Dear Devs,
To me and probably to some other RPG veterans, the whole monster "dancing" thing (dominate monsters by stab-retreats and sidesteps) kills the mood of the game since it makes tough scary monsters not really as tough or scary.
My suggestion is to add a "hardcore" mode were you get stuck to monsters if you get in contact with them (look at undercroft for an example of this).
Thanks,
Tota.
Please add a hardcore option to change the combat
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Re: Please add a hardcore option to change the combat
I don't really think it would be that enjoyable. If anything it would just force players to roll with max HP max damage prisoners, and shut out anyone doing comedy builds such as mages who throw rocks.
I think a better solution, assuming you think that it is a problem which needs fixing, is to let people freely sprint around but also apply a heartbeat of reduced movement speed immediately after delivering a physical attack.
I think a better solution, assuming you think that it is a problem which needs fixing, is to let people freely sprint around but also apply a heartbeat of reduced movement speed immediately after delivering a physical attack.
Re: Please add a hardcore option to change the combat
It's not hardcore. It's guaranteed death mode, and has no purpose, because it will be impossible to play the game in that way, and rebalancing the monsters so you can beat them toe-to-toe actually makes the game easier than it would be on easy.
This has been discussed to death. Please check this thread: viewtopic.php?f=3&t=2085
This has been discussed to death. Please check this thread: viewtopic.php?f=3&t=2085
Re: Please add a hardcore option to change the combat
You're not RPG veteran if you thing strafing (or as you call it "dancing" /derp) is out of place. Every computer RPG I can think of, features strafing as an element of combat mechanic (unless it is turned base like Fallout of course).
Stucking to monsters and trading blows seems like idea for one of those facebook games, where you just click "attack" button mindlessly, while watching health bar of you and your enemy. How thrilling [sarcasm].
Stucking to monsters and trading blows seems like idea for one of those facebook games, where you just click "attack" button mindlessly, while watching health bar of you and your enemy. How thrilling [sarcasm].
- LiamKerrington
- Posts: 116
- Joined: Wed Jun 27, 2012 12:18 am
Re: Please add a hardcore option to change the combat
Hi.
As for making it, the combat-system, harder: now I don't know where to answer - here or there.
I stick with this thread ...
I have read through some of the pages of the linked topic. And I really wonder: Why should it be changed into a harder or more challenging combat-system? The system works perfectly well and very, very similar, if not equal, to what was basically the combat-style of the old-school games like Dungeon Master or Eye of the Beholder or some of the Might& Magic games or Wizardry-games. And this, actually, seems to be one of three sources why tLoG works pretty well and is such a huge and blowing success -
(1) Party of four with a variety of stats, inventory, experience-system
(2) limited movement and - based on these mechanics - movement-puzzles
(3) combat which is neither full strategic like within the old SSI-games (Pools-series or Krynn-series or Buck Rogers-series) nor real-time like with for example Bethesda's games (Oblivion, Skyrim, Morrowind, (Elder Scrolls?)) ...
Btw.: The combat-system of tLoG is basically the sum of (1) and (2) mentioned above.
And yes, there are means to make combat harder without even changing the AI or the code/ engine behind the colorful graphics:
a) as for the Grimrock-game available: simply don't move, if you don't like to do strafing;
b) in future games or selfmade-dungeons: reduce the number of rooms and drag combat more often into dead-ends or corridors AND/OR add more pressure-plates or "conditions" closing secret doors behind you (just remember the spiraling passage with the troll at the end ...) AND/ OR add more things like the "Fighter's Challenge" AND/ OR add a lot more monsters into the dungeons and therefore reduce the chance to evade with strafing ...
All the best!
Mad
Thanks for sharing the link. This is truthfully an awesome, challenging and very informative discussion.Thels wrote:This has been discussed to death. Please check this thread: viewtopic.php?f=3&t=2085
As for making it, the combat-system, harder: now I don't know where to answer - here or there.

I have read through some of the pages of the linked topic. And I really wonder: Why should it be changed into a harder or more challenging combat-system? The system works perfectly well and very, very similar, if not equal, to what was basically the combat-style of the old-school games like Dungeon Master or Eye of the Beholder or some of the Might& Magic games or Wizardry-games. And this, actually, seems to be one of three sources why tLoG works pretty well and is such a huge and blowing success -
(1) Party of four with a variety of stats, inventory, experience-system
(2) limited movement and - based on these mechanics - movement-puzzles
(3) combat which is neither full strategic like within the old SSI-games (Pools-series or Krynn-series or Buck Rogers-series) nor real-time like with for example Bethesda's games (Oblivion, Skyrim, Morrowind, (Elder Scrolls?)) ...
Btw.: The combat-system of tLoG is basically the sum of (1) and (2) mentioned above.
And yes, there are means to make combat harder without even changing the AI or the code/ engine behind the colorful graphics:
a) as for the Grimrock-game available: simply don't move, if you don't like to do strafing;
b) in future games or selfmade-dungeons: reduce the number of rooms and drag combat more often into dead-ends or corridors AND/OR add more pressure-plates or "conditions" closing secret doors behind you (just remember the spiraling passage with the troll at the end ...) AND/ OR add more things like the "Fighter's Challenge" AND/ OR add a lot more monsters into the dungeons and therefore reduce the chance to evade with strafing ...
All the best!
Mad
At the end of my first time with "the Legend of Grimrock" - played on default-party, hard, old-school mode:
My first time
My first time
Re: Please add a hardcore option to change the combat
Having enemies always 'stick' would make things very boring, being able to move around/stafe/etc is what brings this game into modern-times instead of just being a 100% nostalgia-trip.
I do think that in any expansions/sequels that the enemy AI and attacks could be improved to make it so it's not so easy to exploit the AI. ie) Diagonal attacks, AoE attacks, also adding abilities like being able to actively block attacks (right click on shield in time) would all be welcome additions.
But to simply be forced to stand in 1 spot and rotate between attacks on my four characters just sounds....well, boring. While I can understand the nostalgia-factor in that, now and then it's better to be 'in the spirit of' and bring a modern twist than to be 100% faithful to games of the 80s.
I do think that in any expansions/sequels that the enemy AI and attacks could be improved to make it so it's not so easy to exploit the AI. ie) Diagonal attacks, AoE attacks, also adding abilities like being able to actively block attacks (right click on shield in time) would all be welcome additions.
But to simply be forced to stand in 1 spot and rotate between attacks on my four characters just sounds....well, boring. While I can understand the nostalgia-factor in that, now and then it's better to be 'in the spirit of' and bring a modern twist than to be 100% faithful to games of the 80s.