you finished LoG: what was great and what....wasn't so great

Talk about anything Legend of Grimrock 1 related here.
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: you finished LoG: what was great and what....wasn't so g

Post by Lmaoboat »

kwan wrote: - Weird Item bonuses / Dual Wield
When I equip my Ogre Hammer it only gives me +14 accuracy... I went from -4 to 10... - it's a +20 bonus on Ogre Hammer.
Also... Make it possible to attack with one weapon in each hand... or at least give some attack bonus when having two weapons equipped.
Err, the ogre hammer has negative accuracy.
kwan
Posts: 5
Joined: Thu Apr 19, 2012 12:29 am

Re: you finished LoG: what was great and what....wasn't so g

Post by kwan »

Bees wrote:
Should have been expanded upon:
1. The wall tiles should have been varied. Even if the entire floor maintains the exact same tileset theme, seeing the exact same pattern of bricks and their seams got old, and it meant that the secret buttons were always in the same spot. (Which, to be fair, is kind of important for rooms like the poison trap in the tomb that requires pushing 3 buttons while barely being able to see, but elsewhere it makes secret-hunting a bit too predictable.)
I disagree about this. When I figured out it was the same tile sets I became happy. I think I've looked at 99% of the walls in that game, turning one way, the other way, moving forward, turning, etc etc. If the tiles weren't the same, I wouldn't have found nearly as many secrets.. or at least I would have spent much more time on it.
The way the camera moved made my head spin after a while searching for secrets... so I was glad the tile sets were the same :) Maybe that's just me..

You could still overlook the secret buttons on the lower middle part of the wall, despite being on the same type of tile.
kwan
Posts: 5
Joined: Thu Apr 19, 2012 12:29 am

Re: you finished LoG: what was great and what....wasn't so g

Post by kwan »

Lmaoboat wrote:
kwan wrote: - Weird Item bonuses / Dual Wield
When I equip my Ogre Hammer it only gives me +14 accuracy... I went from -4 to 10... - it's a +20 bonus on Ogre Hammer.
Also... Make it possible to attack with one weapon in each hand... or at least give some attack bonus when having two weapons equipped.
Err, the ogre hammer has negative accuracy.
:oops: facepalm....

well... I sit so far away from my monitor I can't see the damn thing.
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xdeath
Posts: 75
Joined: Fri Apr 13, 2012 4:23 am

Re: you finished LoG: what was great and what....wasn't so g

Post by xdeath »

I sometimes I don't understand the way people play this game.
I find it annoying how some people don't know that Q and E turn left and right.
That characters can use throwing, missile, spells, spears, and, with high assassination, daggers from the back row.
Some people apparently have a problem with the Checkered Room, too which the solution is in the title.
Or that you don't need torches, after a few seconds your characters eyes adjust and you can see just fine.

But any way onto the the good, the meh, and the bad.
The Good
-The frantic combat, dark atmosphere, and creepy monsters made this feel like a survival horror, which is one of my favorite genres
-Secrets encouraged and rewarded exploration
-Difficult puzzles usually rewarded the player with more then just continuing the dungeon.

The meh(neither good nor bad)
-The last boss fight. On one side the last boss is great in grid based movement. However to often you got boxed in by mobs and well it was just damn frustrating to be boxed in by weaker enemies while a crushing death rolled its way to you. However, after taking a break for an hour I beat him.

The bad (I wouldn't exactly say bad, slightly lower then meh)
-It took a while, but finally the weak link of grimrock has shown. Mages. It's commonly agreed that spells do not do enough damaged for the effort put in to prepare them. You don't just punch in symbols, you have to find scrolls as well.
Skill progression could use a look, but I wouldn't know what do to.
NakedGranny
Posts: 40
Joined: Wed Apr 18, 2012 4:54 am

fanbois step aside. coddling the devs isn't helping them.

Post by NakedGranny »

slenderman wrote:Well, since you had a mage, you shouldn't have really needed torches. Like, as soon as I found that scroll of light spell, I only carried a few torches around in case of torch puzzles.

And in my first playthrough, my mage was actually my hardest hitter. I'm not sure how you would have had a horrible mage. Pick one main type of magic to specialize in (fire worked for me), put a few points into another type of magic for things that will be immune to that type of magic (ice for example), then put a bunch into spellcraft to get more mana and huge spell casting cooldown reduction, and you'll have a character capable of putting out ~150 damage with a few simple clicks every couple of seconds (Greater fireball from the Fire skill tree and that one red orb that also increases fireball damage). I almost went with a party of 2 mages for my second playthrough until I realized I would get sick of casting spells in battle all the time. One mage is probably enough for any party.
yes, i'm quite well aware of the Light spell... which
SpoilerShow
becomes permanently obsolete as soon as you find the Orb of Radiance which isn't much further in.
the problem with a focused mage is that a Rogue with a crossbow or some bombs can do everything he does better and without needing to fumble with the spell interface in the heat of combat. 150 damage is peanuts compared to the energy cost of dealing that damage and the speed and ease with which Fighters and Rogues can deal it.
SpoilerShow
the Dismantler
on a Fighter with a mere 20-30 points in
SpoilerShow
Swords
can deal 150 damage with a swing, to say nothing of a Rogue with backstabs, Master Assassin or Master Daggers. a lightning bomb deals ~100 damage per throw without any skill investment at all!

you're just ... wrong. wrong by lack of thinking about it, but the fact remains that mages can't do anything a half-decent Rogue can't do ten times better all throughout the game (rather than waiting until
SpoilerShow
finding the Orb of Zhandul
and requiring a pure investment into Fire).
citizengrim wrote:Then this is not the game for you, simple as that...
that's the absolute worst thing the developers could hear. they need my money, even if you, with all your snark, don't.
gambit37 wrote:
NakedGranny wrote:-- short. one of the main problems with buying this game is that i got so little for my money.
Lol, wut? Depending on how quickly you completed it, this game costs no more than $2 an hour. What other fun things in life are this cheap? If you think you've somehow been cheated, you have a very strange understanding of "good value."
games like ADOM with randomly generated content can have theoretically infinite content to provide. ADOM is free... so... literally an infinite value game. that's one example. the reason why Grimrock's length is a problem is that it has absolutely no replay value. once you've been through it, all the secrets and puzzles are the same, and there is not enough variation possible in party composition to make the experience different on any subsequent play throughs.
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xdeath
Posts: 75
Joined: Fri Apr 13, 2012 4:23 am

Re: fanbois step aside. coddling the devs isn't helping them

Post by xdeath »

NakedGranny wrote:
citizengrim wrote:Then this is not the game for you, simple as that...
that's the absolute worst thing the developers could hear. they need my money, even if you, with all your snark, don't.
Yeah I wish people would stop the whole "go play something else this game was made for me and only me" BS.
And you make a good point.

If you guys want Almost Human to continue making games stop telling people to go play something else.
You guys are just going to have to suck it up and concede to what others want, instead of scaring away potential support over minor issues.
It's not like people are asking for anything drastic that would change the DM formula.
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