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Heretic Kingdoms 2: A request from the developers
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RPGDot Forums > CRPGs General

What should the "abilities" in Heretic Kingdoms 2 be called?
Keep it as Attunements
84%
 84%  [ 11 ]
Change it to Techniques
15%
 15%  [ 2 ]
Total Votes : 13

Author Thread
Dhruin
Stranger In A Strange Land
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Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
Heretic Kingdoms 2: A request from the developers
   

You may be aware that 3D People is working on a sequel to Kult / Heretic Kingdoms. They have some great improvemenets in mind for this sequel (continuous gameworld instead of maps, anyone?) but it's fairly early in the production so it will be a little while before see more details. As it happens, they're designing the game mechanics right now. We've developed a good relationship woth 3D People and they've asked us for your input on something. It's not a big deal - but it might be fun to have some tiny say.

So...the "Attunements" system was a little hard to convey to players. Apparently it's also hard to translate to various languages. 3D People would like to know if this system should be called "Techniques" in the sequel, to help make it clearer (and aid translation).

If you've played Kult/Heretic Kingdoms, you'll know exavtly what I mean. If you haven't, rather than using traditional skills, the abilities in Kult were contained in items (swords, rings, cloaks) and unlocked after you used said item for a while. Here's a link to our review, which has a longer description.

So, place a vote or leave some comments and we'll pass this back to 3D People.
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Post Fri Oct 07, 2005 9:45 am
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Arma
Mysterious Lady
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Joined: 24 Oct 2003
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No, they should be left as Attuments. It was very nicely explained in-game (Alita using the proper item and atuning to it hence receiving the proper attument) and, while not much, for me it greatly enhanced the athmosphere of the game. I need not say that the whole Attument system and the athmosphere were probably the best things for me in the game.

As for the whole sequel, I am not entirely sure if a continues world would instead of levels/locations would enhance the game. I, personally prefer the unique locations/levels as in Kult, rather than a whole continuous world that has a generic bland area after another in a desperate attempt to increase the gameplay time. But if it is done nicely as to skip this part (the one I just descibed) I would definately count that as a huge improvement.
Post Fri Oct 07, 2005 10:00 am
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txa1265
Magister of the Light
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Joined: 13 Apr 2004
Posts: 390
Location: Marlborough, MA USA
   

I really liked the Attunement system, it was a wonderfully organic way to increase skills ... different than the typical "yes I've been using Fireballs for hours, but increase my Sword stat by 1 point" type of thing. You get manual stat increases, but by using items with certain attunements, you increase your skills with those items ... you become attuned to them.

In a genre where we have seen such horrific, 'all your base' style translations and dialogue lately (*cough* Metalheart *cough*), the fact that they chose such a semantically correct word is actually very good - I just think that in Kult 2 they should put more work into making sure that *how* they work is understood by the player early on. I was so Fire-focused that I came to a point where I needed Ice, It was then that I really 'got' the system, and had to change course for a while to 'skill-up' my Ice powers.

Mike
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Post Fri Oct 07, 2005 10:48 am
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corwin
On the Razorblade of Life
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Joined: 10 Jun 2002
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Location: Australia
   

Count me in as another person who likes Attunements!! Great concept, great game. Just make the sequel LONGER!!
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Post Fri Oct 07, 2005 1:14 pm
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Val
Risen From Ashes
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Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA
   

Attunements sounds better.
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Post Sat Oct 08, 2005 8:28 pm
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Dhruin
Stranger In A Strange Land
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Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

Thanks, all. I was hoping for a bigger response - I'll give it a few more days then pass the data on.

@corwin, the sequel will definitely be longer (or so I'm told).
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Post Mon Oct 10, 2005 4:53 am
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