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> Zeno Clash 2 suggestions, 'Adrenaline'?
Andres Bordeu
post May 13 2010, 05:03 PM
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QUOTE (Falchion729 @ May 11 2010, 09:16 PM) *
...


Some good suggestions there and you mentioned some improvements that we are already planning to incorporate, but I can't say which. cool.gif
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DemonicLemon
post May 13 2010, 09:27 PM
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QUOTE (Gentleman @ May 13 2010, 02:41 PM) *
To extend on this, I want an exclusive hat for TF2 for ordering ZC2.


I don't play much tf2 anyway, but if pre-ordering means I get more content than buying post release, then you guys better have the pre-order period during Christmas so I don't get screwed over by having to wait til sometime after the special offer is done with.

I'm 16 and I don't use paypal if anyone's wondering...
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Guest_Akashic_*
post May 25 2010, 03:07 AM
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Ahhh jump kicks, the classic, cheap way of killing bosses in old games biggrin.gif
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Guest_Guest_*
post Jun 8 2010, 01:37 AM
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I would want to see the fights become even more intense.

For example, let's say that you can put your enemy in a headlock and ram him into a wall, or step on his throat, or grapple him MMA style....now THAT would be even more insane. Also pick up chairs and tables and smash it on their heads...
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deloctyte
post Jun 9 2010, 04:01 AM
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QUOTE (Guest @ Jun 8 2010, 07:37 AM) *
I would want to see the fights become even more intense.

For example, let's say that you can put your enemy in a headlock and ram him into a wall, or step on his throat, or grapple him MMA style....now THAT would be even more insane. Also pick up chairs and tables and smash it on their heads...

I'd love to see these as the ending moves of combos/super-combos...with the possible exeption of chairs. Why would the be a chair in the middle of the woods!? D:


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MultiVaC
post Jun 13 2010, 08:45 AM
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I don't really remember seeing anything in Zeno Clash that reminded me of the chairs we have in this world... but it would be a cool idea to be able to pick up any object in the world and throw it at someone to knock them off balance. The way it worked in Dark Messiah was pretty fun.
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Guest_dets00b_*
post Jun 30 2010, 04:55 PM
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I think leaving this game as a first person fighter is ideal for its success. Adding RPG elements such as a leveling system or leveling up powers i.e level 2 hand combat would ruin this type of game.

Some ideas i thought about that may introduce more depth would be incorporating a skill tree system where you can specialize in a type of combat i.e weapons or hand combat etc, which would let you unlock particular moves that are usable in certain situations, and each specialization allows the characters to uniquely overcome a nasty situation. Such as if you have specialized in weaponry you may be able to use certain weapons more effectively or use a weapon in a different fashion. For example if you have a blunt weapon, normally you can just use attack 1 (less damage but faster) or attack 2 (slower and more powerful), but by specializing in weaponry you may be able to unlock more skills with certain weapons and use combos or certain strikes in certain situations such as a more lethal blow at the end of a combo or a stunning blow at the start of a combo, or targeted strikes at parts of the body, or being able to swing your weapon to hit multiple targets, or incorporating a combo that uses punches, kicks and weapon strikes. So you could have specialization trees depending on your play style, each effective in their own way, the player will just have to figure out the advantages and disadvantages of them.

Now the trick is avoiding a leveling system with these specialized moves, the way to do this is throughout the game you have chances to train with someone who may teach you this new move or given a situation you have just encountered, there is an opponent who you can only defeat by using a certain move , so your character invents a move by trial and error and maybe has a flashback while fighting this enemy, the flashback shows the character being taught a fighting move from a teacher that he had long forgotten and during the flashback you have a choice from 2-3 moves, 1 from each specialization. You then return to the present and can now use this move to defeat the enemy. This is just one example of how to avoid a generic point system where you put points into moves, each move should just be the move, there is no level 1 strike, level 2 strike etc for each move.

To balance the game, and avoid making your character overpowered with all these specialized moves you can make enemies immune to some moves like what you did in zc1 with heavy enemy and normal enemies. So the player needs to adapt to situations and has to constantly change their play style to progress.

Alternatively you could use a fighting system like fable. Where you accumulate experience based on what you use more. So if you fight with fists more then you accumulate an amount of experience with hand combat and can unlock each specialization in the tree the more you use hand combat etc.
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seonewcastle
post Jul 2 2010, 05:17 AM
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QUOTE (Andres Bordeu @ Jul 30 2009, 05:20 PM) *
Thanks for the feedback! The combat system is going to get beefed up, so I guess we will develop some features similar to the ones you are describing.



Hope it will comeout soon.... ^^

Gonna wait for it! tongue.gif


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Guest_Bifford_*
post Aug 22 2010, 12:39 PM
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Hire a professional writer and a voice director. The story, dialogue and voice acting were the worst part of Zeno Clash. It actually brought down the game; it would have been better to have no story and all than what we got.
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