My biggest fear on new expansion is..

My biggest fear on new expansion is…

That expansion will be full of holes and corridors and rubble and anything else to make you stumble and hurt knee…

As an adventure I have to protest… no more holes!

This is highly exaggerated version to show the “issue”…
Im always going to compare grim dawn to TQ… because that is best game ever, and it had flatlands and wide and nothing was in your way…

TQ Act 3 wants a word.

I doubt FG is going to be any different from the rest of the game. There’ll be some blockages of course, but no worse than what you’ve already experienced in the game.

TQ was designed as a more linear game, you clear an area and go through one exit to the next. GD isn’t; you often have 2-3 ways to progress onto the next area of the map.

In my opinion they’re the same. I mean, TQ had narrower “ways out”, while GD has wider, but in the end you can’t skip anything at all, which makes it also a one way game. What you describe will be taken, by most people, as a possibility of skipping one location to go to another. For example, if Tytant’s Hold was connected in a way to further story, and you could kip Homestead to still continue the story, your argument would be confirmed by everyone. We only can skip Tyrant’s Hold and still only one way takes us further to the story.

I would rather understand you saying that GD has way wider locations, therefore it feels like it has more ways out. I believe you think the way you do because TQ had the indicators that told you “You’re leaving this area to visit another one”, the pillars that started to burn when you came closer, or the reincarnation fountains.

I’ve read that some people skip Act 1 entirely in GD, though I’ve never tried it myself. I guess they may play some of it to get the required scrap/iron to repair the bridge. No idea how the storyline progresses if you do though.

I assume you weren’t playing early access when Cronley’s Hideout was also an optional area; you could completely bypass it.

Perhaps I should have said GD is less linear. Some locations have several exits into the next area of the map whereas TQ doesn’t. As examples Lower Crossing into Wightmire you have 3 ways to go, Wightmire into Foggy Bank there are 4. It becomes less so as you progress through the game though.

I mean its okay if it has optional areas, or many outs from one zone to another.

The problem is well… its an optional problem.

In TQ I could hug 40 mobs and they would chase me so hapilly and then I would nuke them with aoe spells… etc…
Even in ruins You can make 40mobs chase you in TQ…

In GD its always so f… narrow, its impossible… Mobs get stuck, they “forget” you more easily, and they dont see you because a ton of obstacles get in the way.

Well if I word it badly you might think, its no big deal… But it kind of is!

Hugging 10-40mobs and then starting a fight is most memorable thing that happened in this genre.

Act1 monster encampment is the pinnacle example… war camp is as well, a very shinny example of how pleasant THAT kind of gameplay is.
And in GD that is almost none of it…

So in a way yes - TQ was linear, it was so linear that mobs couldnt NOT chase you. They saw you from a mile and they would chase you because all areas were open. They had vision of you and it was dangerous yet rewarding gameplay if undergeared in higher difficulties! :stuck_out_tongue:

IT was not as linear - it wasnt a tall column area like most were in TQ.
IT didnt had obstacles at all, but if you load up in soronis and run around its most amazing area in the game. It doenst have holes, obstacles, walls. The only downside it doesnt have a lot of mobs in there but its made wonderously.

I played malmouth on release and I dont remember much but I think it has some epic looking areas that have less or no obstacles or annoying rubble everywhere you walk.

I Am replaying the game atm, because waiting for expansion is too hype to not do anything about it :smiley:

I think the difference is in TQ although there are places where battles are taking place and you do also run into mobs, there’s been little or no destruction. You don’t find wrecked houses, barns, etc, along the way. For a place that’s being fought over it’s quite tidy really. :stuck_out_tongue:

In GD that’s not the case, the Aetherials and Ch’thonians have both been battling it out with each other as well as decimating the human population. GD is much more “realistic” if you like in that respect. Wars are not just about fighting, it’s also about denying your opponents free and easy passage to come at you. That’s what GD has that TQ lacks.

Cute.

I get where this fear is coming from, but I played GD for so long, I rarely get aggravated by stuff blocking my path, though blood grove can on occasion test my patience. :stuck_out_tongue:
GD has enough areas with “holes and corridors”, so I assume there will be none or not much of that in FG.

And the obstacles in GD are NOTHING compared to the mess Diablo 3 made with their rifts. It took them years to patch the rifts, and even know many of them are just shit. Wide open areas with very few mobs, and DEAD ENDS galore. So many dead ends. [Which is especially annoying, since you are playing against the clock in D3.]

I think Crate´s approach to rifting is much cleverer, but maybe it´s easier to do, since the maps are handcrafted and not generated by RNG.

Don´t know what build you are playing, but I couldn´t gather 40 mobs if you paid me for it, most would die from damaging auras or kill themselves hitting me. Guess it just doesn´t work in every ARPG.

Generally, I don’t mind this so much, Malmouth was mildly aggravating at first but it’s basically second nature to navigate now. It’s when you’re trying to do runs through the same areas and the random boulder/blockade placement messes up your perception of where to go. For example, try doing more than a few Trove runs in the Mountain Deeps :rolleyes: