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Re: Ways to Improve Grimrock 2

Posted: Tue Oct 28, 2014 1:00 am
by Dr.Disaster
minmay wrote:If you are holding down the 'W' key and release it before stepping on the target tile, the game still moves you one tile beyond the target tile. This is the behaviour that people are complaining about.
Dr.Disaster wrote:Regarding your comparison: outside of LoG your "W" key does not have to complete a complex animation before it can write itself again.
LoG is capable of accepting keyboard input while the party is moving. Try pressing "esc" while moving. You'll notice that the pause menu comes up immediately, not after you complete the move.
Well then strangely enough proper release of movement keys always works for me.
The point is that once the walking animation began and you still hold that key down you will take another step.

Re: Ways to Improve Grimrock 2

Posted: Tue Oct 28, 2014 2:27 am
by Fred1
There are at least three things that I didn't like much about Grimrock 2:

1) Water tiles
Seriously, did anyone like these? It was so painful to swim in case you were searching for hidden switches and in the end you find that there are pretty much no secrets at all for these areas (like in normal tiles). All the "hidden switches and levers" for water tiles are for areas that you obviously can't access normally, like under the bridge of the Forgotten River (Reed Armor piece), the closed door in the Southeast part of the Sewers, the closed gate that gives you access to the Crystal Shield in the Northwest part of the Sewers, etc.
I also greatly dislike that you have to use the Harpoon to attack enemies under water, when most melee weapons could have done the job just fine.

How would I fix it this "problem" (aka make water tiles more enjoyable)?
- Add a wider variety of weapons that you can use underwater. Make some spells usable.
- Add mid to late game gear and spells that allow you to breath indefinitely without using energy.

2) The Hub's location
In my opinion the Hub is some sort of "safe area". It's the perfect place to stash all your discardable items, since you can have quick access to the majority of the in-game areas. If I randomly threw these items around the map, I would have missed a good part of the game, because it took me a while to realize what was the key for the pyramids (I threw the staff away because it looked useless, and I wasn't trying to get inside the pyramids in that point of the game).

How would I fix this "problem"?
Give access to the Hub right in the beginning of the game, when you have very few items and you carry most of these items anyway because you don't know what can be useful. The perfect place for the initial teleport would have been right after the Shipwreack Beach, exactly after the boss fight with the Viper Roots.

3) The dialogue with the Island Master for the "final" fight
Terrible dialogue lines. It was very painful to read them. It should have been something simple and mysterious. The satisfaction from reading the notes in the true ending would have been much higher.


Everything else seemed fine or an improvement over the previous game. Yes, walking through these open areas felt unnatural, while the same can't be said when you walk through the dungeons, but it was refreshing to see a fantastic open world in a game like LoG. The game reminds you a lot of the first The Legend of Zelda (NES), where you can beat a high difficulty dungeon only to find that wasn't the optimal path.

Anyway, I just hope LoG2 sold enough for a possible Legend of Grimrock 3.

Re: Ways to Improve Grimrock 2

Posted: Tue Oct 28, 2014 2:40 am
by Sarumorpheus
Fred1 wrote:3) The dialogue with the Island Master for the "final" fight
Terrible dialogue lines. It was very painful to read them. It should have been something simple and mysterious. The satisfaction from reading the notes in the true ending would have been much higher.
Time for a healing potion maybe? :P

--

I actually didn't know you could use the harpoons underwater. I've just been dodging underwater enemies for the entire game. :P

Re: Ways to Improve Grimrock 2

Posted: Tue Oct 28, 2014 6:05 am
by thunderfunking
Fred1 wrote:- Add a wider variety of weapons that you can use underwater. Make some spells usable.
- Add mid to late game gear and spells that allow you to breath indefinitely without using energy.
I'm with you on water tiles, though I'll note that I put up with a lot of it under the assumption that something like what you describe would eventually appear - at the bare minimum just a breathe water potion. Knowing what I do now - that most of the water is really just empty and a pain in the ass for no reward - I think it would piss me off much more quickly.

I'd say just allow use of light weapons and certain spells (i.e. not lightning, or add self-damage if you do) underwater, disable missile/firearms/heavy.
Fred1 wrote:Give access to the Hub right in the beginning of the game, when you have very few items and you carry most of these items anyway because you don't know what can be useful. The perfect place for the initial teleport would have been right after the Shipwreack Beach, exactly after the boss fight with the Viper Roots.
This really would have streamlined a lot of the game. I'm probably in the minority on this, but I actually didn't hit the Hub (or the Cache) until I'd finished Twigroot, the Bog, and started Desarune. I just kept exploring in whatever direction i found, and didn't wind up looking at that bit of the island until that point.

Re: Ways to Improve Grimrock 2

Posted: Wed Dec 10, 2014 11:17 pm
by Thorham
An improvement I'd like to see is better HiAlgoSWITCH compatibility. Now, the hud and 3D parts of the screen both have their resolution reduced, making in-game text unreadable. You also have to copy HiAlgoSWITCH to the Grimrock 2 folder.

HiAlgoSWITCH : http://www.hialgo.com/TechnologySWITCH.html

Re: Ways to Improve Grimrock 2

Posted: Thu Dec 11, 2014 12:43 am
by badhabit
Thorham wrote:An improvement I'd like to see is better HiAlgoSWITCH compatibility. Now, the hud and 3D parts of the screen both have their resolution reduced, making in-game text unreadable. You also have to copy HiAlgoSWITCH to the Grimrock 2 folder.

HiAlgoSWITCH : http://www.hialgo.com/TechnologySWITCH.html
well, proper resolution independent rendering is requested since LoG1, e.g. for multimonitor setups

Re: Ways to Improve Grimrock 2

Posted: Thu Dec 11, 2014 1:03 am
by Dr.Disaster
badhabit wrote:
Thorham wrote:An improvement I'd like to see is better HiAlgoSWITCH compatibility. Now, the hud and 3D parts of the screen both have their resolution reduced, making in-game text unreadable. You also have to copy HiAlgoSWITCH to the Grimrock 2 folder.

HiAlgoSWITCH : http://www.hialgo.com/TechnologySWITCH.html
well, proper resolution independent rendering is requested since LoG1, e.g. for multimonitor setups
This has nothing to do with LoG.

The "becoming unreadable" is normal when the application rendering a screen is not told that the display resolution got reduced. It's like taking a screenshot with regular resolution, switching resolution to 50% and then viewing the taken screenshot with a "fix to screen" method. Will never look good.

Same happens with nVidia's new DSR feature. I can set LoG to run and render in 3840x2160 but my display can only display 1920x1080 so the GPU driver has to downscale the rendered image to the 50% smaller resolution and things that were rendered sharp before will now become blurred.

Re: Ways to Improve Grimrock 2

Posted: Thu Dec 11, 2014 1:19 am
by badhabit
Dr.Disaster wrote:
badhabit wrote:
Thorham wrote:An improvement I'd like to see is better HiAlgoSWITCH compatibility. Now, the hud and 3D parts of the screen both have their resolution reduced, making in-game text unreadable. You also have to copy HiAlgoSWITCH to the Grimrock 2 folder.

HiAlgoSWITCH : http://www.hialgo.com/TechnologySWITCH.html
well, proper resolution independent rendering is requested since LoG1, e.g. for multimonitor setups
This has nothing to do with LoG.

The "becoming unreadable" is normal when the application rendering a screen is not told that the display resolution got reduced. It's like taking a screenshot with regular resolution, switching resolution to 50% and then viewing the taken screenshot with a "fix to screen" method. Will never look good.

Same happens with nVidia's new DSR feature. I can set LoG to run and render in 3840x2160 but my display can only display 1920x1080 so the GPU driver has to downscale the rendered image to the 50% smaller resolution and things that were rendered sharp before will now become blurred.
People would not have to use HiAlgoSWITCH if AH would: provided a game which performs with stable FPS everywhere (also in outside areas) and/or would not limit artifically the resolution selection and/or could detect multimonitor/physical-vs-window-resolutions setups properly.

Re: Ways to Improve Grimrock 2

Posted: Thu Dec 11, 2014 1:30 am
by trancelistic
I do agree with the spells. However saying heal spells is a must is complete bullshit.
A more variable of spells would of been nice.

For me, my self (yep?, yes..!) Is how LOG2 started so amazingly. Big all, showing the first elemantel temple then wonder a bit arround and you find yourself in a amazingly HUGE cave who leads to the archives and so on. I totaly loved it. But onces completing that the game kinda lost it tuch... The other zones are not intresting at all as the begin cave was that was leading to the archives and sewer etc. It was just plain a map after little map after.

As for weapons.. well yeah. if i must go picky. Just pick heavy wepaons and even ignore armor or light weapons. Its so strong maxed out with accuricy and critt.
As for charged weapons yeah, they are useless. Even the heal shield is nice ( that is a thing u want to have cuz its epic ) but its not needed.


For the resst I think the game is rly good.


THe start to completing the archives was totaly awesome and so mysterious and wondering like. THe rest is kinda dull compered to that.

ALl in all. Awesome game but the mapping/being to end logic should had a second thought before completing this awesome game.

Re: Ways to Improve Grimrock 2

Posted: Thu Dec 11, 2014 4:17 am
by Thorham
badhabit wrote:People would not have to use HiAlgoSWITCH if AH would: provided a game which performs with stable FPS everywhere (also in outside areas) and/or would not limit artifically the resolution selection and/or could detect multimonitor/physical-vs-window-resolutions setups properly.
I don't really need it, but Grimrock 2 doesn't run well in 1920x1080 on my machine, so I use 1280x768, which looks blurry. With HiAlgoSWITCH it wouldn't look so blurry. It would be great if the game could get an option to render the 3D in quarter res, and leave the GUI alone, simply because it looks better than lowering the resolution in the normal way. Skyrim with HiAlgoBoost is a great example of how effective this is.

An alternative would be an option to change font sizes.