My very accurate feedback on this game
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- Joined: Thu Apr 12, 2012 12:09 pm
My very accurate feedback on this game
Almost bloody perfect. Well done!
Add this:
1. Quicksave/Quickload
2. Magic casting, the spell selected stays open
Then this game will be bloody perfect
Add this:
1. Quicksave/Quickload
2. Magic casting, the spell selected stays open
Then this game will be bloody perfect
Re: My very accurate feedback on this game
Agreed, on both counts.VisualDeadlock wrote:Almost bloody perfect. Well done!
Add this:
1. Quicksave/Quickload
2. Magic casting, the spell selected stays open
Then this game will be bloody perfect
Having to manually re-select spell runes every time you want to cast is a MAJOR pain, especially when trying to deal with a bunch of turbo-spiders when you have two spellcasters in the party.
Re: My very accurate feedback on this game
I think it's part of the fun, being forced to run around, manage mobs, level design (don't get in a death trap/ending way) and do your stuff (click weapons, do magic, prepare a potion, etc.).
This IS real time, and playing with 1 mage only (a lot do that) it would be boring to be forced to unclick last spell to do a new different one.
edit : might be an option in the game : "keep last spell runes = on/off"
This IS real time, and playing with 1 mage only (a lot do that) it would be boring to be forced to unclick last spell to do a new different one.
edit : might be an option in the game : "keep last spell runes = on/off"
Re: My very accurate feedback on this game
keep actual spell cast system please.
Re: My very accurate feedback on this game
That would be great.gonnarule wrote:might be an option in the game : "keep last spell runes = on/off"
Bokonon, we would only like it to be an option, not forcing it on anyone.
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Re: My very accurate feedback on this game
Actually I think the process of selecting the runes is time consuming by design.
Meaning you can't select your magic in melee without getting hit, you can either run away, select and then go on melee again to trigger (or cast from a distance depending on the spell) or select the runes while in melee leaving yourself open.
I think asking to remove the rune selection is like asking for spammable swords with no cooldown.
Meaning you can't select your magic in melee without getting hit, you can either run away, select and then go on melee again to trigger (or cast from a distance depending on the spell) or select the runes while in melee leaving yourself open.
I think asking to remove the rune selection is like asking for spammable swords with no cooldown.
- Stalkingwolf
- Posts: 88
- Joined: Sun Mar 04, 2012 11:35 pm
- Location: Germany
Re: My very accurate feedback on this game
sure you can move with WASD and select your cast with the mouse.
Done this back 1987 in Dungeon Master and now in Grimrock.
Done this back 1987 in Dungeon Master and now in Grimrock.
He who fights with monsters might take care lest he thereby become a monster
Re: My very accurate feedback on this game
Mana is what keeps it from becoming spammable swords with no cooldown. Mana runs out very fast.ScarletRose wrote:Actually I think the process of selecting the runes is time consuming by design.
Meaning you can't select your magic in melee without getting hit, you can either run away, select and then go on melee again to trigger (or cast from a distance depending on the spell) or select the runes while in melee leaving yourself open.
I think asking to remove the rune selection is like asking for spammable swords with no cooldown.
I, too, run with 2 mages in their party... and recasting 2 spells every rotation is a lot of work. Either a recast last spell, or a keybound rune pad (numkeys for instance) needs to be added. If you only run with one mage, this doesn't matter at all, you don't have much of any clicking to do in the first place .
And quicksave is a no brainer, that should've been at launch tbh.
Re: My very accurate feedback on this game
I wish people would actually read what is being asked... we're not asking or expecting the devs to remove anything, just to consider giving us the option of rune selection "memory" in respect to the last-cast spell.ScarletRose wrote:I think asking to remove the rune selection is like asking for spammable swords with no cooldown.
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Re: My very accurate feedback on this game
I read correctly.
I'm not saying the proposition is insane mind you
but magic is pretty powerful as far as I have seen, expecially against multiple enemies in formation where you hit all of them at the same time.
I think the extra time needed for casting, expecially those with multiple runes, adds to the game balance.
if they implement the option I'll use it too because I'm a lazy bastard but in the end I think will make mages life too easy and take away some of the challenge
I'm not saying the proposition is insane mind you
but magic is pretty powerful as far as I have seen, expecially against multiple enemies in formation where you hit all of them at the same time.
I think the extra time needed for casting, expecially those with multiple runes, adds to the game balance.
if they implement the option I'll use it too because I'm a lazy bastard but in the end I think will make mages life too easy and take away some of the challenge