Err c’thonic blood farms the land north is seriously affected more so than the south.
It’s good to read the script of the story given by the npcs
“Hey I’m just off out to get some food, if I don’t make it back I’ve probably been viciously mangled by the corrupted wildlife, sacrificed to the cults god, ripped apart by the corrupted remains of our dead. Oh and if I do come back make sure you check I’ve not become one of the ‘taken’ come back to murder you all”
I have to agree with Torin here about the recycled spiders, I think some slime type mobs, like the D&D green slime, would be really appropriate in here. You don’t see that monster type very often in games.
Still if this is only a relatively short transition area I can understand why you may not wish to expend more time and resourses on creating a new mob type just to inhabit this environment.
BTW
I like the spiders, and their appearance makes sense…you have dark caverns, where spiders are a natural occurrence.
Just because a few don’t want them DOESN’T mean that everyone else does too.
Please leave them in.
I can appreciate your feeling here and I agree that we could potentially push things a bit further between Acts. I think part of the problem is that we’re trying to create a geographically contiguous area, so you don’t end up with the dramatic shifts from greek grassland, to egyptian desert, to chinese mountains. Maybe we should have stuck to the ARPG mold of Act1 grassland, Act2 desert, Act3 jungle/swamp.
We’ve tried to go back and put in some effort to create more pronounced differences between Act 1 and 2, where we could and we’re now making a more concerted effort to build in a more unique feel from the start in Act 3. Unfortunately, the mountain deeps was part of our effort to do something more dramatically different for a cave and apparently that didn’t impress.
Given that we needed a natural cave for part of the level progression, I’m not quite sure what more we could have done besides possibly creating all new rocks but, for the most part, those are covered up by stalagmites.
In general, I agree TQ had certain feature locations that really stood out because they had their own unique art sets that were never reused. The problem though is that on TQ we had a team of 10 artists and on GD we have 2 artists. There is just no way we can produce art on that level and given that we’ve got 2 guys on art, I think they’ve done a fantastic job.
On the other hand, I can’t help but think some of this is looking back with rose colored lenses. I went back and looked at TQ undergrounds and compare them GD just to try to figure out more objectively what we were lacking. Since we’re talking about caves here, I only looked at the cave type undergrounds, not any of the building dungeons. Here’s what we have in Act 1 and 2 in GD:
These are just wall pics with the environmental effects turned off, which, if they were on, I think would set them apart even further.
Here are the natural cave undergrounds in TQ Act 1, 2 and 3. Note that these are shots from the editor - if they look empty, its just because a lot of the UG floors are pretty bare.
In terms of more man-made undergrounds, in Act 1 TQ just has catacombs and the labyrinth. GD has house cellar, laboratory and jail. I think we’re also on par with TQ in terms of random monster camp art. Where we fall behind is the unique cultural themed art sets, like the Greek, Egyptian and Chinese cities, the unique places like the gardens of Babylon, Palace of Knossos, Great Wall, etc. We’ve got more coming and some of the stuff planned for Act 3 will be, at least in my opinion, very different from the first two Acts. So, I’m not really trying to say that the way you feel is wrong, I mean, if that’s your impression, then that’s what it is and we need to keep trying to improve that. In terms of expectation though, in terms of what we set out to do, I think we’re doing a decent job of it. The reality is just, we’re never going to out-art TQ in one game with 1/5 the artists. :undecided:
Personally I like the continuity between acts. The whole thing feels cohesive instead of segmented. This adds to the more open world feel of the game. I think it is quite aclever design. There is no teleporting to a completely different region, that really breaks the immersion. This design offers a much more logical progression from one region to another.
I see your point, but I’m not entirely sure I agree. I kinda like going from one environment to another or entering great halls and cities that sets apart from the rest. It’s always nice to have something grand to look at as well, it strengthens the atmosphere.
However, I understand medierras point very well. With only two artist, they have done a solid job. I would like to add that the details are also incredibly well done and that the art style is very distinct. I just personally would like to see more vivid landscapes.
There is still the potential (and I’m guessing probable) Grim Dawn expansion.
BTW
I personally like the idea of varied landscapes as well (swamp, desert, snow, forest, etc)…but I also recognize that Crate is a relatively small Developer and can only do so much with the limited resources at their disposal.
I say cut them some slack.
And like I said, I’m sure the eventual expansion will really change things up…especially considering the Immortal Throne expansion for Titan Quest, which blew my mind.
Yea I also like this approach. I remember writing a thread on the D3 forums where I suggested a way to bridge the gap between each of the Acts so if from Act 1 to Act 2 there could be 3 levels in that you journey to a nearby shipping port (fighting enemies), board a ship and perhaps be attacked by enemy creatures or ships, and then land at the new port and then journey some distance nearby the start of the next act. This way it feels more like a journey and would add to the feel and shape of the world rather then magically teleporting everywhere that you need to be.
Yes a lot of ARPG’s hint at how you got to the new area when it comes to seeing a dock with some ships or a nearby caravan but I think it’s a bit sad that the journey in between isn’t seen as much if that makes sense.
I also am happy with the environments and how each update there is usually something changed little by little in the previous acts as they tweak and fiddle with them.
Naturally, I’d love to see more but I never get tired of cruising around Act 1. They’ve done an amazing job with what they’ve got and I’m patient and know we’ll all be seeing a lot more variety in the future, so I’m content with them making this how they envision it.
They definitely have some of the best rocks around when they last refined the textures, if you ask me lol. And those damned trees. Love em.
Thanks for the positive comments. Act 3 will at least be a step up I believe, with some more dramatic shifts in environment and some more interesting human structures. Another issue with Act 2 is just that we didn’t originally plan for it to be an entire Act… it just kind of grew larger than was originally intended and, for that reason, I don’t think we invested sufficient effort in the environmental variation.
act 2 is an impressive feat, for any size dev team, when I first saw the size, and how open it was I was I was pretty impressed, I compared it to an MMO map in terms of size and openness, (that’s a compliment)
it gives you a sort of freedom of choice, having so many ways to go, but not too many that you forget where you started, but eventually you can clear all areas without the fear of “main quest lockout to previous areas”
ya sure, its not grasslands/dessert/jungle/ice, which kind of makes everyone sad, but we understand the limitations
and is there any reason to think the land NW is any different ?
the land to the North-East (Burrwitch) has been explored
you know which areas are the most dangerous and which are not
you know the Warden is dead,
you know you can handle any danger in the NE
you know the Animator is dead
it makes far more sense to stay in the area you’ve already explored and start farming than to venture into the unknown hoping the NW farmland is less dangerous
you don’t even know if the bridges are out
you don’t even know if there’s been a rock slide and the mountain roads are blocked
so even if you are able to find a way to get to the NW there’s no guarantee you’ll ever be able to transport workers to the farmland or transport the food back
The farms in Burrwitch Outskirts are all but destroyed and the crops don’t look the same as those found in the Act 3 pictures in the media section. The food is needed ASAP so it is better to keep exploring rather then starve or die due to corrupted crops or having to wait another season in order to grow stuff.
Plus when it comes to safety in numbers I’d rather have a larger group of people to keep everything safe - rather then taking risks with a small group like the one in Devil’s Crossing.
Now that you mention it… we could just have the player fight to Burrwitch Outskirts again, help some people plant crops and then call the game done! SHIP IT!
If you want a fictional justification though - growing any food crop on the land outside Burrwitch Village was a struggle even if the best of times. Now a foul blight has emerged from the perpetually wet, poorly drained soil and killed any hope of quickly restoring the farms in time for growing season.
Features:
-over 100 “fetch this item(s)” quests!
-Quick time events for farming OMG
-Fight zombies and other creatures that want to eat your food (and perhaps your brains)!
-Micro transactions!
-Play with other people via Facebook and compare your awesome farms!
-Eat your way to victory by using the Constitution system in order to create delicious meals produced by your crops!
-Feed the people in your village and watch as more people will join up with your struggle against the undead horde
-Grow into a prosperous town and send soldiers out to vanquish the undead scourge!
-Advance in technology and send rockets to the moon to create biospheres and… more… FARMS!
All this can be yours for the modest price of $60 with a monthly subscription of $15 a month and of course optional-in-no-way-that-limits-gameplay micro transactions.
У меня такой к вам вопрос а НЕКРОПОЛЬ будет с УСАДЬБОЙ в 3 акте и КОГДА ВЫЙДЕТ АРКАНИСТ и 3 АКТ? Очень понравился первый акт гораздо лучше второго там больше жути и зомби да и заданий. Вообще мне просто понравилась эта игра очень сильно особенно темой развития и атмосферой особенно что про Зомби, Мертвяков. И когда выйдет b20, и будет ли повышение уровня в b20
I have a question for you and the NECROPOLIS is the ESTATE in 3 act and WHEN will ARCANIST and 3 of the ACT? Really liked the first act much better the second there are more horror and zombie and jobs. I just liked this game very much especially the theme of development and atmosphere especially what about Zombies, Ghouls.And when will b20, and will increase the level b20