Races/Classes in Grimrock 2

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Dr.Disaster
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Re: Races/Classes in Grimrock 2

Post by Dr.Disaster »

Neikun wrote:
thomson wrote:
petri wrote:We are a bit close lipped about new races and classes because we're currently working on a new race/class system.
That's very understandable. We'll keep throwing ideas around. Perhaps you'll find some of them useful.
Can we have a robot race? :P
Steam or lightning powered? :D
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

Back on topic, I'm hoping that the class system doesn't lose too much rigidity.
LoG2 should stick to the module where some classes get abilities that others don't.

We saw in LoG1 that having a hidden, bonus class did very well to increase replay-ability.
I am looking forward to what sort of newgame+ reward we can look forward to in the future. (AH, no spoilers, please! :P )
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Drakkan
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Re: Races/Classes in Grimrock 2

Post by Drakkan »

Altough I fear, that classes / races are already decied, I would welcome some system, where if some character reach particular level, you can choose one some new trait / skill for him/her depending on the race / class to which you can invest points later on.
Example - Fighter on level 6 could choose to get one of two skills -
Swift movements - skill oriented to gain more agi / defense and lower weapon attack cooldown
Berserk - more STR / VIT and more damage with weapons
etc...
its just idea for improvement
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

That is a good idea, Drakkan.
I think Being able to select a new trait every 10 levels could make leveling up even more rewarding.
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uggardian
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Re: Races/Classes in Grimrock 2

Post by uggardian »

I think that sounds awesome! How about blood call/bloodlust trait for minotaurs later on? Every kill would make the minotaur rage for a moment, and it would combo-slaughter everybody like a raging bull :twisted:

But I would personaly like to see a Dungeon Master-like class system in Grimrock 2. Like - a wizard gains firemagic when he casts fire, swordsman learns to use swords better when using one and armours level up when taking hits. This would make it feel more reallistic than the current one and it would be easy for the player, because your characters would become good in things depending on your playstyle. And maybe those perks/bonuses that were in those skills could still be in those skill: you just can't choose to put/ not to put skill points in the skill you are practising. When thinking the Grimrock's skill system I didn't like that the best strategy was put almost every skill point in the same skill. Best mage build=5 spellcraft and 50 in some element, maybe ice. Same with the warrior= armors until you hit the armor profiencies and the rest of the points to swords/axes/maces/unarmed. It would be better that characters learn as they do. That would also get rid of the weird mechanic that everybody must hit the enemy once to get full xp. Also, reason why I never dropped enemies into pits was because if they die from the fall I will lose xp. And I loaded my save if I accidently fell on enemy, again for the same reason. In the system I'm suggesting the kills don't matter. But the fighting and spell casting will. This would make a mage learn, even if he only uses poison shields.

And howabout an alchemist skill? Mage will learn to make more and more difficult and complex potions.
I loved the spell system in Dungeon Master, where even if you have learned the spell, you still have chances that it's casting fails. Of course, you will later master the spell and get rid of the chance of failure.

So, there were some of my thoughts. And yes, I know that the Dungeon Master skill system needs a lot modifications before it would work in Grimrock2, but I hope AH considers it. Please! :D
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Asteroth
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Re: Races/Classes in Grimrock 2

Post by Asteroth »

I prefer adding skills than usage-gain. Gaining through usage may be more realistic, but I don't think that's too important. It makes it more difficult to develop skills that aren't immediately good. I.e. you may be interested in unarmed but right now a weapon is better so you use the weapon but allot skills to unarmed.

That may not seem important, but I like the option, and while realism is fun, in grimrock I think it's behind quite a few other things.

Edit: p.s. I actually do agree alchemy should be a mage skill. In early promotions they mentioned alchemy in association with mages, but in the end everyone does it equal.
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uggardian
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Re: Races/Classes in Grimrock 2

Post by uggardian »

Maybe someone not skilled in alchemy would have side-effects in his potions? Like haste potions that also cause poison damage? :)
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Drakkan
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Re: Races/Classes in Grimrock 2

Post by Drakkan »

and what about alechemy skill directly ? More points you have in, the more difficult potions you will be able to mix (for example 5 points for healing potion, 15 speed etc...) and for example the best alchemist (like 50 points in alchemy in Log1) will be able to mix some pernament stats increasing potions (when having the right ingredients of course, so the skill cant be abused).
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Neikun
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Re: Races/Classes in Grimrock 2

Post by Neikun »

Alternatively, what if the more points you had in alchemy, the stronger, longer lasting your potions would be?
At the same time, I would prefer not having to use a specific party member to brew potions. But an alchemy skill that affects all potions made regardless of who made them would be nice.

Here's a note on skills that you might be interested in.
If you split main skills and passive skills so that you can level up passive skills faster than main skills, you can have more skills and worry less about balance.
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