Snowmoon wrote:1) Expand on the Game's Universe, let us explore the outside environment instead of just sticking to another dungeon.
LoG is a Dungeon Crawler/Puzzle game, not a full RPG system.
Snowmoon wrote:2) Magic System Overhaul
Why? Your Mage is bound to only learn a few spells during the game, and all the spells are built with a certain logic. It really shouldn't be hard. And there are sheets posted on this forum for those that really cannot remember.
Also, if it would simply list all the spells, there would be no point whatsoever to the spell scrolls you find in the game.
What could be nice, is if you could place a scroll in one of your hands to "quickcast" that spell. IE, using a scroll would be the same as using an empty hand and then pressing the related icons. This would fill up your hand, and prevent you from casting other spells with that hand, so you'd have to keep your other hand free for general spells, giving it a downside as well.
Snowmoon wrote:3) Make the UI layout customizable.
Could be useful, I guess, especially for those with multiple monitors.
However, I'm unsure if you should be able to break apart the party's relative position, as that might confuse players who are currently in the front line and who are in the back line.
Snowmoon wrote:4) Implement Hotkeys for attacking / spell casting
Attacking, sure. Opening the spell menu, sure. Using the notepad to select the spells, sure.
One key to attack with all, or one key to cast a specific spell, no thank you. It would just be a "spam this one button" fest.
Snowmoon wrote:5) Why no "Healing Class" in the game?
The designers didn't want to force any classes on you. You can play the game with 4 rogues, or 4 mages, or 2 fighters and a rogue and a mage, or whatever combination you want. (Though admittedly, more than 2 fighters is basically screwing yourself over, as fighters are pointless on the back row.)
They would have to be very careful to make encounters possible to do without a Healer, but still challenging to do with a Healer. Adding a Healer would quickly steer towards making the Healer a mandatory member of your party.
Snowmoon wrote:6) The Rogues don't feel like Rogues.
They're Rogues, not Thieves. Lockpicking sounds interesting at first, but then think about it.
You cannot require Lockpicking for doors that are mandatory to pass, as that would make it impossible to complete the game without a Rogue. Similarly, you cannot require Lockpicking for doors that hold important treasure, because you're basically shafting anyone who didn't bring a Rogue.
So Lockpicking could then only be used to bypass content. It could save you the trouble of getting a key that's held at the end of a puzzle or in the belly of a monster. Would that really be an interesting feature? If you'd be those prisoners yourself, that would be mighty useful. But you're the player, enjoying the game, and you probably want to see all the content, so you probably are still going to explore those monster caves or trying to solve that puzzle.
Snowmoon wrote:7) Make the player characters interact with each other.
This... Could be nice, but since they're basically 4 PCs, some people make up their own background for their characters, and then having them talk with each other breaks that immersion.
It would be really nice if you could start with only 1 PC, and then find NPCs along the way. Notifications from these NPCs would flesh them out a bit, and if dialog options were possible, having some conversation between your PC and the NPCs would be awesome as well.
Snowmoon wrote:8) Let us be able to write notes on the auto map.
I think the current notes system is easy to understand. Being able to write on the map itself and in notes would cause for a confusing interface. Only being able to write on the map would make a mess of things if people would want to store a lot of notes.
Snowmoon wrote:9) Implement the ability to split the party.
What about the chain around your ankles? Also, this would seriously trivialize a lot of puzzles!
Snowmoon wrote:10) A Co-op mode?
That would require:
- General Multiplayer network support.
- Adding graphics to display the other party.
- Specific tailored dungeons as having 2 parties would trivialize most content designed for 1 party.
Snowmoon wrote:11) The ability to re-stat our ability points.
You can. It's called starting a new game. Just restating our ability points out of the blue feels really silly and not fit in a game at all. Perhaps a tome that would "forget" about your skillpoints, but then you also have to keep in mind the bonuses these skillpoints provide. Also, what if you boosted athletics, for an increase in vitality, and gained extra hit points from this vitality as you leveled up. Then if you relearn your skills and don't take athletics this time, shouldn't you be losing the extra points in health, or should you?
Snowmoon wrote:12) More exciting loot please and also... Weapon Crafting?
More exciting loot is always welcome.
Weapon Crafting at the bottom of a dungeon really doesn't make too much sense.
Snowmoon wrote:13) Provide an option for both Turn-Based Combat AND Real-Time Combat
Turnbased and Realtime are totally different games.
That's like asking for Mario to also have a Pacman mode.
Snowmoon wrote:14) Old-School Hardcore mode is not Hardcore enough
Extra hardcore features could be interesting. However:
Leave Old-School as it is. People should be able to choose making their own maps, without being forced to use all hardmode options as well.
As for food, it's tricky. Sure, lots of people got overburdened with food, but some people really had starvation issues. Hardmode has less food than easy or normal, and if you geared your frontliners for survivability over damage output, fights last longer and take up more food as well. If you do that for your first game, and still take your time exploring everything, then starvation really is an issue in this game.
Snowmoon wrote:15) Why limit swords and other weapons to Fighters only?
They don't. Anyone can pick up a sword and wield it. Fighters however learn to be better at it than Rogues and Mages, which makes perfect sense to me.
Snowmoon wrote:16) Why let the Compass take up a slot?
Why not? It is an object after all.
Snowmoon wrote:17) Make more items stackable. (Eg: Torches)
Then what's the point of bags and crates if you can stack everything on top of each other?
Also, each torch has it's own fuel value. If you put a stack of torches with different amount of fuel on top of each other, and then grab a torch from the pile, how is the game to determine the fuel this torch has?
Snowmoon wrote:18) Have a 3D feel to the dungeons
That would move away from the grid based game that it is, though it could be interesting.
Snowmoon wrote:19) Allow ranged characters to QUEUE up their throwing weapons / ammunition
Yes, something along the belt pouches system that EoB was using would be nice.
Provide each character with 3 belt slots. Then, if a character shoots the last arrow, tosses the last dagger or drinks a potion from his hand, have the item on the leftmost belt pouch move to the player's hand. This could also be used to pick up regular arrows in your pouch while holding on to flaming arrows.