Re: What a sequel to this game would need
Posted: Sun May 13, 2012 9:05 am
Not sure if that's really interesting. It sounds rather boring to me. But admittedly, it wouldn't hurt to have that option available. I wouldn't use it, though. It feels kind of yawn.owl905 wrote:2. There's nothing that says you can't start over from scratch. The upgrade allows playing stronger familiar characters for speed runs. All the way to the mano a mano with Ogres.
Also, I don't think it'll allow you to go mano a mano with Ogres. You don't get more XP, but the XP you need goes up by a lot, so you're level 15 after the second run, level 16 after the third, and possibly still after the fourth. You need a lot of levels to be facing Ogres.
So if I'm on level 3, and I take a stairwell, it could take me to level 7, while the pit would take me to level 4? That's a tad confusing, though I guess it could work in LoG, as the pits would never really lead to the real level.owl905 wrote:3. It's right in the suggestion - traps continue to drop where they do in the basic linear levels. The only shuffle are the exit stairwells.
Would you sort the Automap on the original order or the new randomized order?
Skilled is not nearly as awesome as you think. Sure, it can occasionally be good, but there are traits out there that are far better than Skilled. By removing Skilled as a possible Trait to choose, you're limiting variety.owl905 wrote:4. It takes nothing away - the value of making one of the two choices Skilled is already pretty basic. That actually reduces the selection variety.
I agree that the game shouldn't have "no use" items scattered all over, hence my suggestion to place them in a special treasure bag.owl905 wrote:7. As you note, treasures are basically useless. Give treasures a use better than a ding-sound and player weight-penalty. (As for 'experience players would drop them immediately' ... tell that to players who threw the Bone Necklace away.) In the game, uncertainty causes too much 'stuff' to be carried too long.
Gaining skillpoints for finding them feels odd. "using" them as consumables to let the entire party gain a bit of experience could work. "We managed to find a secret room, now we're a little better at this dungeon delving stuff!"
I think I misread your initial comment. I thought you wanted to bypass the rune-clicking entirely. I'm still not entirely sure how the "sticky a spell" works in your mind.owl905 wrote:8/9. You can discover all the spells you want once the runes are displayed. In fact, it gets easier to explore and discover with incremental display and the tooltip showing success. The rune shelf is better than a list for game-fun.
Well, it would of course require the addition of the remaining scrolls that aren't put into the game, so those spells could be quick-cast too, otherwise there would only be more favorism towards the Fire school.owl905 wrote:The idea of scroll in hand for quick-cast is good. I like it better than the 'sticky' runes. How do you clone scrolls?
But I don't think cloning is necessary. When people bring more than one mage, don't they usually make them of different trees? Just like it's not smart to bring 2 Axe Fighters or 2 Mace Fighters due to limited weapon availability, you shouldn't bring two mages of the same tree if you want to use scrolls for both of them. Of course there's the Spellcraft tree, but since it's only Light and Darkness in there, you don't need all your mages to be able to quickly cast them.
If you dropped them on the way down, you'd run into them back on your way up towards that alcove.owl905 wrote:10. The 'zillion' torches were used and/or dropped on the way down. Revived players may want or need some light. The essence is a back-door valve to allow players the option of risk&revive play.
The experienced player doesn't need this, and wouldn't this cause the same problem as the treasures, causing players to carry lots of crap around they really don't need?
Wait, would you want the party to start over at level 1 again, or at a higher level?owl905 wrote:11. No, back2square1 doesn't get annoying. There's always the option to load a savegame, that's a mute point. The deal with going back to the start has been a good idea in lots of RPGs over the years. It's actually a bit surprising that the backdoor outlet isn't part of LoG. Starting over and save-load is losing progress. Reviving at square 1 is a good option - especially if you forgot to save after beating a timed puzzle.
There are only 5 skulls in the game, unlike the loads of herbs and quite a few flasks.owl905 wrote:12. (re: useless objects without Aura skill) So what? The skulls are useless if you don't have a Mino. From an earlier thread, the ingredients would still have value as food. The loss is in the potions - and the game isn't dependent on them. The foundation skills is a marker encouraging either a combat character or a magic orientation. But there's nothing wrong with armored magicians; Battle Mages are excellent solo characters in more than a few RPGs - but in a six-skill set, using up combatcraft/oneweapon and spellcraft/onemagic really pinches the other two.
I can see your reasoning for customizing the skill trees. I'm just not sure why it should take Alchemy out of the game if you don't pick the right skill trees.