More rifts are not sufficient for a map this size and the sign is visible for active quests on the minimap from the start. Sign similar to when you kill and show where the expirince is recovered. So same for activ quest means no greve, but different sign. I’m too tired to need to go thru all map searching for the activ quest position.
Where would you like to have additional riftgates?
Exploration is part of the game. Having said that, which quests do not provide enough directions in the quest log, so that you have to clear whole areas, so that the quest marker appears, when you are near the target?
Bounties and few selected quests require you to find your target without the help of any quest markers.
Hi
This exploration is not fun not one bit in the old titan quest thing a better.
Here the entire East march is without a rift and is not only one large map without rift or something to hold.
To prevail, when you restart the game you need to repeat all the map.
Need to be more check points and something to indicate y player what is the direction to objective quest.
If he is willing to explore the he explores but is a client player and will not be forced by the game. Taking clients a choice is a bad thing.
Marquee will only appear as a star only if you are close to the objective and not at the spawn or start point
When you start a quest you get nothing except some description and
Some caves a not even in the minimap even if the player is very near. It’s not fun, not a bit, with this stuff you ruin the game.
GD isn’t a game to hold your hand and lead you to quest locations. Plus some quests and other things like caves have random spawn locations so don’t always appear in the same place every time you play the game.
Well, this is wrong. must be indicators of where to go. Diablo 4 has this but in Grim Dawn it does not, and it is a mistake. My opinion.
If I want to explore I will or not. But the choice is mine.
Well, a riftgate shortly before Craig’s Crags might make it a bit more convenient, but if your build is strong enough it should not take you much longer to run from the Burrwitch riftgate.
It is also a challenge area - like the areas from Pine Barrens, across Jagged Waste and Shaded Basin to Tyrant’s Hold, which covers even more distance. Until the addition of the Arkovian Docks (more than four years after the initial release of the base game), these areas could only be accessed from the Pine Barrens rift, and you still need to do it once until you have repaired the Twin Falls bridge.
Yes, the quest for Ol’ Bloodbriar requires you to find an unknown cave, which is therefore not marked on the map. Even worse, the cave entrance has multiple spawn points, so that you have to search it every time. I love this quest. The expansions have added a few such quests, too, they remain an exception.
If it is a mistake, then it’s a delibarate decision by the developers. I have also seen game critcs arguing against quest markers and highlighted paths, so that players are required to immerse themselves in the world and explore it actively.
If you do not like to read quest dialogs / log entries, is it because the game has not been translated into your mother tongue?
Or is the way to your destination not fun enough, because it’s not interesting to fight trash mobs?
Exploration better in TQ? But maps there consisted mostly of corridors. It didn’t reward straying off beaten path.
But I see this is what you prefer: a clear path and an arrow to follow.
Part of why I bought Grim dawn is because it does NOT do that.
Titan Quest has more check points much more then Grim Dawn. This is what I mean
Sure, in TQ you have all these wells between portals, so once you have travelled from a portal to a well, you can quickly go from there to your destination, if you want to farm a small target area. But if you want to travel to multiple locations, these wells help you very little, because first you need to go through one of the portals.
And I believe GD is overall in a better situation, as the maps are not these long corridors as in TQ and riftgates appear more frequently. Except for Dangerous Domains like challenge areas and roguelike-dungeons, which require you to have sufficient time.
You are not the first one to ask for more portals and changes for quest markers, but Crate has never changed them. Does this totally ruin the game for you, or do you like other aspects better than in D4?
But you have reminded me of an old idea… there could be check / spawn points throughout the world in scenic places - add a camp fire, an Untouched Meal and a Journeyman’s Pack and your improvised camp is ready. And they become your spawn point, even if you revisit such a place.
Yes, good idea. Portal is there when you play, but if you quit it’s gone.
Does this campfire stay after restarting the game?
This could be an additional temporary portal, but I am not sure, this would be necessary. If you want to return to this place, then open your personal portal there.
Yes, so that we can enjoy the good view, when we continue to play. The existing spawn points can remain in the town hubs, but need to be moved to a dedicated resting area, which you do not accidentally activate, when you go to a service NPC as it is currently implemented.
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