Mod Classification system
Mod Classification system
I was thinking about this last night, and wanted to get the idea out there and find out what everyone else thinks - We should have some system of classifying the mods we post. Currently, as I enter a custom dungeon I never know if the puzzles are solvable by classic means or if custom script mechanics have been introduced requiring me to do things I'd not considered possible.Maybe we could designate a tagging system such as Vanilla/classic, Cosmetically modded (CosMod), and mechanically modded(Mechmod). I believe it would encourage more completions. Perhaps also a difficulty spectrum reflecting actual danger to the survival of the party. As a general rule, I don't expect to find myself dead on the first level from a single button push or misstep, so knowing this is coming would at least allow me to save my game early and often.
Re: Mod Classification system
hmm, have to think this one over, not sure how I feel about the idea yet
Finished Dungeons - complete mods to play
Re: Mod Classification system
Well even if its not utilised here on the forums, Creators can always utilise it in their Dungeon Descriptions.
I for one will definately be doing something like this for mine.
I for one will definately be doing something like this for mine.
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- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: Mod Classification system
As a modder I'd just put something like:-
Hack 'n' Slash : Moderate
Puzzles : Light
Secrets : Many
In my mod description, kinda covers it I think
Hack 'n' Slash : Moderate
Puzzles : Light
Secrets : Many
In my mod description, kinda covers it I think

- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: Mod Classification system
You forgot
Deadliness: Ultra
Deadliness: Ultra
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- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: Mod Classification system
I didn't forget, I just didn't specify Mwa ha haMontis wrote:You forgot
Deadliness: Ultra

Re: Mod Classification system
"Oh you're stuck? You know the eye sockets normally reserved for gems? You have to stick daggers in those, at which point it'll make a great custom scream I added and then vomit a slime onto the floor.After that you just kite the slime backwards though the illusory wall that doesn't show up on the map, and a pressure plate there will drop you down to the level 2 Ogre convention hall where you'll find your first piece of gear which has skill requirements unreachable until level 6. Tough, huh?" 

Re: Mod Classification system
Classifying the difficulty relative to the base game would be good.
More, the same, or less difficult puzzles than Grimrock.
More difficult would be arbitrary puzzles like anonymous button on lvl. 2 opens anonymous door on lvl. 8 only when you press it 36 times (with no clues).
Same difficulty would be logical, intuitive puzzles.
Less difficult would be just hack n slash I guess.
More, the same, or less difficult puzzles than Grimrock.
More difficult would be arbitrary puzzles like anonymous button on lvl. 2 opens anonymous door on lvl. 8 only when you press it 36 times (with no clues).
Same difficulty would be logical, intuitive puzzles.
Less difficult would be just hack n slash I guess.
Re: Mod Classification system
I think there's room for a little bit more difficult puzzles before you get into stupid/unfair territory, but Almost Human really struck a great balance with intelligent puzzle difficulty
Finished Dungeons - complete mods to play
Re: Mod Classification system
Create a standard (Common definitions of mod qualities) and we'll see if we'll use them in our descriptions n.n
"I'm okay with being referred to as a goddess."
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See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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