Random maps are not a game mode, they are just a feature. Even an endless dungeon might not be classified as a “game mode”.
The new game mode is Cooking with Ulgrim!
You can play it as soon as you meet Ulgrim in act 1.
Random maps are not a game mode, they are just a feature. Even an endless dungeon might not be classified as a “game mode”.
The new game mode is Cooking with Ulgrim!
You can play it as soon as you meet Ulgrim in act 1.
Especially when people seem to forget that the crucible is an optional DLC not the main game and not everyone owns or even plays it if they do own it.
I feel like I know Crate pretty well at this point in time, after following the game’s development for over 6 years. I have my doubts that they’d call a random-map generation system a “shattering new game mode” when at least a few other ARPGs did it first. I honestly have no idea what to expect, but that’s one thing that I’m certainly not expecting.
So we DON´T get the Paramour system?
New game mode: I would put that on the same sort of involvement as the Crucible, but it actually starts from within the main world. So you wouldn’t go to the main menu and load up the Crucible and host that, you would actually go to the main campaign, go to a place in the world and that’s where the game mode is. All I can tell you about the new game mode is it’s very shattering.
So it can be :
I can’t see it being either of your suggestions. As said, other games have done random maps so not what I’d call “shattering”, even if they didn’t think the game engine could do it initially. Also everyone seems to want random maps as an end game thing, but Zantai’s said you’ll be able to enter the new area when your toon is around level 15-20 depending on when you finish Act 1 basically so that’s nowhere near end game. Mind you he didn’t say it was in the new area, only that you’d go to an area in the main campaign and access the new game mode there.
Same for the tower defence - TQ has a quest where you have to defend the flag against incoming enemies so not “shattering”, been done before and game engine is capable of doing it so not something new regarding its capabilities.
I’d go with something else.
well there was some kind of mention, that you dont have to complete the game, to enjoy the mode… or was it about adventuring in the new expanded area? dont remember, but i bet cooking simulator can be made interesting mode… especially in the apocalyptic world where food is scarce and you have to improvise
At level 1 cooking you have to harvest mushrooms and cabbage on the Moldering Fields near Burrwitch and cook them with small critters.
At level 4, you and Kasparov finally discover how to make rifthound meat edible.
At level 6, Captain Whiskey let’s you start using salt. “I’ll be dammed, I’d rather die to the aetherials on full stomach than eat this trash for 1 more week.”
At level 10 (max level), you finally surpass Ulgrim (well, he gets pulled into the void) and you can bake Loghorrean’s Tentacles. Very nutritious and fills that void in the stomach.
Zantai said that it will benefit existing rogue-like dungeons. I can only assume he refers to dungeon reset without restarting the game.
If I had to guess, based on how Crate overdoes/over-delivers things and how the xpac is going to be eldritch based: the new mode might port us to random arenas/mini-levels in the eldritch realm, highly doubt that any zones will be rehashed. It might even incorporate some sort of endless enemy scaling depending on how far you’ve made it. Rewards will scale the same way they do in crucible.
Just a guess
I hope Diablo III rift system or endless dungeon (but this is worst option). And i’m with this game on years. Forever. Forever in endless, random game mode.
Will there be reward if some one get it right?
My guess is playing against/along your other characters. It is the “shattering” of the realities.
No one has come up with this idea, right?
I would like a system that incorporates the current game modes except Crucible.
During normal farming or questing or bounties you get fragment drops that form a map with the location of a hidden lair, forgotten dungeon, old mine, ruins etc that have been taken over by an enemy faction.
Higher chance of nemesis spawn in this area, set drops of this faction in this area, uniques etc etc. Have it a randomised layout, a few layers deep with random mini bosses and superboss at the end, and of course better chance at a nemesis spawn.
That gives you something to do when you finish the story and lends a bit of lore to actually trying to get the world right again etc.
For me I enjoy the story and once I’m done I find it a little immersion breaking just farming the same old bosses again.
Atleast if this was disguised as a new random layout that changes each time it breaks up the monotony of farming, that unknown encounter around every unknown bend etc.
Look at games that gave these modes like POE, D3 etc, people still play them and infact run to end game to focus on this.
You can add transmuters etc to dungeons to mix them up further etc.
Take what’s been done elsewhere before and what works and put a Crate Grim Dawn spin on it. These modes work, you guys can definitely make them better still.
Which is something Crate invariably wants to avoid.
Yeah, Crate wants characters to have an actual end to their progression.
I understand this but people get to the end of the story farm a bit and go play other stuff and quite often don’t come back, or recommend to friends.
End game content needs to keep players engaged, if they are happy they recommend to friends who haven’t played it.
Right now Grim Dawn’s end game has little longetivity for the average gamer, no real hook.
Oh farm the same content story over and over? Hmm ok I’ll go map in POE or do GR’s in D3…
Then go play those games, then. Crate, seemingly, is not interested in endless progression (or at least progression that takes too long) through random maps and other lazy content.
Not to mention the vast majority of people that played this game just beat the the first difficulty and stopped playing and it was not because of the lack of endgame. They just wanted to beat the game once and move on. The people asking for crap like random maps are actually a minority of a really small minority that actually reached Ultimate.
Most players never get to end game to start with, they play Normal and then move on.
3 difficulty issue is being looked at Zantai said in the last stream. They have some ideas, but have to see how they turn out and whether they go with them or not.
So one could say GD need “happyending” to keep players attracted?
It´s ALWAYS the journey, not destination.
THOUGH I kinda admit, that havin some permanent buffs, albeit minor and not balance breaking, WOULD make me personally happier, than “just” loot.
But that´s just me.
Or killing witches.
the average gamer does not even reach endgame, let alone spends a lot of hours with it
Oh farm the same content story over and over? Hmm ok I’ll go map in POE or do GR’s in D3…
You say that like maps/rifts are soooooooooo different from farming the story, it’s the same exact recycled shit.
People who drop the game after finishing the first difficulty or first 3… well whatever man. Back in Diablo 2 or Titan Quest, we didn’t have end game grinds. We had farming grinds, same as GD. And in GD there are far more farming options and they are more interesting than TQ/D2. You find a complete set of items while looking for another item for your main hero, what do you do? You make a new char to build around that set of items. It builds on itself, that is the whole thing with GD. You can actually farm for loot, instead of using a shitty barter system and hope you don’t get ripped off.