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New Weapons and armor, and possible a shop system?

Posted: Wed Jun 06, 2012 7:31 pm
by Oniomega
Just wondering, but how difficult would it be to add in new weapons and armors to the game. also wondering would it be good or bad to add a forge and shop system as well, maybe on particular floors, or perhaps a ticket system that would teleport the player to a town or a special place that was a shop/forge?

Re: New Weapons and armor, and possible a shop system?

Posted: Wed Jun 06, 2012 10:24 pm
by Isaac
The system for a shop might be cool, but not for the official campaign I think. I guess we'll have to see how modding and mapping progresses. If users create towns then it would be useful to have a merchant interface.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 1:30 am
by Oniomega
Isaac wrote:The system for a shop might be cool, but not for the official campaign I think. I guess we'll have to see how modding and mapping progresses. If users create towns then it would be useful to have a merchant interface.
Yeah, the game the devs made wouldn't work well with one, so I'm thinking more for custom levels. I'm asking cause I would be happy to work with a few people if they are up for it. Just note, I'm a idea guy, not a code monkey.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 8:06 am
by Brude
I'd like more balanced itemization. Most of the loot in this game favors melee based damage dealers. (My Mage has no pants!)

Not wild about having a shop, although the precedent is there in games like Bard's Tale and Wizardry. Reason being, there's already several current action RPGs on the market that are gear progression games.

One of the things I liked about Grimlock is that the strength of my party isn't dependent on a vendor, auction house, or random loot drops. I never got an epic purple that made encounters a faceroll, and I loved that about the game.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 1:22 pm
by Thels
Brude wrote:I'd like more balanced itemization. Most of the loot in this game favors melee based damage dealers. (My Mage has no pants!)
The items that support damage are few and far between for all three classes. Most items simply offer protection, and nothing else. Your mage can put on some leather pants and be fine.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 3:57 pm
by leewroy
Brude wrote:I'd like more balanced itemization. Most of the loot in this game favors melee based damage dealers. (My Mage has no pants!)
I´m sure yo missed some stuff. There's a point where i had to leave some, it's not that rare ;)

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 5:14 pm
by Disasterrific
Mages definitely drew the short straw on awesome gear to wear... It does seem like a minor oversight but in the back row it's not all that big a deal.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 9:05 pm
by Oniomega
Brude wrote:I'd like more balanced itemization. Most of the loot in this game favors melee based damage dealers. (My Mage has no pants!)

Not wild about having a shop, although the precedent is there in games like Bard's Tale and Wizardry. Reason being, there's already several current action RPGs on the market that are gear progression games.

One of the things I liked about Grimlock is that the strength of my party isn't dependent on a vendor, auction house, or random loot drops. I never got an epic purple that made encounters a faceroll, and I loved that about the game.
I fully respect what you have to say, and I agree to a point, but that is the thing about modding, it allows us to have the game be as we wish it was to begin with. In the end, I love the game the way it is, and I do feel that the mages got the short end of the stick. What I'm wondering is how difficult would it be to add in new weapons and a shop system to the game via modding, and to see if there are other players like myself who would want such features added if possible.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 9:29 pm
by leewroy
Well, my opinion is that Legend of Grimrock is a dungon crawler, and there's not a big reason for a shop inside a dungeon. If someone is planning to make a multiple dungeons game, I think it's better to create different modules for every dungeon.

Re: New Weapons and armor, and possible a shop system?

Posted: Thu Jun 07, 2012 9:38 pm
by Isaac
leewroy wrote:Well, my opinion is that Legend of Grimrock is a dungon crawler, and there's not a big reason for a shop inside a dungeon. If someone is planning to make a multiple dungeons game, I think it's better to create different modules for every dungeon.
This is my thinking ~generally... but recall EoB. There was no logical reason for a storefront in the Waterdeep sewer system... but there was a recovering encampment of dwarves, and they had a healer; they could have had an arms dealer, or someone who sold rations and equipment ~and it would have made sense (though for that game it wasn't really needed). Mods or future official campaigns could benefit from a merchant interface, for use in traditional stores as well as chance encounters with someone who will trade (money or items).

What I would like to see, is a community (and /or official) expansion of the realm ~to make it a bit more filled in like Lands of Lore and Realms of Arkania were.