Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
I agree with you : more things to do while the waves are spawning would be good.
But in usual tower defense games you can place turrets whil ethe waves are active because you don't have what you need to put everything you need. In DotE you do those choices before the waves start.
My hope is that skills will give us more activity during waves. I agree, as is it's fairly slow. I would also like to see the ability to change heroes focus to do things like repair modules and heal others rather than just being forces into the static if/then/else there currently is.
Personally, I expected there to be at least some more variation to the combat. During combat, characters always receive damage, I was expecting them to at least dodge some attacks depending on their Speed level. As to the skills, I was thinking that maybe they would have it like Risk of Rain, or at least some sort of system that is similar.
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I think the combat fits the strategic/tactical planning needed to cope with the waves encountered. Any more "action", or twitch based stuff and the whole illusion of control will fall by the wayside, and suddenly we need micro skills - this is sure to turn a lot of roguelike and strategy game players off.
spelk wrote: I think the combat fits the strategic/tactical planning needed to cope with the waves encountered. Any more "action", or twitch based stuff and the whole illusion of control will fall by the wayside, and suddenly we need micro skills - this is sure to turn a lot of roguelike and strategy game players off.
This is very much my feeling on the matter. DotE is a very strange game: I find the gameplay is most comparable to grand strategy games (Risk, etc) rather than the ARPG dungeon crawler it APPEARS to be. Which is such a mindbender that I can see where and why this confusion ("why is there so little action?") comes about.
My first thoughts when I saw it in action were approximately: "Dungeon Siege 1/2 meets Tower Defense?" But even though I really think that'd be a fine game as well, that's really nothing like THIS game.
Adventurer_Blitz wrote: I hope they make the combat a bit more exciting to look at like it is in endless space. but controlling the heroes isn't necessary.
Well controlling the heroes shouldn't really be part of the gameplay really, personally I think the stats of each hero should play an important role into combat, and well I am sure they will add more variations to the combat, maybe more animations or usage of items, not to mention that there will be skills soon so there is that to look forward to.
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I'm really not sure whether I'd like the game more or less if it had active skills for heros that you have to manually trigger.
Anyone knows Final Fantasy 12 and remembers how combat used to work there?
Your heros would basically do all the basic stuff like swinging their swords or shooting their bows automatically.
But you could always interfere and tell them to use their special-abilities.
Later on you could unlock more and more slots for prioritized conditional programming for your characters that determined the circumstances of when to use their active-abilities automatically aswell.
It was a relatively complicated but increadibly cool system. You could actually "program" their AI with an ingame-interface!
That, however, would probably be way too much hassle for a fast-paced game like DoTE. (and way too time-consuming to implement anyways)
That being said: If there are manually triggerable abilities, they should be very powerfull but also very costly, so you are not tempted to use them all the time.
Food/Ind or even Dust as a payment-method comes to mind.
Ail wrote: I'm really not sure whether I'd like the game more or less if it had active skills for heros that you have to manually trigger.
Anyone knows Final Fantasy 12 and remembers how combat used to work there?
Your heros would basically do all the basic stuff like swinging their swords or shooting their bows automatically.
But you could always interfere and tell them to use their special-abilities.
Later on you could unlock more and more slots for prioritized conditional programming for your characters that determined the circumstances of when to use their active-abilities automatically aswell.
It was a relatively complicated but increadibly cool system. You could actually "program" their AI with an ingame-interface!
That, however, would probably be way too much hassle for a fast-paced game like DoTE. (and way too time-consuming to implement anyways)
That being said: If there are manually triggerable abilities, they should be very powerfull but also very costly, so you are not tempted to use them all the time.
Food/Ind or even Dust as a payment-method comes to mind.
FF12 had the best combat system : you could even with the right items and skills reate a combat where you wouldn't die but didn't kill the enemy that spawned minions : you start the combat before going to bed and when you wake up you got 20+ levels (you could still die on that mission)
I don't understand why they didn't use it again, it was so beautiful and interesting. I woul dlove to see something akin being implemented in DotE.
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