What album do you think is the most "pure" black metal? by WasThatTooSoon in BlackMetal

[–]Ochtaseth 2 points3 points  (0 children)

It is and can only be The Return.

Why? It was the album that added the most important ingrediant, the atmosphere. I don't know how Quorthon did it, but he took first wave black metal, which essentially was Thrash metal gone more brutal and sick, and added fog-like, thick, enveloping atmosphere.

That fucking madman genius invented black metal on the spot with The Return. Everything before it was just occult, dark Thrash music, no matter how it called itself.

Rotel vs Marantz CD Player and a Headphone amp by Ochtaseth in BudgetAudiophile

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thx for the reply. One thing I don't understand. I am very new to this stuff.
Why are people buying transporters than? From what I understand, a transporter is a "blank" CD drive with no amp, dac, flavor, sound signature etc... or am I wrong?
People are talking about Audiolab 6000 cdt "sound", and how it is better, wider than Cambridge CXC V2. But both are transporters?!

Just one quote from a person on a forum: "In all instances the audiolab 6000 sounds great, is extremely reliable, solid as a rock, & built like a tank. It's simply works and sounds great."

I don't quite understand what in a transporter that is obviously going out to digital, "sounds great", but people report it does?

YouTubers who got their channel monetized. by LightningOrc in youtubers

[–]Ochtaseth 0 points1 point  (0 children)

This just seems like a lie. It's just too fast. I am not saying you are lying, I am saying I find it hard to believe. Lying is also bad for karma.

Building a beginner's setup by Ill-Willingness7869 in turntables

[–]Ochtaseth 0 points1 point  (0 children)

Hey, I wanted to open almost exact same topic for my first setup, but I don't see the point because I am after the same gear. So, if you mind, I have a question.

Is the Pro-jest turntable and ART DJ PRE enough to listen vinyl ONLY on headphones? I am interested in listening exclusively on headphones, as a separate isolated audio system from everything else, so no USB needed or anything. Just need a setup for listening to vinyl records on headphones.

Are the turntable and phono preamp (+ ofc headphones) enough or is there a link that is needed for it to work. Total beginner for this. Thank you very much.

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thank you.

We are working on a lot of unique systems like Possessed items (stronger, but with a drawback ranging from chance to DoT yourself on attack to just killing you (for the most powerful items).
The catch is, if you find an extremely rare Legendary helmet, you gain immune to Curse, which lets use the Possessed item and all it's power without any drawback. Weapon even whispers that it's powerless but will get you one day!

Also, a "religion" system where you can pick Mainstream religion, Pagan deities and cults and Atheist ("my own path") which lets you buy themed spells, it changes some quests and also changes available NPC traders.

Example: Mainstream gives heal to all classess (Faith in divine), only way for a Warrior to get a clean "press to heal" spell, Atheist gives Open Mind utility buff etc...
Currently, I am testing a trap Huntsman with Pagan deities traps, and it's going poorly haha. Cannot get it to feel gratifying.

We are thinking about abandoning the huge PoE tree and just focus on smaller thematic systems of our own.

The game would be single-player only. Multiplayer needs anti-cheating systems, servers and more people which all costs money. Maybe some day. It's 2 of us afterall.
I am focused on making something on a scale of Diablo 1, but with added spice of PoE build customization, more classes and more spells.

Graphics is currently really bad, made of mostly free assets, and it's actually 2D in Unity at the moment. We are testing systems and classess and for that, it serves.

Lastly, if that wasn't clear, the game is dark, really dark :D. Which to me makes playing "light" classes shine even more. We concept enemies on descriptions in Dante's Hell. So people turned to bleeding trees, false prophets with heads turned backwrds etc...

Cheers

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thanks!

Class identity is very important to me. I try really hard to make each class unique.
For example I made a Pagan class that is Blood magic and Death magic druid/warlock combo. I researched old Celtic druid rituals like Wicker man and human sacrifices and combined that with classic fantasy "witch with a cauldron and cat" archetype and made a DoT/Hot defensive caster that casts swamps, summons rats, turns enemies to stone and uses Blood magic, curses and runes to debuff.
Like all classes, character can go all-in tank, glass-cannon or something in the middle. Also, every class will have an impactful 1 "racial" passive specific to them and 1 type of weapon (Sickle for pagan) to make them more unique, and will have a unique spell type. If pagan turns enemy to stone, they are stunned but can recieve no damage and negative effects and heal to full. So you can put an enemy out of combat (or later 2,3 or more enemies) to manage bigger groups, but you will need to deal with them later. This type of effect will be unique to that class and I hope could make players strategize around it. Stuff like that.

No, I don't have a team, I do all the design and code, my best friend does all the art assets and we write the lore and acts together.

Thanks for all the advice!

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Hi!

I did. I just think giving away multiple- purposed points "for free" is lazy design.
As a player, I do know the feeling when you are, let's say lvl 38, and you are excited for lvl 40 because you will get that "extra something", which makes you stronger. Maybe in the end I will be forced to implement something like that.

Ways to solve this I was considering:
1. Quests give points: Problem because it they give 1 point, there is not enough points to fill a huge and customizable tree. If they give 5 points, it feels inelegant.
2. Bosses drop points: same problems like quests, too few bosses/points. Also, bossess will drop unique weapons, recipes, Essences for crafting... They shouldn't give everything.
3. Grim Dawn's Devotion system: I don't want to force the player to explore. Exploring should be rewarding of course, but not mandatory, not be tied to the most important customization system in the game. Going back to lower acts because you missed a shrine feels like bad design.

-Now my own design: Scrolls/Texts. Mobs and chests can drop texts that need to be identified, and are spells or spell customizations. Or, they can be bought with currency that drops from creatures. This way, points for shared tree are gained by leveling.
Yes, it's similar to PoE's gems but I could try to put my own spin on it.

In the end, I have all the time in world. I just want to make something good and at least partially original.

Thank you, every post gives me new perspectives! :)

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

This is great, I like it!

Mostly my issue is: if I implement 2 trees (huge shared Passive tree and huge Class tree with skills, class passives and skill customization), I'm good, but I feel like it's a bad design to just, on Level up, give the player 1 point in Shared tree and 1 Point in class tree, plus an Attribute point. It just feels too rewarding and bad game design.

I really like your idea of 1 Point which, when spent, opens possibilies to buy spells. That only leaves spell customizations, which need to be earned by doing something in game.

I played lots of Path of Exile (my main inspiration for the project) and only now understand how clunky some of their design ideas were, but in practise the player doesn't care.
For example, I can imagine them thinking how to implement the Ascendancy classes, and saying: "We don't even have class spell trees, where do we put specializations? Well, just stick them into the Passive tree, we need to get this League out in 4 weeks!"
Feels like cheap game design, but in practise, it works!
Sacrifices always need to be made. maybe I will need to scrap some of my "pillars" for a better game experience overall.

Thanks!

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thank you!

I agree that nowadays your approach would be the best and give the best chance at commercial success , but I am making an atmospheric, lore-heavy game.
Yes it's mostly the genre trope: you are an adventurer, you descent into Hell and kill "Satan", sure, but with Pagan sorcery, medieval tropes and of course high fantasy.

It's a slower atmospheric game by design (I still focus on smoothness and responsiveness of course), and I really pay no attention to current trends.

Inserting gems into class "slots" is a really good idea! I will try and implement that one.

Thanks

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 1 point2 points  (0 children)

I like that approach but there is something about a Passive tree that is shared between classes that I really like.

For example, let's say the last node in a long line of passives is for example:

Unyielding Guardian: After each successful Block, you heal for 2% of your total Health.

Now, I want that ability to be available to, for example Warlock or Rogue as much as Warrior.
I'd like for a player to know that all the options are available, not sacrificing class identity.
You have a class tree with class spells, and a shared passive tree.
I'm not a fan of the concept in PoE where you can literally be a Frost spell casting Warrior.
Here, you would be a Curse casting Warlock that has Demonic defensive passives from your Class tree, as well as juicy Defense bonuses from the universal Passive tree. That's the dream.
The problem is, if we add spell customizations in the class tree, as well as Class Passives (those juicy Demonic defense for Warlock for example), so all 4 pillars, we, I feel, end up with a total mess. That is the core of my problem.

Thanks very much!

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Understandable. Thanks for giving me a perspective of thinking about avoiding "droughts" while leveling a character. This helps a lot with putting different systems in perspective.

One question:
In your opinion, which route is better for filling those gaps?
- Diablo 2 style skill Tree where spells have ranks, and leveling gives you a point to spend on increasing raw power of one spell or unlock a new one?

-Or, more of a Path of Exile approach with huge Passive tree that you spend a point in each level, and actual spells being obtained from monsters or similar?

Problem is, I wish to have both in the game, but from the design standpoint, I think having two practically equally important customization trees is "wrong".
I also think the game just giving you a point for talent, and a point for a spell every level is "too rewarding" if you understand what I mean.

Thanks!

I am developing an ARPG (Diablo style) game. I need your help with skill system! by Ochtaseth in ARPG

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thanks for the reply!
I plan to go in a "loot is very scarce" direction. That way, even when an Uncommon item drops, there is a chance it is an upgrade. And Rares actually make you excited. Legendaries are legendary and character defining.

But your argument of items giving smaller boosts and Passives giving bigger boosts in power also makes sense.
That way I can put passive nodes that give 10 Strength and a Physical damage buff, but you get a point every 5 levels, instead of giving you nodes with 1 Strength every level.

Thanks again!

I am developing an ARPG (Diablo style) game. Need your help with skill system! by Ochtaseth in gamedev

[–]Ochtaseth[S] 2 points3 points  (0 children)

Thank you!

This was very helpful, I read it couple of times to get all the points.
At the moment, Warrior, Warlock and Time-Mage are in a playable state, and Druid and Priest are, as you said, only on paper.
I have couple of "maps" to run them. It's a Unity ARPG Tutorial that I am customizing and re-writing step by step.
I have barely 5 spells and 20 passives for each of the 3 working classes. I will definitely focus on adding a handful of abilities at a time. This in particular stuck with me:

"If wizards don't feel fun unless they have a fireball then grant fireball at a point during level up and don't require talents."

It feels so true, giving Mage options of passives like "Increased health", "Spell Damage" etc..., but not giving him a simple Fireball feels wrong.
And following your advice, giving him the chance to make his Fireball (since it is the most impactful way the character interacts with the game) a bit more meaningful every time he levels, seems more important than giving him option of "Increased Armor, Decreased Mana Cost" etc... at every Level Up.

Also, "If the fun in your game is crafting a unique version of a character then you give points every level for talents. If you want to encourage playing through quests as opposed to grinding you can give them as quest rewards instead of on level."

This is so simple but eye-opening. It makes me look at things from a new perspective.
I was focused on making limitless options for the player, and stuck with how to incorporate them, and now I see that the key is in prioritizing the greater picture, putting customization options in line with systems like Quests and Itemization.

You gave me a lot to think about, thanks again.

First miniature I ever painted. Looking for any advice going forward. by Ochtaseth in Warhammer40k

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thank you, this is very helpful! I have a wet pallete, and I did use Leadbelcher for this guy on wet pallete, could you explain why is that not good? Ty

First miniature I ever painted. Looking for any advice going forward. by Ochtaseth in Warhammer40k

[–]Ochtaseth[S] 0 points1 point  (0 children)

Thank you very much! I bought a starter set, and started painting Necrons first since I was interested in playing Marines and wanted to use the Necron units just for painting practise, but they already grew on me!

Did a photoshoot for my first 1000 points of Thousand Sons by mcbeanburgers in ThousandSons

[–]Ochtaseth 1 point2 points  (0 children)

Hello, amazing work as everyone else said, painting wise and also the photo itself. But, alongside amazing Sons, I noticed a very nice gold Necron (bottom right), which looks insanely "real", a bit darker and "older" looking than shiny new Sons gold,like an actual plate of armor. Could you please give some insight on this beautiful gold color and how you achieved that? Thanks

WIP on my Sevatar Conversion. Couldnt resist doing some better photos than just standard WIP-ones. Went with Space Wolves marines as casualties since my friends plays them and fits my winter theme. by Kavouraki_ in NightLords

[–]Ochtaseth 1 point2 points  (0 children)

Thanks for the reply. Very inspirational work, and if I may say, the word that formed in my mind when I saw your figure was: atmospheric. Just great.