ByFstugan wrote:
First - the bigger the area, the bigger the need of more monsters to not make it feel deserted. As I said - my feeling many times were that the places was 90% cleared by someone else. I don't mean that it should be in Diablo levels, but the old dungeon crawler games didn't give me this deserted feeling.
I think finding that balance between Diablo and what is in LOG, is pretty difficult. Diablo is strictly hack and slash. LOG also has puzzles, whether riddles, or timed. So while, yes, it feels more deserted than something from Diablo, it - as Isaac said - relies more on the riddles than actual monster slaying. So you're looking at two very different play styles.
I went through the same similar shock when I got LOG1. I thought it would be like Wizardry, and chalk full of monsters. When I found one of the first "tricks" in the dungeon of pressing the button then running through while the teleporter was disabled for those brief few seconds; I realized, this wasn't a "dungeon crawler hack and slash" this was a "dungeon crawler with riddles and timed puzzles, with monsters thrown in on the side."
ByFstugan wrote:
Second - the setting is often that the world you're in are under some master-evil or similar - hence they would be united under him and not fight internally.
My impression for LOG1, was it was a prison; everyone was out for themselves (some cursed, like skeletons), some out for survival (like snails), some protecting the bosses... But there's no reason why snails wouldn't attack say Ratlings.
ByFstugan wrote:
Third - even seperat areas, like the sewers, could easily be understood as they got their own agenda and their own territorium to defend, and that place is "their ground" that other monsters don't visit to fight (which they don't either in the game).
Except the frogs with the Ratlings, in your example.
ByFstugan wrote:
The problem with "The problem with my first solution" is that my suggestion was just that, specific to an area - it should be "a maximum number of monster in such place" (i.e Herder's Den cave) where you have monsters with identity like "big muschroom 1.1" (and also 2.1, 3,1) up to the maxium number there could be at same time there, let's say it's 99 now. When 1.1 up to max 99.1 is all dead it would respawn "Big Muschroom 1.2" (and also 2.2, 3.2) up to the max, and this time they would give less XP/loot.
I'm rather sure a similar system was in an old game I played, but can't recall which - but it can't be a problem to fix. There would also be other ways to solve the exploit.
Well, I know I have personally, remained in specific areas, to level up my guys to have better skills (or magic). So a decreasing XP reward, even in a specific room or area, would hamper those, who seek to build up their character skills and magic, before proceeding on. There are times, because some of the monsters can be quite a bit of a pain (say, any of the elementals), that I will remain outside of the area, until I have a pretty good build up of the character skills and magic, before I proceed.
ByFstugan wrote:
I'm not sure if you got me right here. Have you played "Might & Magic 6" and the later? What I talk about is that there are other NPC's in the game, like an family missing their child to a pack of villains in another area or just about anything you can make up. Would also be nice with a quest log then, as I'm sure you must have seen in other games. In those they could be called "main quests" (which LoG2 has) and "side quests" (which I talk about).
The notes you mentioned are just clues to solve puzzles, mainly to get the end quest solved (i.e to get to the next power gem). I'd like alot more optional quest that are like quests, like extra adventures in a bigger adventure - especially connected to other NPC's that can say "help me" and "thank you".
I mentioned NPCs (like an example of an NPC saying, "Please save my son who ventured into the woods")... However, for LOG, I don't think NPCs would work all that well. Because, I believe the feel of the game is making your characters feel isolated (whether they're in Grimrock, or the Isle of Nex). So having a random NPC who says, "Hey, I am locked up down here in this cell. One of the skeletons has a key on him! Find him and free me and I will give you my sword!" While, yes, in most RPG games, I would love something like this - I don't think that works with the feeling that LOG tries to convey.
ByFstugan wrote:
This was about being able to CHOOSE PLAYSTYLE, and I'm sure that it wouldn't eliminate the Alchemist (which to me almost seems unnecessary as it is, it both grows silly few herbs in the whole game, especially the crystal ones that you really want, and you find many potions that if you save the game much you'll almost make it with them).
But if what you say would be true, which of the Fighter, Barbarian and Knight eliminates the others, and why are the others still here? Isn't this a perfect example that you can CHOOSE PLAYSTYLE and not that they eliminate eachother? Perhaps one is over powered, but I think that's a balance issue that can be solved - and would be less such when coming to a Cleric vs an Alchemist.
A Cleric should also have offensive spells, extra strong on undead. But they don't have unlimited mana and can't heal and be offensive all the time, and many times it's not time to "write spells" where you much easier could "drink a potion". The potions should still be necessary, and even more if there are potions (like "Bear form") that only the Alchemist can do.
As I said - it would be about choosing playstyle - not eliminate other roles. It already is in the game as said about the figher class, and that's also true for the Wizard vs Battlemage vs the Farmer. It would be just awesome to have that on the healing side also and not just the offensive.
See, again; I originally wanted Clerics as well. But as I played LOG2, and explored more of the world (because LOG2 opened up more doors, rather than just being stuck in a prison) - it dawned on me, that perhaps on this world that LOG takes place, there is no such thing as clerics, or magical priests, and paladins. It makes it a very unique style of RPG (similar to the world of Dragonlance, when there was a time that there were no clerics). When I accepted that idea, I enjoyed that this made LOG stick out a little more than other RPGs I enjoyed, such as Wizardry, Realms of Arkania, Might and Magic, and... well, just about every other RPG.