Grim Misadventure #198 - A New(er) U...I

Grim Dawn is a classic ARPG which doesn’t need WASD, because the game was not built around that. It is a polarize modern feature in ARPG.

I prefer classic ARPG over modern ARPG 24/7 on any Sundays…

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Whether it happens or not …

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Did you even read the post? The WASD they propose isn’t remotely close to what modern arpg’s are doing. It’s more an accessibility feature than anything that affects gameplay at all, works exactly like mouse movement. You seem to either not understand that, not care about people who may physically need it, or just find it easier to call people “crybabies” than think about what the post is actually proposing. It’s so weird man.

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It seems you didn’t read mine and/or don’t understand what the whole WASD is about with Grim Dawn.

Please continue crying if you will, because i really don’t care lol

I agree people asking for PoE2 WASD in GD is dumb. Not sure why you’re combining that request with the request for controller-based WASD as an accessibility feature and then insulting those who wanted it. We really need another term for these cause they’re nothing alike.

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Grim Dawn was first and foremost built with mouse movement in mind and not WASD

There is nothing special about WASD, whether remotely close to other ARPGs or not, it remains the same WASD and whether you like it or not, Grim Dawn wasn’t built around it

So again, i really don’t care lol

For Grim Dawn 2 people will most definitely get a proper WASD, even so it won’t bother me.

Love the UI changes and the stash changes. Can’t wait for them. This game is definitely better than D4. This is the first time I won’t be getting a Diablo xpac.

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what im excited for from those screens is

NEW female character model! she is so appealing and nice in “fantasy” theme. Do we get some character presets?

i love her T-T

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In general i hope they just go through all models and give them some shine xd

Zantai from the UK confirmed: used ‘hoover’ instead of ‘vacuum’.

The UI change is pretty good I think. I like the classic/retro look for the hp/energy bars. Having more obvious baubles on the top of the bar for things like loot filter and real time clock are also a plus. It makes it much easier to tell what’s what and where buttons are.

Also also I enjoy the classic/retro look for the class trees. The in-game UI is quite reminiscent of Diablo 1/2; the classes are very TQ aesthetic, which in my opinion was a solid ARPG. Before it ended up being run by some skyrim folk who couldn’t be bothered to even match the equipment with previous xpacs.

Ahem. TLDR, UI update is thumbs up.

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Well, since the concept art shows a big wolf next to her, maybe we can throw in some pets across classes that might fight or carry items for us to sell as opposed to going back and fourth. I get the portals and its easy enough. But since there is a new expansion coming and tons of changes, that wouldnt be too bad of an idea. Now before anyone blows their tops, this should be probably a paid dlc to compenstate the devs. Yes, grim dawn has a certain “feel” to it, but these changes are also changing the feel of grim dawn. And Im meaning common, rare items that would be normaklly sold anyways. It would save the player some time. And also have this pet put standard items and COMMON compenets in the regular storeage with the player having to go back and sort through the stash that the pet just threw in there. THIS IS AN OPTIONAL idea.

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WASDers vs purists appears again? Lol…
Input schemes for games, from a technical perspective, are a strictly artistic\design-intent decision. There is nothing stopping anyone from using any form of input at all for any pc application; it’s completely arbitrary. I can use my ancient SpaceOrb360 to play CoD, or Zelda BotW, and have done so for kicks. Technical implementation of ANY input scheme is, at its most complicated, an afterthought. Engine doesn’t even matter until you dig into the topic of optimizing fractional-frame latency, and nowadays that’s completely moot. Primary platform is the only bonafide factor.

WASD support for any (windows 2000+) pc game is so trivial to implement that it’s… How do I describe this to a layperson… Here, how bout this:

It’s currently 8:44 AM as I’m typing this sentence right here.

And now it’s 8:58 AM - and in the time between, I made a cup of tea, then completely rewrote from scratch, polished, and slightly upgraded the very simple AutoIt script I’ve been using to enable seamless WASD movement in GD since it launched. It works for any game with mappable movement of any kind, too - even “controller-only” games (… because there’s no such actual thing, even on modern consoles). All you need to do is calibrate the initial coordinate to the character position in your game window on first run or whenever you change resolution. It doesn’t even need to hook the app itself; it can run completely independently in the background and uses only native API calls and current-window references e.g. direct input.

Support for this capability exists beneath the level of the game itself, and beneath Steam (or whatever platform you may be using). It takes one knowledgeable end-user a few minutes to do in this context, or one paid coder a few hours to gold-plate and QA pass a simple wrapper for an existing published application.

… Just facts for thought. People (on either side of the argument) saying\thinking WASD won’t ever happen, or can’t happen, or generally yammering on about technical details they know nothing whatsoever about… all ought to know that it already happened, and not only for GD - just not officially (and the unofficial version works exactly the same as any official one would, just with an extra quarter-frame or so of latency comparatively).

Google “AutoIt WASD mouse” (or any of the other dozens of longstanding easy & safe ways to get to the same result) and snag or make your own solution from scratch any time you want.

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we know wasd in various form been a thing for years for GD, it’s even been adopted into one of the most popular tools, the argument isn’t about its existence of feasibility in most cases, but as with “anything” about official adoption, same as with infinite stash etc.
In the WASD thread you’ll even see some bend the knee to, perish the thought :scream:, notion of if allowing wasd in GD; atleast don’t make it poe wasd because unfair advantage etc.
And devs response has always been it’s a design issue afaik, GD wasn’t balanced around “good” wasd, “redrawing” things, fights/bosses/animations etc to fit that isn’t something they feel like doing after the fact
and as others then point out the existing controller scheme style is perfectly fine, they’d just like to get that with keyboard inputs.

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I feel personally offended by this, having had to rewrite the complete input system for a game in a few weeks (granted it also did ffb). It’s far simpler than many other systems, that’s true, but it’s not something you can do properly in lazy morning. Emulating it via existing support using ready-made software might not be that hard, but that’s far from the same thing as integrating proper support into a game.

Not saying that adding wasd in GD will be hard, but in general it’s not necessarily trivial.

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Looking at that WASD thread again, it seems that Zantai’s concern is with how half-ass/non-run-and-gun WASD would be received. Quite a tricky question for Crate. Obviously, most people commenting in the thread understand what is being offered, but that doesn’t mean the wider world would understand that it is only supposed to be a limited implementation.

Except, the original HUD was not left alone. The “classic” HUD has been updated with that gaudy gold lining and is now as hideous as the new HUD.

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wow, just wow. I knew there was going to be more content coming but the UI change is a awesome surprise for me. Love the change for the custom stash tabs and dedicated components tab. That alone is much appreciated. And ofcourse, the orbs! Who doesnt love health orbs haha.

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In your opinion, do you think they wasted their time instead where they could of added that on other features?

I do :rofl: not sure what’s up with orbs. They’re kinda… big… and make little sense UI-wise imho. I’m fine with traditional health bars. But I’m glad there’s an option, so we can all have something we like :smiley:

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