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Grimrock 2 import
Posted: Fri Aug 02, 2013 10:02 am
by sprawler
Hello
i would like to disscus grimrock 2 import feature , i know grimrock has total new system but i have some ideas :
New grimrock could import old characters and convert old values into new ones , lets say grimrock 2 doent have unarmderd skill , so fro 50 skill point in unarmed system converts them to 20 point of melee combat . Or lets say there isint throwing and missle wepons only ranged skill so every 50 point missle or thorwing skill is 20 ranged.
Even easier is just to let poeple play on level they finished grimrock 1 , so if someone finished grimrock 1 on level X they start grimrock 2 on level X and can dsitribute all points once again , choose new classes and skills
How this would affect game play ? i think good beacuse these players would start the game by deafult on Higher diffcuilty , beacuse they characters are on high level .
Player that dont use import would start on normal diffculity with easier battles and mosnters , players that import with start on high
with chalanging monsters.
Players that dont import charctaers after completing the game on normal can import party and play once again on high (just like players that imported)
So everyone can play both diffciulties but imported charctes start on high diffculity by deafult , beacuse they have high level
Re: Grimrock 2 import
Posted: Fri Aug 02, 2013 10:18 am
by Dr.Disaster
sprawler wrote:Even easier is just to let poeple play on level they finished grimrock 1 , so if someone finished grimrock 1 on level X they start grimrock 2 on level X and can dsitribute all points once again , choose new classes and skills
How this would affect game play ?
This very much depends on the difficulty implementation. If LoG 2 will come with difficulty levels similar to LoG 1 only raising the difficulty will not do. Even on "Hard" the poor monsters are no match for a higher level group. Now when AH plans to implement a "New Game +" feature any imported party gets dumped right into or something similar to the scaling Komag did in his Master Quest mod, then we can talk about it.
Re: Grimrock 2 import
Posted: Fri Aug 16, 2013 5:27 pm
by Komag
I think it's a good idea if done right. I was a bit limited with what I could do with that in Master Quest, but I really like how it turned out since it significantly alters the strategy in higher level gameplay.
Re: Grimrock 2 import
Posted: Fri Aug 16, 2013 5:58 pm
by thomson
No, please don't implement monster scaling in LOG2! Or if you decide to do so, please do it carefully and only in limited range.
There are thousands of dedicated fans of Fallout 1 and 2. One of the reasons is that if you went to a territory that you were too weak for, you got slaughtered on sight. On the other hand, when your level was high enough, you could single handedly eradicate whole villages. You felt that the level really makes a difference. On the other hand, Oblivion or Fallout 3 (done by completely different team) had monsters level scaling with player's level. Pathetic mobs were annoying no matter the level. Ok, it was a bit more complex than that in F3 (the level of mobs at a certain location was determined by the level of a player during first visit), but still it was stupid. There should be monsters that are scary if I'm not prepared for them.
Disclaimer: I still haven't played Master Quest (sorry, not enough time), but I heard good opinions on it.
Re: Grimrock 2 import
Posted: Fri Aug 16, 2013 6:38 pm
by Dr.Disaster
thomson wrote:Disclaimer: I still haven't played Master Quest (sorry, not enough time), but I heard good opinions on it.
Well i can only advice to do so. Battling scaled snails and such can become quite a workout.
Re: Grimrock 2 import
Posted: Sat Aug 17, 2013 1:13 am
by Komag
thomson, I fully agree with you, in game on-the-fly monster scaling is not cool for the reasons you mentioned. Master Quest does a one-time scaling of the entire dungeon at the start. So easy places are easy and hard places are hard, and they stay that way for the rest of the game and don't scale as the player levels up. If Grimrock 2 generally had an approach in this vein, I think it could turn out well.
Re: Grimrock 2 import
Posted: Sun Aug 25, 2013 3:26 pm
by RMariano
Komag wrote:thomson, I fully agree with you, in game on-the-fly monster scaling is not cool for the reasons you mentioned. Master Quest does a one-time scaling of the entire dungeon at the start. So easy places are easy and hard places are hard, and they stay that way for the rest of the game and don't scale as the player levels up. If Grimrock 2 generally had an approach in this vein, I think it could turn out well.
Agreed both for importing features (a must have) and Thompson - Komag input.
Re: Grimrock 2 import
Posted: Mon Aug 26, 2013 4:33 am
by Neikun
I am not particularly supportive of a character import feature for Grimrock 2, although I might be more for Grimrock 3, depending on how LoG2 ends.
The difference in complexity between Grimrock 1 and 2 seems to be so much, that it wouldn't make sense for an import.
Re: Grimrock 2 import
Posted: Mon Aug 26, 2013 8:46 am
by Drakkan
Neikun wrote:I am not particularly supportive of a character import feature for Grimrock 2, although I might be more for Grimrock 3, depending on how LoG2 ends.
The difference in complexity between Grimrock 1 and 2 seems to be so much, that it wouldn't make sense for an import.
+ 1
Re: Grimrock 2 import
Posted: Mon Aug 26, 2013 7:47 pm
by petri
The skill system that we have planned for log2 is radically different from log1 - we'll have a blog post about the changes when I get some time to write the post - so it's unlikely that characters can be imported. Also the scenario is not a direct sequel to the story of log1, so thematically it wouldn't work that well.