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unmerged(454963)

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Feb 19, 2012
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  • Crusader Kings II
The game looks kind of generic but in the trailer they seem to make kind of a nod to the fact that they're really cliched and they have a kind of hint at something to come.

I suspect that perhaps the Dungeon Master will be player controlled and will have tools to mess up all his friends? That is my speculation, or perhaps some l4d2-esque ai director that reacts to how the player perform?
 
...
Playing as the Rogue, the Warrior, or the Mage, heroes will adventure in a classic co-op dungeon crawl, with a sinister twist: three players can play as the daring heroes, while a fourth takes on the role of Dungeonland’s Game Master, using a pool of traps and monsters to annihilate their unwelcome guests!
...

This seems like that is indeed the point, 3 players can coop against another player who will be the dungeon master :)
 
Hello Al!

I'm Mark and I work at Critical Studio, the developers behind Dungeonland. I'll try my best to come by the forums once in a while to answer any questions you have about the game, and I thank you guys for your interest in it!

And you are right on the money on both your statements: there is a Left4Dead-esque Dungeon Master AI that keeps the co-op gameplay interesting, and we are currently developing a PvP mode where Dungeon Master is played by a live human player. We can't give any details about that yet because we are still very early and don't want to disappoint anyone.

Also, we are trying to make the "standard" co-op gameplay as interesting as possible. We are pretty busy at GDC right now, but after we come back we'll do some developer diaries and maybe a video with more than a few seconds of gameplay - so hopefully you won't think it's *that* bland after seeing those ;)

Looking forward to this cool journey with Paradox and this great community!
 
My only suggestions are to make both sides fun in the PVP, otherwise you have the one Dungeon Master spot either being fought over, or deserted.

As for the standard co-op, customisation from experience (higher levels or whatever counter you keep) plus unlocks as you play more will keep people coming back.

You probably already knew that, but from the PVP mode alone, I will be buying this.
 
Both 4 player coop and the ability to have 3 vs 1 pvp? Genius. Just genius. The only way it could get better is if it was 4-8 players, but I realize that you have to scale it in some way. Perhaps balance for 4 player coop vs Ai, but allow a very skilled human DM to take on up to 7 human players?
 
Will the 'adventurers' use a variation of the classic RPG classes of Warrior, Thief, Priest and Magic User, with challenges suited to their different strengths, or will class and class selection be more free-form?

Will there be 4 vs 1 pvp multiplayer?

Will the price at release still be at the Magicka level (with I presume lots of DLC afterwards), or is it going to be priced higher this time?
 
Will the 'adventurers' use a variation of the classic RPG classes of Warrior, Thief, Priest and Magic User, with challenges suited to their different strengths, or will class and class selection be more free-form?

The available characters at release will be Warrior, Rogue and Mage. We don't like calling them "classes", though, because you can customize them with very different gear that completely change the way that they play. For example, with the right gear you can turn Mage into a "tank" character, or Rogue into a "healer". You can absolutely play 3 characters of the same "class" and still have a viable team build.

Will there be 4 vs 1 pvp multiplayer?

There will be 3v1 multiplayer, called "Dungeon Master Mode". We are still on the early stages of implementation of DMM, though, so we'll only reveal more details about it in a few months.

Will the price at release still be at the Magicka level (with I presume lots of DLC afterwards), or is it going to be priced higher this time?

We have no idea! : D

It's probably safe to say that it's something close to Magicka. Because of the way the game is built, it is pretty easy for us to keep adding more areas to the park, more skills, monsters and characters - and that's something we are definitely planning to do.
 
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The available characters at release will be Warrior, Rogue and Mage. We don't like calling them "classes", though, because you can customize them with very different gear that completely change the way that they play. For example, with the right gear you can turn Mage into a "tank" character, or Rogue into a "healer". You can absolutely play 3 characters of the same "class" and still have a viable team build.
Will the levels adapt depending on the ability make-up of the party? I.e more locked chests and traps if the party has more than one rogue (or mage/warrior geared to be rogue-like), more swarms if the party has more than one mage (or warrior/rogue geared to be mage-like), etc.

If any level can be accomplished by a team of three identical characters then won't it detract from the concept of team work? Class-specific specialisation and class-specific challenges encourage interdependence, which in turn makes co-operation essential.

Sorry if I sound overly critical. I am really looking forward to this game.