Ideas about Grimrock 2
Re: Ideas about Grimrock 2
There was talk about left and right handedness.
I'd really not like to see that be a feature. I place the items in the hands that are easiest to click quickly.
I trust Almost Human to be able to pull off an open world concept with a strong dungeon crawling feel.
I'd really not like to see that be a feature. I place the items in the hands that are easiest to click quickly.
I trust Almost Human to be able to pull off an open world concept with a strong dungeon crawling feel.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
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Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Ideas about Grimrock 2
Bumping this thread to have it moved.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Ideas about Grimrock 2
its late here so i have one thing to say , sail between islands , make then creepy , make some potion making example : you have to drink potion to enter depper water and there BAM big squid attacks
Re: Ideas about Grimrock 2
i like the idea of a trader that wont buy too much crap, or the price will decrease if you sell him the same object too much timesNeikun wrote:I have just one thing to add here.JohnWordsworth wrote:
NPCs / Traders: Traders could be cool. But I would suggest they don't buy 'crap' and so you don't have an incentive to hoard rusty old daggers when the blacksmith has no need to buy them. However, saving up for cool items could be nice.
I think it'd be cool if you could take your junk to someone, but they don't buy it from you, they only maybe give you crafting supplies.
Re: Ideas about Grimrock 2
- less scary spiders (toggle in options)
maybe an option that changes them from oryginal to this :
http://lparchive.org/Might-and-Magic-II ... 2-1788.png
or
http://i.ytimg.com/vi/UzUmgtAlAus/0.jpg
maybe an option that changes them from oryginal to this :
http://lparchive.org/Might-and-Magic-II ... 2-1788.png
or
http://i.ytimg.com/vi/UzUmgtAlAus/0.jpg
Re: Ideas about Grimrock 2
The most voted top 10 suggestions will be implemented ?petri wrote:Thanks for the well thought out ideas. Keep them coming, but let's not turn this into yet another spider thread
+1 (+exp for all "activities" ... which are counted per activity and after you have mastered a activity the gained xp drops exponential.)Jaelus wrote:Make experience distribute evenly to the entire group, removing the character hit requirement.
+1 (while I would prefer them to be removed altogether...in retrospective I think they were the biggest immersion breaking aspect of LoG1 by game mechanic (exploitation potential!) and aesthetic)Jaelus wrote:Make the crystals less powerful.
+1 (my thought exactly...)Gekkibi wrote:- no crystals at all
I only slept once during my playthroughs. Why sleep when you can hug a crystal..?
+1Jaelus wrote:Increase the protection bonuses in the Warrior's Armors skill tree.
-1 overpowered & immersion breaking, remove reach skill (but add more reach weapons!)Jaelus wrote:Add a Reach Weapons skill for Warriors.
+1Jaelus wrote:Change the hand icon to something different for characters that have skill in Unarmed.
+1 (! I consider this a game mechanic bug)Jaelus wrote:Add an Accuracy requirement to hit with Missile/Thrown weapons.
+1 (good suggestion, like it)Jaelus wrote:Crossbow damage should not be affected by Strength, Crossbow reload time, however, should be reduced with higher Strength.
+1 (+randomized position and generated/varied look of secret buttons... 1 fixed texture was to simple to spot in LOG)Dhomochevsky wrote:- Fake walls, not only push a button to open a wall.
+1 for randomized dungeons & content (like CSB)Dhomochevsky wrote:- Random special objects on specific monsters or for example inside new iron doors. You can obtain an object (only one) inside a short list from x objects. Not the same objects behind iron doors (or doors opened by golden key).
+1Dhomochevsky wrote:- Bracers, necklaces and... rings? (not sauron ring please ).
+1Dhomochevsky wrote:- Treasures most useful, not only for collecting. For example, a treasure can give a bonus to specific race or class or spell... give an utility.
+1Dhomochevsky wrote:- We need Toorum on the sequel!! (the most important idea )
+1 especially, broken limbs, wounded head ... and influences on stats (like in DM)Inkub0 wrote:Try to add more altered statuses like in other rpg Series like Ultima and Final fantasy
(change the names of course, if you want to avoid jail )
4) Localized Wounds. If you're hit in the arm, you cant use it for a couple of seconds; if you're hit in the leg, the party starts to walk slower...
+1 I'm all in for deeper character individualization... as addition special trait "both handed" great if you want to use two weaponsInkub0 wrote: Righty - Lefty Characters. There is an arm stronger than another. Use that for that heavy mace!
...and as last wish, please fix the remaining minor (and major) exploitation possibilities and issues in the engine (LoG bug collection), for example the possiblity to "find" secret doors by throwing things on walls or the "strange" damage value form thrown things from the hand
- Dr.Disaster
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Re: Ideas about Grimrock 2
Did somebody just turn on that old Dire Straits song "XP for nothing and treasure for free"?badhabit wrote:+1 (or proportional to the damage amount+ bonus for deadly hit)Jaelus wrote:Make experience distribute evenly to the entire group, removing the character hit requirement.
-1 to this suggestion
In LoG characters who do nothing still gain half the XP possible which is more then they deserve from an RPG point of view. Usually it's "no action -> no XP" so LoG is already more then fair to characters who lay back and let others do the job. It would be ok if those who took exceptional actions to kill a monster gain bonus XP but that's about.
Last edited by Dr.Disaster on Fri Aug 23, 2013 7:17 pm, edited 2 times in total.
Re: Ideas about Grimrock 2
I already changed my mind on this and edited my comment... (seconds before your answer)Dr.Disaster wrote:Did somebody just turn on that old Dire Straits song "XP for nothing and treasure for free"? Sorry, but i have to disagree here. In LoG characters who do nothing still gain half the XP possible which is more then they deserve from an RPG point of view. Usually it's "no action -> no XP" so LoG is already more then fair to characters who lay back and let others do the job.badhabit wrote:+1 (or proportional to the damage amount+ bonus for deadly hit)Jaelus wrote:Make experience distribute evenly to the entire group, removing the character hit requirement.
-1 to this suggestion
my current vision is: +exp for all "activities" ... which are counted per activity and after you have mastered a activity the gained xp drops exponential. (especially to give non-fighting character builds a possiblity for xp)
- Dr.Disaster
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- Joined: Wed Aug 15, 2012 11:48 am
Re: Ideas about Grimrock 2
XP for non-combat actions is ok.badhabit wrote:I already changed my mind on this and edited my comment... (seconds before your answer)
my current vision is: +exp for all "activities" ... which are counted per activity and after you have mastered a activity the gained xp drops exponential. (especially to give non-fighting character builds a possiblity for xp)
Yet the distribution would depend on if there will be an active / leading character as in DM or not.
Re: Ideas about Grimrock 2
good pointDr.Disaster wrote:XP for non-combat actions is ok.badhabit wrote:I already changed my mind on this and edited my comment... (seconds before your answer)
my current vision is: +exp for all "activities" ... which are counted per activity and after you have mastered a activity the gained xp drops exponential. (especially to give non-fighting character builds a possiblity for xp)
Yet the distribution would depend on if there will be an active / leading character as in DM or not.
+1 for a clear active/leading character selection possibility (like DM), the current in-between implementation is confusing and inconsistent