A request for the devs.
When playing the game, I’m always having to find out where to go to do most of the quests, whom to kill, where that NPC located exactly etc. I have to address Google, Youtube, the official Wiki (which often is not very helpful). The information in the game itself is insufficient and confusing for a new player. I strongly suggest to implement the quest tracking, using the global map in the game itself. For example if I have a bounty quest to kill a monster, it would be great to have the nearest portal marked on the map, and having arrived at the portal to have an arrow on the local map where to go to find that monster. Because now I have to leave the game every time and watch mini guides on Youtube. Thanks.
This game is not going to take you by the hand like an infant, you have to explore and take advantage of all the map you have.
more specifically for quest directions you also need to read the quest/log or the NPC dialogue
Imagine reading shit in 2024, eh?
Yes, yes. I expected such comments from blind worshippers. By the way, I read all the lore and the quests. And very often the description is not sufficient, especially for a new player.
I like this game too. When I write such a proposal for the devs, I only wish this game was even better.
The quests are descriptive enough most of the time. If that’s still not enough, going to grimtools and typing in the mob name in the world map will list all their spawn points as long as they’re a named mob. Youtube, google and the wiki are not necessary.
it’s not about being a “blind worshipper”; but understanding that devs from day 1 had a deliberate “minimal”/different game design in mind
this is also part of the reason we don’t have transparent Map overlay like in diablo
Devs don’t want players players just staring at quest arrows and quest trackers but to “engage with the world”, they want you to find you way without being “directly” guided, or handhold as some call it, so you dont’ just ignore the world and rush from point A-B and ignore “everything” else they put in between, if that makes sense for you?
Basically they very deliberately wanted this game sorta the “opposite” of ubisoft/bethesda compass arrow/quest track design, and more “old school” if you will call it. This is pretty intentional to cater more to that older type design.
I understand your argument.
But at some point in the game I realized that I was spending half of my time roaming the map and searching for the quest locations. And this is not fun (at least for me).
I’m a new player and some names of places and NPCs don’t tell anything for me. This is an example of a “descriptive enough quest”:
It could take me hours to find the location.
i’m not saying all the quest log descriptions are perfect/great
but ex that bounty there is a callback to the Rover quest about getting royal jelly, so you’re sorta “supposed” to know where that is i guess. A Royal Remedy - Official Grim Dawn Wiki, as it’s basically impossible to get to the Rover camp without noticing the first hive/wasps.
I get that calling on/relying on memory/“digging through old quest logs” might be a rather big ask/“not totally reasonable in all circumstances”, but seems pretty deliberate per the original intent. Tho possibly/“probably” still easier than some of the other bounties with random spawn locations target forcing you to sweep through entire map areas to kill a specific hero
easy, if you paid attention to the missions you did with them they sent you to collect royal jelly, do you remember what type of monsters?
I would say that quest doesn’t fall under “for the most part” and could use a hint, but you walk through at least 2 permanent hives before you even unlock that bounty.
I’ve played the game with all expansions on the three difficulties and I’ve never ever felt the need to read a guide except for the secret quests. Sounds like a cognitive problem from your side.
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