Archive for the ‘Stalking Medierra’ Category

Grim Dawn Skill Caps

Posted: August 12, 2011 in Grim Dawn, Stalking Medierra

I’m currently designing the masteries to include 24 skills, as opposed to TQ’s 20 per mastery. Also, skills tend to have more levels. Most skills in Grim Dawn have 12 or more levels with some going up to 20. All skills, regardless of their normal cap, also have an ultimate cap 10 levels higher, as opposed to TQ where the ultimate caps were generally only 4-6 levels higher than the normal cap.

Each mastery has 8 tiers at the moment but I’ve reserved space in the UI for a 9th tier. I may either add in 1 additional master skill to each mastery that will boost all essential stats and damage (to help boost power at very high levels) or I may save it to add in some future high-level skills in an expansion.

While the later idea of releasing additional skills sounds cool, I honestly have no idea right now, how I’d make that work since the masteries are already pretty loaded with 24 skills a piece. I think a passive “master skill” to boost power levels in the end-game could be cool though or perhaps a couple for elevating different stats.

Sources

Haha, I like the thread title!

We may agree to disagree or, perhaps, it may be just a misunderstanding based on an imprecise communication of ideas on my part.

Often when I talk about making the game darker, people assume I mean visually darker. What I really mean, is thematically darker. When I say “sexier” like God of War, I’m speaking figuratively and not talking about actual sexual content and I’m not advocating that it should have been like God of War. Mainly, I’m just saying that we should have been a bit bolder in our decision making and advertising of the game. There seemed to be a constant fear during the development of Titan Quest about upsetting this or that segment of the audience or someone’s grandmother. I was literally told by one of the higher-ups that the game should be designed so that his grandmother would want to play it (even though his grandmother had never played a game before in her life). We were building a game with relatively complicated and hardcore gameplay systems but trying to make it thematically and visually appealing to as wide a casual audience as possible. The end result, is that the game was a little more bland and generic in some respects than it should have been and the game world didn’t do much to convey a sense of danger.

One example of this would be the mandate that enemies not use language or build anything that would make them seem like they had more than animal intelligence. It was felt by one of the higher-ups that people might feel wrong killing enemies that displayed any obvious intelligence. I guess somehow it is wrong to fight intelligent enemies but okay to slaughter dumb animals? We also weren’t originally allowed to have humans die, ever, in the game and no human corpses. (more…)