it was - but if the community had been given just a little help I think it would have been amazing! I remember guys trying to get more zombies to spawn in, increase difficulty etc, but it was always a little janky. I wouldn't mind some insight into the issues surrounding giving players moding tools :) .

 

That being said, my suggestion is rather simple, but is something that seem to be overlooked for whatever reason.

 

  • Fully customisable HUD. Being able to choose what part if the UI to display or not, individually. including switching on/off mini map and those (IMO annoying and redundant) item icons that appear over the top of the items themselves.

I will have a proper read of the suggestions (a couple caught my eye - flail? Hell yeah!) and see what I can come up with. 

 

Hi Hoik, 

 

Fully customizable HUD seems like a good suggestion, and easy to implement - I'll pass this on to the devs!

No promises though :)

 

 

Alright, here's my two cents:

 

1) Player interaction: It's a high, action-packed game, and you simply wouldnt be taking advantage of multiplayer if players can't intarract with one another to execute awesome maneuvers, for example, a warrior boosting his archer friend so that he can nail a necromancer hiding in a horde of skeletons; a magician pushing a his fellow team mate out of the way of a rolling boulder; someone with a shield blocking for another, etc.

 

2) Best moments: Have the game replay the best/most badass moments of a level (probably while you're viewing the end of level statistics), i really don't know how this can be achieved... Maybe if the game had scores attached to run throughs these would be moments where most points were gained and awarding more socre for successful interaction (mentioned in point one).

 

3) Hardcore mode: Already sorted. I just wanted to mention how a respawning system takes away from the tension,

 

4: A "salvage" arena mode: You and your comrades are placed into an arena with nothing but your bear hands, you fight through progressively tougher enemies and equip yourselves with whatever they had on them. Enemies are essentially wearing/using loot. So if an enemy is wielding a badass flaming axe you can pry it off his dead body.. And take that helmet while you're at it.

 

Hey PoisonWar, 

 

1. There's been a lot of suggestions from people about having awesome manoeuvres and combos. I've passed them on to the devs, and we will see what we can do. I really like your suggestions though, and I will pass them on as well.

 

2. Best moments/Replay's seem like fun. Could be a really cool feature. Can they be implemented - I'm not sure. I'll talk to the developers, and see what they say.

 

3. Hardcore mode/respawning - point noted :)

 

4. Salvage Arena Mode - interesting mode. Let's forward this one as well. 

 

Good stuff PosionWar!

 

 

After watching stream i pretty sure in two things.  First - this game kick @ss hardboiled win, and second - you absolutely sure need add animation and most important, time to healing potion drinking.

 

1. Good to see! 

 

2. Point taken, and it seems it is an issue that has been raised in another thread. Let's chat to the devs about that one. 

 

Hey Michal Napora and Pawel Modlinski, can we get a "Questions from the developer to you" edition for Hellraid like we had in the Dying Light forum? Those are great and it's interesting to see what you guys are curious about?

 

Royal Palms Resort Guide - email to the devs has been sent. Let's see what they say :)

 

 

time to healing potion drinking is very important, i think that without this will be very easy avoid the death if the player has many potions. Another point is (when the player is next the windmill), the lighting staff animation that need of improvements, the rays that come out of weapon are very static.
Sorry my english

 

 

Hi nokaut, 

 

Good point about the healing potion, and just like above - a lot of people are thinking the same thing. Let me chat to the devs about this one, and see if I can get some more info. 

 

Keep in mind that what you guys saw so far is still a work in progress. But having comments like these help us make a better game, so please keep them coming.  

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Many people said that potion drinking needs an animation sequence but I have mixed feelings about it.

I still think that "stunning" the player while drinking potions are not a great idea. OC you need to balance the potion spamming, but thats not a very good way.

I hate when I stuck in games or it takes away the control from me. Cooldown could be a good answer here. 

 

  1. Like the player can't drink the same potion again for like 10 seconds (depends on the game flow). The player is free to move, won't die in a stupid lockdown but he/she can't spam the potions,
  2. Also, the potions can be categorized. Like buff potions, healing potions, removal potions, etc. and add a cooldown to a category. So the player can drink something like strength bonus and a healing potion too. This is a better way because the player don't feel that he/she's limited that much. 
  3. You can also add different subtype of potions like combat or non combat potions. Like a healing potion that ticks health over time but it can be interrupted by taking damage.
  4. OR Add a potion sack. Limit the number of potions the player can carry. This should differ from the inventory. (this is not that player friendly)

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