GabulaX wrote:>"i would remove most or all magic skill requirements"
Why? I suppose you mean concentration skill point prerequisites. Do you want every character to be able to cast every spell? That would lessen the importance of having a mage. It would make torches completely redundant.
You've taken the quote out of context - it was specifically in reference to special abilities on weapons. It's not good design to require a point in Fire Magic just so a character can cast a low damage Meteor 7 times, and then be completely bereft of a special attack on an end-game weapon.
GabulaX wrote:>"It just feels really shitty to circle back into an area a few hours after gaining a bunch of new equipment, only to watch the same old mob rip you to shreds."
I can honestly say that i don't know what you're talking about here. Every time when i came back to a mob in this game after amassing loot and experience on my party, that mob was easier to kill. I could only see your scenario happening if you only gained levels, but did not find any loot / new spells at all for your party. In which case i'd say: blame the player.
Rip to shreds was an exaggeration, but this actually ties into my gripe about injury rate. Halfway through the game, the wargs in Twigroot were still causing injuries to my front line fighter and knight that were both decked in heavy armor - even while the wargs were only dealing ~5% damage. That is
really frustrating.
GabulaX wrote:>"There were only a small number of enemies that ever felt genuinely annoying or obnoxious (I'm looking at you, Spiders in the Crystal Mines). Please, learn from every RPG ever made that makes this mistake over and over - no more poison shitshows. That, or come up with a less infuriating poison mechanic."
What are you on about here? The spiders make sense to me, medium to fast mob with a poisonous attack. The poison mechanics make perfect sense, you take some damage over time (based on your poison resist) and lose HP regeneration, or trade away an antidote potion in order to cure it prematurely. A fair mechanic in my eyes. Please explain what you think is "infuriating" here.
"Make sense" and "fair" has no relationship to what is fun and interesting - which are what I play games for. If you enjoy repeatedly creating and quaffing antivenom potions, then I think we may have different ideas on the nature of enjoyment in video games.
GabulaX wrote:>"Injury rate was way too high."
I can't agree. Your characters have a chance to take random injuries when they lose a massive chunk of hitpoints. It usually happens when the player makes a mistake: Falling into a pit, being hit by spike traps, taking hits from strong, lumbering enemies. The point of bringing an Insectoid fighter is to make injuries slightly less frequent, and works well in this regard. The random nature of injuries is fair to me, as there are ample ways to cure them: Health potion, healing crystal, crystal item, or just wait some time.
Again, "fair" has nothing to do with fun. On many occasions, I found it necessary to quaff health potions on characters that had taken less than 5% damage but still sustained injuries. If this doesn't bother you, then again, I think we have different concepts of fun.
GabulaX wrote:>"I would recommend making boss fights more synchronized and puzzle like. Utilize spike and projectile traps with strategically placed buttons every now and then, eh?"
You just described the final boss fight of the game, interesting
Which is specifically why I said the final boss fight was delightful.
GabulaX wrote:>" The rewards for achieving 3-5 ranks in various skills were overwhelmingly minor, never giving you anything of significance or real excitement."
When i read this, i wonder if we did play the same game. Almost all the 5-point "skill-trees" give you one or two interesting perks at different levels that sometimes change the way you play. Throwing 5 makes you throw with both hands. Light 3 lets you dual wield. Heavy 5 lets you hold a weapon and a wand for spellcasting. The entire alchemy specialization nets you unique boosts for each point placed in the skill.
Do you get excited about increasing your carrying capacity? Perhaps a meager 10% faster cooldowns causes your heart to palpitate and palms to sweat? Do more potent healing potions bring you to scream with joy? Does increasing your energy regeneration while resting give you a raging boner?
I'm being facetious, but I would strongly recommend looking at talent trees in other RPGs. Good trait/talent systems are about specialization, and specialization means building around a specific set of stats, introducing new strategies into combat, and adding complexity as the game progresses. There is very little to build around in Grimrock's talent trees. Again, if you don't agree, then we simply have different concepts of fun.
GabulaX wrote:>"Traits were generally very weak because few of them scaled."
Traits that scale well through the entire game: Mutation, Increased Metabolism, +7 Accuracy trait, +10% Xp trait, Quick(10% speed), Endure Elements, All the different +25 resistance traits, Evasive, Endurance.
Scaling does not mean "is still sort of okay at the end of the game".
GabulaX wrote:>"Food consumption is just such an annoyance."
Again, you find something "annoying". I can agree partially though, food management becomes a problem because it's very much a finite resource. It's possible to rest too much, run out of food, and not find any in the parts of the game where enemies respawn. If that happens, your party is bound for starvation. I noticed though, that it only happens if you get stuck on a puzzle for a very long time. If you keep powering through all the areas of the game, you should never run out of food. It's not "annoying", but i agree it could be more interesting than just keeping a sort of upkeep, to be able to keep playing.
But what does it add to the game, aside from more items to pick up? It doesn't add challenge, strategy, or intrigue - it's just a nuisance. My issue was not that I ran out of food (I think the only time I came close was in Crystal Mines after searching for the damn platform in the darkness for eons) - but that I just grew bored of feeding my characters and came to resent the "...IS STARVING!" message.
GabulaX wrote:>" It's insanely tedious to be checking every single wall over and over just to be sure that the answer to the current puzzle isn't a secret button."
This i think is a problem with the player and his playstyle. On my second playthrough of this game, i found 71/77 secrets. I NEVER went along the walls of a dungeon to scan every single wall piece for secret switches. I have come to realize that most dungeons are very cleverly designed in regards to secret switches. Say there's a corridor in a dungeon, that just leads into a dead end. That makes me think... I check my map: This "dead end" is very near a room i have seen from another part of the dungeon, a room that was closed behind bars. Aha. I check the walls in this "dead end" and bam. A secret switch. This is almost always the case - secret switches are hidden near interesting places, dead ends, entirely empty rooms with seemingly no purpose, in dangerous places such as the flooded dungeon, on spike trap floors, places where scanning the walls for secret switches presents a risk of danger or death to your party! Never in this game have I come across a place where a secret switch is just completely randomly placed on a wall, discoverable only by scanning every single wall as you describe doing.
I really feel like you didn't read what I wrote. I specifically mention that you can hazard a decent guess that a secret button is nearby most of the time. But there are buttons that really are just pure luck. Consider the button for the Rogue chestpiece - that's in a short dead-end that only opens after you've passed by the area, and there are a dozen identical dead-ends like it in the immediate vicinity. There's no hint of any sort to indicate that it might be there, other than my own obsessive-compulsive instinct to check every area that was previously not accessible.
GabulaX wrote:>"too frequently it was vastly more efficient to quick save at the beginning of a puzzle and reload over and over so as not to deal with the consequences. Spikes dealt upwards of 40% damage to everyone in the party, while falling into pits would most often induce injuries. Pit traps had an added annoyance of needing to explore the area they dropped you into,"
That's your own fault for "save scumming", no one forced you to play in that fashion. Exploring pits is "annoying"? I find it exciting and rewarding (I fell down a pit, and my magicians foot was injured, dang, but hey theres a gold key on the floor here! Totally worth it). I'd like to add that at the start of a game, you may fall into a pit and discover something awesome, and realize that going into pits is a good thing. And then later in the game, you find the rope, which lets you explore pits without chance of injury, i think this is an exciting type of progression the players understanding and enjoyment of the game.
No, you're not getting it. I'm not "save scumming" - whatever that means - I'm reducing the amount of time I spend by non-trivial amounts. If it takes me 60 seconds to return to the beginning of the puzzle by the intended route (which I'll always do at least once just to make sure I've seen everything), versus 10 seconds to reload from a save, you can bet that I am going to press F9 every single time. Besides that, most of those pits
don't contain something awesome - they're frequently just small dead-ends with a fire bomb or some crossbow bolts. And regardless of whether I failed the puzzle or not, I would always climb down and check because heavens know I'm not going to miss anything. Save the player the trouble of quick loading on some of these puzzles and just use teleporters.