Remove puzzles, add autocombat and make the game easier

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Ixnatifual

Remove puzzles, add autocombat and make the game easier

Post by Ixnatifual »

Nah, I'm just kidding! :mrgreen:

Ha ha ha.

Ho ho ho.
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Darklord
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Location: England

Re: Remove puzzles, add autocombat and make the game easier

Post by Darklord »

Heh actually how about two buttons when the game starts, you either click win or lose, simple! :P

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
tantalan
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Joined: Mon Mar 12, 2012 5:49 pm

Re: Remove puzzles, add autocombat and make the game easier

Post by tantalan »

Hah couldnt beleive the subject of this post :-) BTW Almost Human didnt mentioned how far the developement of the game is right now. I ve just seen some posts on web but couldnt find any clue how much time is still needed to end the game. What do you think when it will be finished? March 2014? Or later? Oh i am really looking forward to play the game...
Ixnatifual

Re: Remove puzzles, add autocombat and make the game easier

Post by Ixnatifual »

I still need to finish my dungeon. Would be embarassing if Grimrock 2 came out first.
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spectre900
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Re: Remove puzzles, add autocombat and make the game easier

Post by spectre900 »

-- Start new Game --
-> I win.
-> Dice-roll for Win/lose.
-> I lose.

Hmmm...
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Isaac
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Re: Remove puzzles, add autocombat and make the game easier

Post by Isaac »

It was the case with 'Eye of the Beholder 3', that someone took that advice to heart, and added an 'everybody attack' button. Image
badhabit
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Joined: Sat May 05, 2012 2:24 pm

Re: Remove puzzles, add autocombat and make the game easier

Post by badhabit »

Ixnatifual wrote:Nah, I'm just kidding! :mrgreen:

Ha ha ha.

Ho ho ho.
I see ... ;)

Let's brainstorm, what about "streamlining" the health management and making death a painless experience by including some kind of "wells of resurrection" in every level?

Upps... they are already in, in LOG1... please remove these crystals for LOG2! ;P

(or make them extremely seldom or at least onetime use... or only resurrection like the altars of VI in DM... and with a cost like dropping all inventory to the ground)
Last edited by badhabit on Sun Feb 02, 2014 10:37 pm, edited 1 time in total.
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Dr.Disaster
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Re: Remove puzzles, add autocombat and make the game easier

Post by Dr.Disaster »

A far better option would be to add a hardcore perma-death option similar to old-school mode: when activated dead characters can not be revived plus when the whole party dies it's savegames get deleted too.
badhabit
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Re: Remove puzzles, add autocombat and make the game easier

Post by badhabit »

Dr.Disaster wrote:A far better option would be to add a hardcore perma-death option similar to old-school mode: when activated dead characters can not be revived plus when the whole party dies it's savegames get deleted too.
While I would not mind a "perma-death mode", the normal (and hard) mode is currently way to soft regarding health and especially death. In LOG1 the death of single characters are a non-issue, no consequences, no pain or costs. The next crystal is always not far away and has infinite charges... Which is a pretty strange modelling of life and health for such a harsh environment like Mount Grimrock & a old-school game play experience. Infact, that was pretty anti-immersion for me when I realized that I don't have to really care for my adventures. :/
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Isaac
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Re: Remove puzzles, add autocombat and make the game easier

Post by Isaac »

Dr.Disaster wrote:A far better option would be to add a hardcore perma-death option similar to old-school mode: when activated dead characters can not be revived plus when the whole party dies it's savegames get deleted too.
The original SSI GoldBox games had this. During the game the party could suffer casualties, and if without the ability to raise the dead, they had to haul the bodies back to town to a church. However certain monsters had high powered spells like 'Disintegrate', and anyone killed by that didn't have a corpse to haul back to town.

In LoG2 (or mods in LoG1) this could be done; such that any PC that was outright destroyed, could not be revived. It is already the case in mods that NPCs can join, and fill the ranks, so, if the game was made with that in mind, then PCs that were destroyed, could be replaced in town or in the field by joinable NPCs.
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