Changes from Grimrock 1 you DIDN'T like
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- Posts: 20
- Joined: Sat Apr 21, 2012 1:16 pm
Re: Changes from Grimrock 1 you DIDN'T like
They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Re: Changes from Grimrock 1 you DIDN'T like
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.Galnospoke wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Re: Changes from Grimrock 1 you DIDN'T like
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 wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
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Re: Changes from Grimrock 1 you DIDN'T like
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.Ixnatifual wrote: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.Galnospoke wrote:They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
Re: Changes from Grimrock 1 you DIDN'T like
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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Re: Changes from Grimrock 1 you DIDN'T like
They left out snails...
Re: Changes from Grimrock 1 you DIDN'T like
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.Grimfan wrote:They left out snails...
Re: Changes from Grimrock 1 you DIDN'T like
Even if that is true, it's still silly and frustrating game design and tedious to boot.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.
- Chimera005ao
- Posts: 187
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Re: Changes from Grimrock 1 you DIDN'T like
What mistake?They make the same mistake like Dunegon Master 2. This is NOT dungeon crawler. I dont wait for LoG 3.
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'm wondering if they know how to strategize. At all.I am curious as to whether or not these people with charge time complaints have played Fighters yet.
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Re: Changes from Grimrock 1 you DIDN'T like
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.
Conclusion: would've liked to just see firearms never added and magic added onto, since it's sorely lacking imho.