Reply to Re: Gameplay innovation
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: Weird... I wouldn't consider Ed the SCV as having any Gameplay Innovations at all... it would be the same if Dink just had bows to choose from.
Ah, but that would have been an innovative element in itself, you see? It alters the fashion in which the game plays in a significant manner. Or, at least, I think so.
: And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
Yes, of course, although some of these were fairly redundant in the main game - the mana potions in particular. The elemental damage system was good, although it only really came into play when there were multiple element types about. And the multiple elixers to a slot system definitely has potential, particularly when bound to a hotkey - if FIAT 1 is hardcore enough to necessitate their use, that is
Oh, and the earth knight introduced a level of though to the combat dynamic - very nice.
Ah, but that would have been an innovative element in itself, you see? It alters the fashion in which the game plays in a significant manner. Or, at least, I think so.
: And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
Yes, of course, although some of these were fairly redundant in the main game - the mana potions in particular. The elemental damage system was good, although it only really came into play when there were multiple element types about. And the multiple elixers to a slot system definitely has potential, particularly when bound to a hotkey - if FIAT 1 is hardcore enough to necessitate their use, that is
Oh, and the earth knight introduced a level of though to the combat dynamic - very nice.