Combat on the grid
Combat on the grid
Hi!
Iam new to these forums, and i apologize in advance if my topic has been covered already, but there is one thing that i can't get over. While you are in combat, you can dodge the enemies attack by standing aside, or move back one grid in realtime. While as far as i know it is intended, i would gladly see a hardcore option, or such, when you get into combat, you and all npcs (including others from away tiles) get tied to its tile, and getting away from it would require action from the player characters (instead of attack for example).
I could play like not abusing this too much, and standing in the face of the opponents, but simply the possibility that i could use it anytime somehow feels wrong.
And as well if it would have been made, probably it would call for rebalance all the npcs.
Is there any info about it, that maybe the DEVs will change it or implement other alternatives?
Any thoughts?
Beyond I have no issues with the game, and i really looking forward to it, bought 2 copies, for me and for my wife. She really likes the style of it and the puzzles.
Best wishes
Kleidas
PS: sorry for my bad english
Iam new to these forums, and i apologize in advance if my topic has been covered already, but there is one thing that i can't get over. While you are in combat, you can dodge the enemies attack by standing aside, or move back one grid in realtime. While as far as i know it is intended, i would gladly see a hardcore option, or such, when you get into combat, you and all npcs (including others from away tiles) get tied to its tile, and getting away from it would require action from the player characters (instead of attack for example).
I could play like not abusing this too much, and standing in the face of the opponents, but simply the possibility that i could use it anytime somehow feels wrong.
And as well if it would have been made, probably it would call for rebalance all the npcs.
Is there any info about it, that maybe the DEVs will change it or implement other alternatives?
Any thoughts?
Beyond I have no issues with the game, and i really looking forward to it, bought 2 copies, for me and for my wife. She really likes the style of it and the puzzles.
Best wishes
Kleidas
PS: sorry for my bad english
Last edited by Kleidas on Sat Apr 07, 2012 10:08 pm, edited 3 times in total.
- Jack Dandy
- Posts: 476
- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: Combat on the grid
Your English is fine man, no worries!
Anyway, I gave it some thought as well. I too, think it would be better if moving would count as an "action". Like, if the you moved, the entire party would get a cooldown mode and couldn't attack (but you could still move during that), so you couldn't just move and attack without giving your enemies time to respond.
Still- I haven't played the game myself (yet), and when I do I'm planning on going the Hard mode. Then, I'll decide if I like the current movement system or not.
Anyway, I gave it some thought as well. I too, think it would be better if moving would count as an "action". Like, if the you moved, the entire party would get a cooldown mode and couldn't attack (but you could still move during that), so you couldn't just move and attack without giving your enemies time to respond.
Still- I haven't played the game myself (yet), and when I do I'm planning on going the Hard mode. Then, I'll decide if I like the current movement system or not.
Re: Combat on the grid
It looks like a rather fundamentally important design choice. Most real time grid based dungeon crawlers allows for this, and it becomes one of the main ways of mitigating damage and preventing the characters from just getting overwhelmed, using the movement to stay out of combat until attacks are out of cooldown. In previous games that have had this system, I've thought that it has worked pretty well.
The system you suggest sounds like it would work best in a turnbased game, where you can more "naturally" link movement to turns
The system you suggest sounds like it would work best in a turnbased game, where you can more "naturally" link movement to turns
Re: Combat on the grid
You're talking about a fundamentally different (basically turn based) combat system.
LoG is designed the way the games it is inspired by worked (real-time). Everything about how damage is dealt and absorbed and monster AI and abilities would have to be completely rebalanced from the ground up.
You're expected to be moving and dodging enemy attacks, the game is designed and balanced with this in mind. You'll likely die very quickly if you abstain.
LoG is designed the way the games it is inspired by worked (real-time). Everything about how damage is dealt and absorbed and monster AI and abilities would have to be completely rebalanced from the ground up.
You're expected to be moving and dodging enemy attacks, the game is designed and balanced with this in mind. You'll likely die very quickly if you abstain.
- luthur1964
- Posts: 46
- Joined: Sun Mar 11, 2012 10:04 pm
Re: Combat on the grid
I respectfully disagree. I have stated this in a different thread, but I feel that this line of thinking is somewhat skewed. You see, it's possibly that you are trying to fit this "round" game into a "square" hole. There are a variety of games and game types out there. You might be used to both turn-based combat and/or 1st or 3rd person shooters. This is a style all it's own. It is real-time action, with a team of prisoners tethered together by chains. It is also tactical in terms of combat (use melee when health and armor is good; use ranged attacks from the rear characters or when retreating, etc.)
If this style is new to you, welcome. On Wednesday, give it a fair assessment for what it is. I know you will love it.
If this style is new to you, welcome. On Wednesday, give it a fair assessment for what it is. I know you will love it.
Re: Combat on the grid
I read in a review of LoG that the monsters have no cool down for attacks.
So side stepping or backing off will be a vital part of combat.
So side stepping or backing off will be a vital part of combat.
Re: Combat on the grid
They must have a cool down of some kind, otherwise they'd hit you an infinite number of times instantly.
Re: Combat on the grid
jfunk: I think that it works this way: there is no cooldown between attacks but each attack lasts some time.
custom Legend of Grimrock printable DVD box insert and disc label: link
Re: Combat on the grid
That's just semantics . An action with a 1 second animation and "no cool down" is functionally the same as an action with no animation and a 1 second cool down. The action can happen once per second either way.Lex wrote:jfunk: I think that it works this way: there is no cooldown between attacks but each attack lasts some time.
Re: Combat on the grid
Yes, the attack animation essentially IS the cooldown.