Hello!
A few questions about Dungeonland were being asked in other threads, so I decided to move the answers to a single one. This should benefit everyone that might have the same questions and make the answers easier to find in the future.
I'll open with Kalelovil's inquiry about team builds:
No need to be sorry, Kalelovil, these are very good questions!
And the answer is: no, the game will not recognize nor adapt to your team build. You should talk amongst yourselves and figure out what team build you want to take into the game. While it is absolutely possible to achieve success with 3 identical character loadouts, your team will surely lack flexibility. Since you don't really know what the game will throw at you, it's a gamble.
Even right now, as we're designing the Dungeon Master Mode, we are considering the idea of keeping both the heroes' and the DM's loadouts a secret so that no one is tempted to "counter" or adapt to each other before a PvP match.
Also, while skill combinations between the party are a huge part of the co-op gameplay of Dungeonland, there's still a LOT of teamwork needed to avoid death even if you are playing 3 identical characters. You will still need to position yourselves wisely, time your skill uses, prioritize targets, revive each other and communicate to win.
Our approach to co-op gameplay is much more organic than the usual "key and lock" mechanisms other games usually employ ("the Thief is the only one who can open chests" or "the Cleric is the only one who can heal"). This is something that we decided early on with Dungeonland because we want to estimulate planning and communication instead of "automatic" behaviour. If everyone has a clear and unambiguous job they have to perform, you lose that: everyone just focuses on doing their own part. We opted to treat the whole team as a single character instead: we don't just want you to cooperate, we want you to collaborate, to do something together.
A few questions about Dungeonland were being asked in other threads, so I decided to move the answers to a single one. This should benefit everyone that might have the same questions and make the answers easier to find in the future.
I'll open with Kalelovil's inquiry about team builds:
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.
No need to be sorry, Kalelovil, these are very good questions!
And the answer is: no, the game will not recognize nor adapt to your team build. You should talk amongst yourselves and figure out what team build you want to take into the game. While it is absolutely possible to achieve success with 3 identical character loadouts, your team will surely lack flexibility. Since you don't really know what the game will throw at you, it's a gamble.
Even right now, as we're designing the Dungeon Master Mode, we are considering the idea of keeping both the heroes' and the DM's loadouts a secret so that no one is tempted to "counter" or adapt to each other before a PvP match.
Also, while skill combinations between the party are a huge part of the co-op gameplay of Dungeonland, there's still a LOT of teamwork needed to avoid death even if you are playing 3 identical characters. You will still need to position yourselves wisely, time your skill uses, prioritize targets, revive each other and communicate to win.
Our approach to co-op gameplay is much more organic than the usual "key and lock" mechanisms other games usually employ ("the Thief is the only one who can open chests" or "the Cleric is the only one who can heal"). This is something that we decided early on with Dungeonland because we want to estimulate planning and communication instead of "automatic" behaviour. If everyone has a clear and unambiguous job they have to perform, you lose that: everyone just focuses on doing their own part. We opted to treat the whole team as a single character instead: we don't just want you to cooperate, we want you to collaborate, to do something together.