Changes from Grimrock 1 you DIDN'T like

Talk about anything related to Legend of Grimrock 2 here.
Galnospoke
Posts: 20
Joined: Sat Apr 21, 2012 1:16 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by Galnospoke »

They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Ixnatifual

Re: Changes from Grimrock 1 you DIDN'T like

Post by Ixnatifual »

Galnospoke wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Maybe there will be some community made mods that are more to your liking. Or perhaps you could design one of your own! While I have no problem with outdoor areas, I would enjoy a pure dungeon crawler, too.
Rithrin
Posts: 79
Joined: Sat Oct 25, 2014 12:03 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Rithrin »

Galnospoke wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Fairly certain I spent more time under ground than above in this game. Being in the Cemetery crypt was as claustrophobic as LoG1, for sure.
Galnospoke
Posts: 20
Joined: Sat Apr 21, 2012 1:16 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by Galnospoke »

Ixnatifual wrote:
Galnospoke wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Maybe there will be some community made mods that are more to your liking. Or perhaps you could design one of your own! While I have no problem with outdoor areas, I would enjoy a pure dungeon crawler, too.
I cant say that LoG 2 is bad game - no - it is definitely good game, but this "philosophy" (create semi open world) kill Dungeon Master series. All best crawlers were typical dungeons like: EoB series , Black Crypt, DM 1 etc. LoG go to the Might and Magic design, and imho there are different type of players.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by eLPuSHeR »

I don't have any issues with open areas. In fact, LoG2 is a wonderful awesome game. Some dungeons could be larger though.
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Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Grimfan »

They left out snails...
Rithrin
Posts: 79
Joined: Sat Oct 25, 2014 12:03 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Rithrin »

Grimfan wrote:They left out snails...
This so much. When I cleared out the Bog and didn't see a single Snail... sigh. I understand the assets are still in the game, though, so the editor can put them in.
Hucast
Posts: 15
Joined: Tue Oct 21, 2014 11:08 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by Hucast »

BouH wrote:
Actually that's meant to be, because Island Master want to play with you or train you. Also I cant remember Dispel and Shield spells in LoG1.
Even if that is true, it's still silly and frustrating game design and tedious to boot.
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Chimera005ao
Posts: 187
Joined: Sun Jun 29, 2014 8:34 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Chimera005ao »

They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
What mistake?
You mean having an open world?
Felt more Legend of Zelda like to me, and I really don't see how that could be considered a problem.
In the first Grimrock, it didn't really feel like you were going anywhere, as everywhere was the same.
I am curious as to whether or not these people with charge time complaints have played Fighters yet.
I'm wondering if they know how to strategize. At all.
TheLegendaryNarwhal
Posts: 12
Joined: Sat Oct 25, 2014 3:26 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by TheLegendaryNarwhal »

I just really wish that firearms were more powerful then they are, and that maybe in someway pellet creation was a thing. You do not find enough pellets to support a firearms user who is seriously contributing on every pack and not just shooting once to share in exp. There are only 5 guns in the entire game, 4 of which use pellets, 2 of those completely sucking, with the remaining 2 only kind-of sucking. Compared to missile weapons: I had the second best bow in the game and 20 re-usable arrows before I even created the 3rd element, and the 5th skill bonus giving you extra armor-pen was nice. Added to all this, firearms to my knowledge scale with nothing. Even the skill itself I think just reduces jam chance, where with missile weapons you get 20% more damage per point up to 100%.

Conclusion: would've liked to just see firearms never added and magic added onto, since it's sorely lacking imho.
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