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Re: Grimrock 2
Posted: Fri Feb 22, 2013 7:12 pm
by Mishenka
I'm also excited about Grimrock 2. I'm currently addicted to the first game. I see some people asking for outdoor areas in the sequel. However, I'd like to put in a vote for no or at least limited outdoor areas. There is something cool for me in the idea of exploring one huge dungeons and descending through its levels finding more and more horrible challenges. I really loved that about Ultima Underworld I. UU II added multiple smaller interconnected dungeons and just didn't feel the same. Same with the later Might & Magic games. They were fun and there is definitely a place for this kind of game (I love Skyrim for example), but there is something cool about being stuck in a single dungeon. It can be a vast and nonlinear dungeon, but a single dungeon still. If ther have to be outdoor areas, perhaps they can be at the start of the game leading to the dungeon.
Re: Grimrock 2
Posted: Sat Feb 23, 2013 3:09 pm
by Mike.
Hi i am German so forgive me please any spelling mistakes.
I really enjoyed grimrock but i would really like the following improvements for elder People like me for grimrock 2.
1. optional Button which Causes all Party Members to attack.
2. a Way that the Last runespell remains memorized for attacks.
3. an Easy Mode that gives more time for timing puzzles. The puzzles itself including how dangerous the enemys are should remain difficult but i hate the Action Part.
Greatings mike
Re: Grimrock 2
Posted: Sat Feb 23, 2013 6:51 pm
by Nickydude
Awesome news! Can't wait!!
Re: Grimrock 2
Posted: Sat Feb 23, 2013 6:55 pm
by Greco
Mike. wrote:Hi i am German so forgive me please any spelling mistakes.
I really enjoyed grimrock but i would really like the following improvements for elder People like me for grimrock 2.
1. optional Button which Causes all Party Members to attack.
2. a Way that the Last runespell remains memorized for attacks.
3. an Easy Mode that gives more time for timing puzzles. The puzzles itself including how dangerous the enemys are should remain difficult but i hate the Action Part.
Greatings mike
I absolutely agree on (2).
(3) could be an option, because in slow machines with low frame rates, some timing puzzles in Grimrock 1 were impossible, whatever the reflection skill of the player was!
However, I completely disagree on (1). It would significantly subtract from the gameplay experience that such old-school games offer.
I remember only one game which offered this "all attack" option , EOB 3 which compared to the two previous installments of this glorious trilogy really sucked!
Re: Grimrock 2
Posted: Sat Feb 23, 2013 7:44 pm
by M.M
Since this thread will inevitably turn into another suggestions one, w i will not shy away from postnig mine:
- expand the bacground. The world beg's for exporation and explaining. Much more books and scrolls
- some interactions with NPC and normal world. The classical dungeon crawlers went that way gradually evolving into modern RPGs
- new classes. Ranger and cleric are the obvoius ones.
- more spells.
- better balance in magic lores.
- better balanced potions ( healing vs antidote and cure), an more usefull ( rage and speed)
- spear skill
and
- Spiders! We need more spiders!! a lot more!!!
( rund from the lynching mob)
Re: Grimrock 2
Posted: Sun Feb 24, 2013 9:19 am
by Mike.
Greco wrote:Mike. wrote:Hi i am German so forgive me please any spelling mistakes.
I really enjoyed grimrock but i would really like the following improvements for elder People like me for grimrock 2.
1. optional Button which Causes all Party Members to attack.
2. a Way that the Last runespell remains memorized for attacks.
3. an Easy Mode that gives more time for timing puzzles. The puzzles itself including how dangerous the enemys are should remain difficult but i hate the Action Part.
Greatings mike
I absolutely agree on (2).
(3) could be an option, because in slow machines with low frame rates, some timing puzzles in Grimrock 1 were impossible, whatever the reflection skill of the player was!
However, I completely disagree on (1). It would significantly subtract from the gameplay experience that such old-school games offer.
I remember only one game which offered this "all attack" option , EOB 3 which compared to the two previous installments of this glorious trilogy really sucked!
Thats why I meant optional button for 1) so that People can play without it if they wish. Otherwise turnbased combat would be an Option. But right now there is no strategy involved only the need to click fast. If my Fighter could first reduce the armor of an enemy with a special attack which my thief could use to poison the enemy with a poisoned dagger the frequence of attack would at least make some sense.
Re: Grimrock 2
Posted: Sun Feb 24, 2013 11:44 am
by badhabit
Mike. wrote:Hi i am German so forgive me please any spelling mistakes.
I really enjoyed grimrock but i would really like the following improvements for elder People like me for grimrock 2.
1. optional Button which Causes all Party Members to attack.
2. a Way that the Last runespell remains memorized for attacks.
3. an Easy Mode that gives more time for timing puzzles. The puzzles itself including how dangerous the enemys are should remain difficult but i hate the Action Part.
Greatings mike
NOOOOoooooo...please no further stream-lining!(This killed the diablo franchise... see "Path of Exile" they went the opposite way pretty successful)
If you ask me grimrock is already streamlined a bit too much. I would contrary ask for an removal of the infinite healing and resurrection crystals which making damage and dead not serious enough for the player immersion. "One character dead? ...no problem let's walk 3 m and resurrect him... nothing lost". Alternative, introduce a penalty for resurrection...the chance that some damage sticks (loss of some HP or soome ability points) and the resurrected character is weaker than before. Or like in DM, dead characters fall to the ground and drop their equipment to the ground too... very annoying and therefore avoided by players
If these crystals are removed, the underused alchemy might became more relevant. Also, these crystals break the food mechanic, running out of food (and water) should be also more severe.
Also, pit-jumping should have more severe and negative consequences like breaking of limps (feet: less stuff to carry, hands: no weapon usage).
On the rune menu and spell casting, I would be fine with an enhanced & faster accessability like putting the 9 runes on the the 9 num keys, more automation would be hand-holding and balance breaking.
On the timed puzzles, according to the forum support section many of this problems coming from a strong correlation of the FPS and and movement latency. If a player has a addtional latency by having a low FPS on his system, several (for good luck optional) puzzles become unsolveable. Could be fixed game engine wise.
PS: and full darkness is way to bright, the prisoners are not cats. No light source should mean frightening pitch black darkness.
Re: Grimrock 2
Posted: Sun Feb 24, 2013 2:00 pm
by Asteroth
PS: and full darkness is way to bright, the prisoners are not cats. No light source should mean frightening pitch black darkness.
Now there is something I agree with. I would like more lighting levels, I would Like them ALOT.
Okay, what I really mean I guess is more way to reach different lighting levels. Perhaps the readily available light source could be dimmer. Maybe a few more types of (temporary) light objects. And just casting light could be costlier.
In general make lighting the way slightly more of a challange.
I however know that I am only one opinion, and frankly most people probably don't agree. I must plod through (albiet still greatly enjoy) my well-lit dungeon.
Re: Grimrock 2
Posted: Sun Feb 24, 2013 2:03 pm
by Komag
I also happen to agree that full darkness is way too bright in Grimrock 1.
I don't agree that it should be pure pitch black though. I think it should be maybe 1/3 what it is now, at least something though, some tiny ambient light to just barely navigate somewhere to find a new torch or something.
I fully realize that in a "real" dungeon it would be total black, but this is a game, and if it's going to be total black then I will hate the game and reload or something, I'll never deal with the total black because it would just totally stink too much and be no fun AT ALL.
But if losing my light still allows me to just barely see (but perhaps not be able to distinguish secret buttons) then I can live with it for a little while, knowing that I better go back over that room with a torch to check things more carefully later.
Re: Grimrock 2
Posted: Sun Feb 24, 2013 2:22 pm
by Dr.Disaster
badhabit wrote:NOOOOoooooo...please no further stream-lining!(This killed the diablo franchise... see "Path of Exile" they went the opposite way pretty successful)
When i look at D3 i can't agree more ..
badhabit wrote:If you ask me grimrock is already streamlined a bit too much. I would contrary ask for an removal of the infinite healing and resurrection crystals which making damage and dead not serious enough for the player immersion. "One character dead? ...no problem let's walk 3 m and resurrect him... nothing lost". Alternative, introduce a penalty for resurrection...the chance that some damage sticks (loss of some HP or soome ability points) and the resurrected character is weaker than before. Or like in DM, dead characters fall to the ground and drop their equipment to the ground too... very annoying and therefore avoided by players
If these crystals are removed, the underused alchemy might became more relevant. Also, these crystals break the food mechanic, running out of food (and water) should be also more severe.
Aye, the DM dying mechanic was annoying; most of the time one of my heros died i just loaded the last save. Thus i'm ok with a penalty for resurrection or dying like permanently -1 to Vitality or -5 to max Health. This would also allow a twist: if a char dies with Vitality or max Health reaching zero it stays dead and gets removed from the party.
badhabit wrote:Also, pit-jumping should have more severe and negative consequences like breaking of limps (feet: less stuff to carry, hands: no weapon usage).
Right now there is no save way to climb down pits like the rope in DM and as long as alchemy healing materials are limited .. not a good idea.
badhabit wrote:On the rune menu and spell casting, I would be fine with an enhanced & faster accessability like putting the 9 runes on the the 9 num keys, more automation would be hand-holding and balance breaking.
Sounds nice on first thought but how to handle parties with more then one caster?
Next question comes up on second thought: with left hand on WASD and right hand on mouse i'm missing a limb to punch the num pad effectivly. I need to grow a third hand this way or even more hotkeys to make good use of the num pad. So with the num pad in use i'd also remap the keys 1 to 4 above WASD from opening char screens to attacking (use weapon/open magic menu). The Enter key on num pad should also serve as cast key so combat can be done without mouse use. Finally map F1 to F4 for char screens. To adress more then one caster in a party the 1 to 4 keys above WASD can only open one cast menu at any time -> advantage mouse user
My point would be: monsters should be a lot harder on "Hard", not just a tad swifter or tougher. Monsters got levels for a reason. Also there should be more respawns thoughout the game, no just on single levels or limited areas as original LoG. And on improving attack patterns i already made some comment here:
viewtopic.php?f=3&t=3454&hilit=combat#p41650