Combat
- Chimera005ao
- Posts: 187
- Joined: Sun Jun 29, 2014 8:34 am
Combat
My curiosity lies in how the combat system may have improved.
I know one complaint about the first Grimrock was the "square dancing" style of combat.
I've played a few mods that improved combat significantly, and I know people will mod Grimrock 2 in amazing ways.
But I do wonder how much the Almost Human team has changed in the main game to make combat more interesting.
I know one complaint about the first Grimrock was the "square dancing" style of combat.
I've played a few mods that improved combat significantly, and I know people will mod Grimrock 2 in amazing ways.
But I do wonder how much the Almost Human team has changed in the main game to make combat more interesting.
Re: Combat
I have no issues with the way combat is implemented in LoG. It's a tribute to some oldies goldies like Eye of the Beholder. And it's linked to the one-square-step movement. I would dislike greatly if LoG2 would force me to use real time combat. I simply hate it. That's for FPS games not RPGs.
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Re: Combat
I think the combat system in LoG1 worked very well. Of course, if you just "dance" with your enemy, it's hard for him to hit you. But, if there's either no 4 tiles for dancing or there is more than 1 enemy in the same room, the system get's challenging.
Additionally had many of the monsters the ability to move sideways, so it's not that easy to predict their next step. Or, if you dance with an ogre, he has a very fast attack he often uses after switching his position and which allowes him to hit sideways, even if he doesn't face you directly.
And as long as those "system-intgrated" challenges are implemented (and i guess there will be a few) the system stays challenging or - at least - can be challenging. It's also cool to gain not a single hit by a monster, just because youre into dancing very well. That sounds funny.
Additionally had many of the monsters the ability to move sideways, so it's not that easy to predict their next step. Or, if you dance with an ogre, he has a very fast attack he often uses after switching his position and which allowes him to hit sideways, even if he doesn't face you directly.
And as long as those "system-intgrated" challenges are implemented (and i guess there will be a few) the system stays challenging or - at least - can be challenging. It's also cool to gain not a single hit by a monster, just because youre into dancing very well. That sounds funny.
Last edited by Jaufre on Wed Sep 17, 2014 9:36 pm, edited 1 time in total.
Re: Combat
Eye of the Beholder had realtime combat; as did LoG1. I would not mind at all if the guys with flintlocks we come to find out they can shoot diagonally, and at range.eLPuSHeR wrote:I have no issues with the way combat is implemented in LoG. It's a tribute to some oldies goldies like Eye of the Beholder. And it's linked to the one-square-step movement. I would dislike greatly if LoG2 would force me to use real time combat. I simply hate it. That's for FPS games not RPGs.
There were other dungeon crawlers that were not step based [usually optionally so... Stone Prophet comes to mind]; and Thunderscape was a dungeon crawler that was neither grid based, nor realtime combat ~but free movement with full blown phase based combat; somewhat akin to Wasteland; though full FPP rather than text descriptions.
But in these games I too preferred the grid based step-action gameplay.
Re: Combat
Thanks for correcting me. Yes I meant grid-movement rather than real time combat.
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GeForce GTX 970 (Gigabyte)
Re: Combat
Well, we have improved the AI and many monster knows special tricks or has special abilities
Re: Combat
That sounds nice and challenging... Woot.
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- Chimera005ao
- Posts: 187
- Joined: Sun Jun 29, 2014 8:34 am
Re: Combat
I would have expected such. The Almost Human team is rather awesome, and I've already heard a tiny bit about monster ai.
One trick I used for monster design was a snail that blocked everything from the back, and a quarter of the stuff from the side, making it a bit more desirable to dash forward then back, rather than in circles (especially with mages, don't want to waste that mana hitting the shell )
Another spawns path blocking ice blocks that you have to break. It can trap you rather easily and just shoot away.
I look forward to seeing what's been done.
One trick I used for monster design was a snail that blocked everything from the back, and a quarter of the stuff from the side, making it a bit more desirable to dash forward then back, rather than in circles (especially with mages, don't want to waste that mana hitting the shell )
Another spawns path blocking ice blocks that you have to break. It can trap you rather easily and just shoot away.
I look forward to seeing what's been done.
Re: Combat
After playing MMX I must say I prefer the fluid real-time combat of LoG. I think it has its flaws despite being fun, but we'll see how things are in LoG2.