New Escape Mechanics

    Share
    avatar
    SadPanda
    Caffeinated
    Caffeinated

    Posts : 900
    Reputation : 11
    Join date : 2013-04-20

    New Escape Mechanics

    Post by SadPanda on Sun Jul 21, 2013 8:52 pm

    Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin


    _________________
    Well What is it mastr of downboats Well What is it
    edjier dan a knife
    Xbox GT: Gapestation
    avatar
    St1cky1cky1775
    Addicted
    Addicted

    Posts : 140
    Reputation : 4
    Join date : 2013-05-27
    Age : 27
    Location : Minnesota

    Re: New Escape Mechanics

    Post by St1cky1cky1775 on Sun Jul 21, 2013 10:57 pm

    SadPanda wrote:Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin
    I underlined everything I love about this post.

    I don't agree with "special" stun moves though, not sure why but I dislike them.


    _________________
    Owner of TooFadedGaming(Tourney Recordings Links # 1)

    The main build I use on my recordings

    Looking for someone to make some graphics, PM me if interested.
    avatar
    SadPanda
    Caffeinated
    Caffeinated

    Posts : 900
    Reputation : 11
    Join date : 2013-04-20

    Re: New Escape Mechanics

    Post by SadPanda on Sun Jul 21, 2013 11:44 pm

    St1cky1cky1775 wrote:
    SadPanda wrote:Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin
    I underlined everything I love about this post.

    I don't agree with "special" stun moves though, not sure why but I dislike them.
    The stun moves would just be like a quick hit with a high poise break. It wouldn't have much damage effect.
    The "chase breakers" would be triggerable events like releasing a turtle knight, distinguishing a torch, or closing a door whilst running.

    Not that you have to agree, just clarification.


    _________________
    Well What is it mastr of downboats Well What is it
    edjier dan a knife
    Xbox GT: Gapestation
    avatar
    LunarFog
    Hollowed
    Hollowed

    Posts : 1856
    Reputation : 109
    Join date : 2012-12-05
    Age : 22
    Location : Darkroot Basin

    Re: New Escape Mechanics

    Post by LunarFog on Mon Jul 22, 2013 1:29 am

    Sounds a bit like monster hunter

    avatar
    Latitoast
    Chosen Undead
    Chosen Undead

    Posts : 4520
    Reputation : 40
    Join date : 2013-04-03
    Age : 20
    Location : Rolling in circles while reading manga

    Re: New Escape Mechanics

    Post by Latitoast on Mon Jul 22, 2013 3:38 am

    Interesting ideas.

    The rake thing needs to be implemented though.

    Seriously, why weren't there Four Pronged Plow traps in the Royal Woods, From?


    _________________
    Gamertag:Leon Kennedy85   LoL Summoner ID, Skype Username, Steam ID:Latitoast
    Current Covenants:Messengers of Velka, The Exiled of Ariamis, The Darkstalkers

    avatar
    Serious_Much
    Moderator Trainee
    Moderator Trainee

    Posts : 14641
    Reputation : 287
    Join date : 2012-01-17
    Age : 25
    Location : The Dark Side of the Moon

    Re: New Escape Mechanics

    Post by Serious_Much on Mon Jul 22, 2013 5:40 am

    Movement impairing moves.... *looks at twop*... You know what, don't think I want any more of them silly

     I'd love more traps though, and stun attacks would be cool- possible replace not of kicks on smaller weapons?


    _________________
    PSN and other stuff:
    PSN: HolyPK9 "You are free to sever the chains of fate that bind you"

    Sage Andarta, Founder of the Crystal Seekers; The Noble Knights

    Principal GremSay of the Karmatic Gremlin Gang

    Moderator of the Wiki Chatroom- Come join the fun  cheers

    PRAISE. THE. SUN. lol!
    avatar
    Exclusive
    Casual
    Casual

    Posts : 57
    Reputation : 1
    Join date : 2013-07-17
    Location : England

    Re: New Escape Mechanics

    Post by Exclusive on Mon Jul 22, 2013 12:33 pm

    Nice ideas, Would love to see more traps in Dark Souls 2, Sen's Fortress is my favourite place in Dark Souls based on the traps and scenery. happy
    avatar
    St1cky1cky1775
    Addicted
    Addicted

    Posts : 140
    Reputation : 4
    Join date : 2013-05-27
    Age : 27
    Location : Minnesota

    Re: New Escape Mechanics

    Post by St1cky1cky1775 on Mon Jul 22, 2013 5:31 pm

    Serious_Much wrote:Movement impairing moves.... *looks at twop*... You know what, don't think I want any more of them silly

     I'd love more traps though, and stun attacks would be cool- possible replace not of kicks on smaller weapons?
    It wouldn't like one as bad as twop, just like a 10% movement impairment would be cool.


    _________________
    Owner of TooFadedGaming(Tourney Recordings Links # 1)

    The main build I use on my recordings

    Looking for someone to make some graphics, PM me if interested.
    avatar
    JoeBroski09
    Chosen Undead
    Chosen Undead

    Posts : 4307
    Reputation : 62
    Join date : 2012-04-12
    Age : 23
    Location : Carim in the Pacific Northwest

    Re: New Escape Mechanics

    Post by JoeBroski09 on Mon Jul 22, 2013 6:54 pm

    I'd like to see a low kick, like they teased us in the Prepare to Die trailer. It's be so cool. :3


    _________________
    big grin Hugs and smiles big grin

    avatar
    Jansports
    Hollowed
    Hollowed

    Posts : 1612
    Reputation : 86
    Join date : 2012-07-27

    Re: New Escape Mechanics

    Post by Jansports on Wed Jul 24, 2013 2:37 am

    Ruinous Sigil: Chargeable spell, places a moderately sized magic sigil on the ground, which will trigger and explode when a hostile target approaches, deals moderate damage, charge increases damage slightly and adds a short stumble/stun, lasts 30 seconds. (Time limit in place to prevent pre-trapping an area to heck and back while getting invaded)

    Please Please Please Please.
    avatar
    JoeBroski09
    Chosen Undead
    Chosen Undead

    Posts : 4307
    Reputation : 62
    Join date : 2012-04-12
    Age : 23
    Location : Carim in the Pacific Northwest

    Re: New Escape Mechanics

    Post by JoeBroski09 on Wed Jul 24, 2013 3:23 am

    Jansports wrote:Ruinous Sigil: Chargeable spell, places a moderately sized magic sigil on the ground, which will trigger and explode when a hostile target approaches, deals moderate damage, charge increases damage slightly and adds a short stumble/stun, lasts 30 seconds. (Time limit in place to prevent pre-trapping an area to heck and back while getting invaded)

    Please Please Please Please.
    Like.. the spell in Skyrim?


    _________________
    big grin Hugs and smiles big grin


    Sponsored content

    Re: New Escape Mechanics

    Post by Sponsored content


      Current date/time is Mon Oct 23, 2017 8:31 am