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Re: Legend of Grimrock 2 - Suggestions
Posted: Sat May 19, 2012 6:38 pm
by Volt
I remember there was a shop in the dungeon master 2. I think it's great idea and I would suggest to add one of these (but only selling quite standard weaponry and food, no top items). There was really classic type of bargaining if you remember and that turn table. I think this system is quite nostalgic.
It's only suggestion, but it solves a lot of problems with resources. (I'm playing LOGR on hard oldschool)
Re: Legend of Grimrock 2 - Suggestions
Posted: Sun May 20, 2012 6:48 pm
by Merethif
Krotch ScroteGuzzle wrote:Sagagemini wrote:4) Make an Attack all button like in EOB3.
Yes please. And make it key-bindable. Actually yhere should be 2 key-bindable attack buttons.
- 1 for all party attack main hand.
- 1 for all party attack off hand.
Any Mage rune sequences should pop up in the middle of the screen and bigger, so you don't have to look at the bottom corner of your UI for 90% of combat. Babysitting the UI is the only big flaw in this game.
Attack All button wouldn't work as different weapons have different recovery times.
Re: Legend of Grimrock 2 - Suggestions
Posted: Mon May 28, 2012 4:09 am
by Horrorscope
If they want to veer off a bit from this game. I would suggest a Wizardry 8 successor.
Re: Legend of Grimrock 2 - Suggestions
Posted: Mon May 28, 2012 6:35 am
by Taem
M.M wrote:Star Trail-like game would allow to explore the world of LoG, which is - out of the few traces we got, quite interesting. Star Trail was nice simulation of real RPG, where with good GM you had to prepere carefully before lunching expedition into a dungeon.
Did you ever play Ishtar on the Atari ST? Sound kind of like that, to what your referring.
Re: Legend of Grimrock 2 - Suggestions
Posted: Tue May 29, 2012 7:38 am
by Darlos9D
I have one suggestion, regarding something that bugged the crap out of me in certain situations in the game: make it so the red blob thing that shows you how much damage you've taken doesn't cover the entirety of your freaking health bar. I like to see where my health bar moves to the moment I get hit, so I can immediately judge whether or not I need to chug a potion. In this game, if my character has been hit, I can't actually make that judgment until after the damage blob goes away. If they keep getting hit, I can't make that judgment at all!
That graphic should probably go over the character portrait, not the status bars.
Re: Legend of Grimrock 2 - Suggestions
Posted: Sat Jun 02, 2012 12:04 pm
by Sol_HSA
Merethif wrote:Attack All button wouldn't work as different weapons have different recovery times.
Might as well have an auto-attack then. Which would turn it into a completely different game..
Re: Legend of Grimrock 2 - Suggestions
Posted: Sun Jun 03, 2012 9:27 am
by Zwork
Darlos9D wrote:I have one suggestion, regarding something that bugged the crap out of me in certain situations in the game: make it so the red blob thing that shows you how much damage you've taken doesn't cover the entirety of your freaking health bar. I like to see where my health bar moves to the moment I get hit, so I can immediately judge whether or not I need to chug a potion. In this game, if my character has been hit, I can't actually make that judgment until after the damage blob goes away. If they keep getting hit, I can't make that judgment at all!
That graphic should probably go over the character portrait, not the status bars.
*sign*
this was very annoying, especially against some nasty very fast attacking creeps
Re: Legend of Grimrock 2 - Suggestions
Posted: Wed Jun 27, 2012 4:58 am
by aldiggy2000
Hello!!
I would like to first praise you all for such a fantastic game! This really takes me back to when I used to play EoB 1,2,3 Lands of Lore 1, 2 Dungeon Master .. list goes on and on! Amazing puzzles and design. If you are planning on creating a Grimrock type sequel or perhaps new project I would like to make a suggestion.
I really dug Lands of Lore, was one of those games that really hit home for me. What I really enjoyed was being able to move about the land, traveling to different locations. One minute you are on the high seas, landing near some manor, in swamps and deep within underground mountains. I'd like to suggest next Grimrock title or X title, have ability to move about the lands like that as well.
Lastly, Heal spells , pure priest or hybrids like mage/priest. Hybrids only have abilities to go up to 50 percent of their potentials.
Thank you for your time!
- Aldiggy2000
Re: Legend of Grimrock 2 - Suggestions
Posted: Wed Jun 27, 2012 9:01 am
by Ixnatifual
The way I see it, this genre can actually be fairly broad in what kinds of features they can have. There's a big difference between Ishar, Lands of Lore and Grimrock, for example. Even though they're all tile-set based dungeon crawlers. If we knew what kind of direction AH were interested in taking Grimrock, it'd be easier for us to suggest/speculate on what features that'd be cool and appropriate.
It's their game, after all.
Re: Legend of Grimrock 2 - Suggestions
Posted: Fri Jun 29, 2012 10:23 am
by Darklord
All I know if I look forward to the next releases whatever they end up making!
Daniel.