Randomized Maps

  1. Would it be possible to have an option to make maps randomized?

Running the same layout maps gets very old very quickly. I have read that there is game engine limitation with random maps, if that’s the case, is it possible to modify the engine so map randomization could be implemented?

  1. In addition to that, it would be nice to have much bigger map sizes, specially in ultimate or endgame. Something like 5X or even 10X of most current map sizes. The world is too small, feels claustrophobic.

  2. It would be nice to have a press and hold button that hides all items on the screen while being depressed and shows items back up again when released.

I run with filter set to show greens+ and sometimes when i kill star and unique monsters the screen gets filled with items and i can’t see what the hell is going on through all of the laundry list of items on the ground.

I really don’t want to toggle filter button all the time, and i really don’t want to miss some godly green items if i run with filter set to blue+.
It would be very nice to have a button witch hides all the stuff while being depressed and shows items when released. I would bind it to “space” button.

  1. Thanks for your attention.

Hiya Bumbum and welcome to the forums and Grim Dawn.

While not exactly what you want there’s a key [ALT] which will show all items on the ground regardless of the filter settings and can be rebound as you wish in the settings, in case that’s any help.

As for randomised maps with random layout of the local world I don’t think the game engine is capable of doing this, and Crate prefer to use hand crafted maps as just having a set of tiles that are randomly placed together to create a map can get very “generic” and boring as well, in my view anyway :wink:

As for larger maps for Ultimate, it’s a bit of an awkward situation as less than 10% of all players even reach Ultimate, so it means a lot of time creating extra content that only a very small fraction of people will ever see, and being such a small team it’s unlikely that Crate would be able to spend time doing this instead of something that all players can benefit from.

I use Grim Internals which among other things implements autopickup. That helps a bit in situation when a lot of stuff is dropping in a short time frame. Maybe try that.

I am pretty sure Crate would tell you to make a mod if you want randomized maps, because they already said multiple times they won’t make that.

About the UI, or item filter, you can always disable it for a little while and then put it back again.

Of course it’s possible. The real trick is convincing Crate it’s worth the development TIME it would take to make it possible. Considering that they have had over 8 years to decide whether it is worth it or not I think you can guess where they stand on that matter.

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Tried that before and always ended up with the whole screen filled with yellows, i had a hard time moving around the screen so greens+ would appear in the item list. (i play with small screen windowed)

This is understandable, map randomization, at least partial, could easily fixed that. I have played POE years ago and they had some randomized maps done in a tasteful way, didn’t feel generic. It was very nice to run in a fresh map every time, since you are actually looking for stuff. The activity of finding is a game in itself.

With fixed map it gets mind numbing when you know exactly where everything is.

Thanks for the tip.

:slight_smile: i should do what Brother Laz did with D2 years ago.

I tried toggling filter too, it get’s really annoying because i have to do it very often.

The problem with disabled greens in the filter is that i don’t know when they drop since they don’t appear on the screen, and so i miss awful lot of good stuff, possibly some godly ones.
And so i have to pretty much run with green+ filter all the time, and i fight mostly bosses/heroes with mobs around, kill a hero or two, hit the loot orb my screen gets instantly filled with items and now i can’t see anything i am still fighting through all of the item titles. And typically i keep on fighting hardest monsters and can’t see them or what my char is doing at the time.

That’s why press and hold button to hide all items from screen would be so convenient. I would bind it to “space” bar and just hold it till the end of the fight or so, release it and see all the relevant filtered items, components and
consumables etc.

1, anything is possible from a technical perspective (‘just’ a matter of effort), but this one is very unlikely

  1. that is the surest way to get me to stop bothering with Ultimate. Map size is fine, 5-10 times the size is just ridiculous

except that this has nothing whatsoever to do with not having random maps. These drop percentages are pretty similar across all kinds of games, random maps or not makes no difference. About half do not even finish Normal, you cannot explain this one with lack of random maps.

Personally I have never played an ARPG where I felt random maps added anything (including D2). It is still the same quests in the same environments fighting the same mobs and bosses. All it does is make sure that I cannot rush through the parts I don’t care for…

This is why i’ll never understand the appeal of random maps. Like mamba said, killing the same exact enemies, doing the same exact quests, the maps still have the same exact aethestics, the only difference being the layout. It doesn’t change anything of what you actually do during gameplay except where you walk on.

If anything it just makes speeding through the game annoying because now i have to deal with layouts i don’t know.

I am also not a fan of generic maps, because hand crafted just always look and play better. Well, atleast if they are well made.

Since I play Grim Dawn (since release 2016), there has always been the request for a key that hides all loot. For whatever reason Crate doesn’t want this, I believe they like if your character dies because you collect loot instead of attacking enemies.

Deal with layouts? Haha. I guess the ultimate sucess of diablo1 and 2 using a randomized map system was a failure to you? That puts you in the very tiny percentage of critics that did not like those games. Too bad for you. Howout we make it even less annoying in GD by allowing side quest gold stars to show up on the world map and even within the black shroud so there is absolutly no searching at all to apply in this game.

You were forced to deal with the layout of having to search things out within the maps on day 1. That was an act of exploration that you could not avoid. Ever since then, there is nothing left to explore and search for since the maps are a static layout regardless how many different type of characters you make in this game. It
essentially turns into cookie cutter game.

One of the biggest complaints that I’ve read from people that don’t like this game is the fact that the game is too monotonous with it’s lack of map randomization while playing the campaign.

Different strokes for different folks. At 10k+ hours into GD the lack of randomization is hardly holding me back. Not that I got anything against randomization. I do like map randomization in pure roguelikes very much and feel it suits that genre very well. With my diablolikes I can go either way, obviously.

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The random layouts change absolutely nothing of what you actually do gameplay wise. It’s still the same monsters, same quests, same everything. Not to mention the layouts made no sense.

Random layouts had hardly anything to do with the success of those games, i hardly read or hear any praise for those two games because they have random layouts. It’s mostly everything else. If anything, random layouts are just an holdover of roguelike games, which the Diablo games were trying to be like.

Cookie cutter game because of static layouts? Yeah, screw this game for having handmade layouts, everything needs to have random layouts or else it’s cookie cutter. And it’s their loss honestly if they don’t want play Grim Dawn, i couldn’t care less if they played or not played the game.

But it seems you are done bitching about difficulty. Can’t wait for you to move goalposts, like when people asked you to if you did any of the optional content but you seemingly ignored it. And then started to bitch about leveling being too fast instead because you had nothing to say about the optional content, because you actually didn’t do any of it.

Except all the people who used map hacks to save time… Because map randomization is merely a time expander and doesn’t add content. It merely forces you to guess at optimal routes when it comes to farming.

And anyone using a method to cheat is still cheating. That can be said with anything. For those that don’t cheat then there is infact a sense of unknowing to the terrain that people do like which is why it has been successful with diablo.

Its the same exact thing with the 1.10 patch in diablo2 which started to randomize monsters from act5 on up. This in turn greatly seperates cookie cutter builds that would normally have been present prior to 1.10 since now different enemies that were unrelated to the terrain would be present that have different resistances and stats.

If you take out the element of suprise then you may as well just play in a fixed arena like the crucible. The crucible is also a joke since that also doesnt give you any element of suprise when the same enemies come out in syncronized order.

Perhaps if you’ve actually investigated and read the negative criticism towards grim dawn then youll find alot of critisim towards the maps being static for an arpg. Everyone mentions d2 as thr stamdard for a successful arpg. Go into the diablo 2 forum and ask them how things would fair out if the maps werent randomized. Clearly the difficulty gets toned down drastically if you know exactly where to go which is why maphacks were consodered cheating. Not because it was to counter inconvoenience.

Not seeing it.

Bottom right review is choice, though.

I’ve read almost every single negative Steam ‘review’ (in English) and while you do occasionally see some that do harp on about map randomization they are by no means the predominant criticism.

At any rate, arguing about it is unlikely to accomplish much. ‘True’ map randomization isn’t in the stars for this game for a few long established reasons.

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in abstract terms, yes, it is possible to modify the engine to the point where it supports random maps, but I would not count on this ever happening

Personally I do not care for random maps at all, to me they make no difference, the game is just as repetitive with them. You still run through the same scenery, fighting the same monsters, doing the same quests. The one difference is that you do not know whether to turn left or right, which only makes it harder to pass through areas you are not that interested in but does not add any variety.

  1. In addition to that, it would be nice to have much bigger map sizes, specially in ultimate or endgame. Something like 5X or even 10X of most current map sizes. The world is too small, feels claustrophobic.

ugh, way too large, I already feel the world with its current size is more or less the limit of what makes sense

  1. It would be nice to have a press and hold button that hides all items on the screen while being depressed and shows items back up again when released.

I believe we have something similar i.e. display everything when pressed

Diablo would have been a success without random layouts as well. The randomized maps added next to nothing to the game, so yes, to me that system is a failure as it was more detrimental than beneficial.

That puts you in the very tiny percentage of critics that did not like those games.

You seem to think that Diablo was successful only because it had randomized maps, and for no other reason. I can like a game for any number of reasons, that does not mean I think that no part of it can be improved.

One of the biggest complaints that I’ve read from people that don’t like this game is the fact that the game is too monotonous with it’s lack of map randomization while playing the campaign.

I rarely see this coming up. Also, I still have no idea how map randomization helps at all with that. It is still the same quests, fighting the same mobs and bosses in the same environments. So you already know everything expect whether to turn left or the right in the corridor of what you already know is the last dungeon in the area to locate the boss you also already know.
If that is enough of a difference to keep you entertained while not having it bores you, then I do not really know what to say.

I really don’t care what someone still playing D2 has to say about why he still plays D2. They can say nothing about why D1 or D2 was actually popular back in the days (apart from their own personal opinion). As to randomization making things more difficult, that is nonsense, the difficulty is exactly the same. What it does is make me take longer to finish an area (unless I always clear it anyway).