Regarding some suggestions for improving the game

I’ve been playing GD but it can definitely be better so here are some suggestions, if my suggestions have been made before or maybe it’s a misunderstanding caused by not understanding game design,please ignore them. you can also make your suggestions here,Let’s get started.

1Please add a sell all button to each backpack.
(Additional information 1. It’s an optional extra; you could even choose not to use it. 2. If you sell the wrong item, you can retrieve it from the shop. 3. You can also add a confirmation window before all items are sold.4. You could even control whether this feature is enabled or disabled in the main menu settings.)

2Please provide a search window for the backpack, similar to a warehouse; this would be very useful.

3I hope all gods can repeat the challenge. I love challenging them, but it’s a shame that some of the gods can only be played once, since all we defeat are their clones and that shouldn’t break the story.
The following is the supplement of Gnomish_Inquisition
(wouldn’t it be fun if after each defeat Mogdrogen scaling increased to represent him showing more of his true strength until he became impossible to beat?)

4I hope to turn all summons with time limits into permanent summons. Because the number is limited, and the time limit only make you to press the button once every 20 seconds, it is unnecessary.(To add to that, this is entirely for the sake of hand health. As for balance, I don’t think it’s a big problem; it can be adjusted.)

5Please remove the restriction that Augments cannot be placed in the shared stash. This is completely unnecessary; why repeat something that has already been done?

This point seems quite controversial at the moment. After some consideration, I think it could be arranged like this: a player would only unlock the restriction to put enhancement items into the shared stash after completing the game with ten different characters. (These ten characters must also gain sufficient faction reputation.)This way, we can avoid repeating the same tasks in subsequent games, while still fully experiencing the reputation system. I think this is very feasible, and I would appreciate any further feedback.

6This is a suggestion from BPFrosty : remove some restrictions from some components.

I’ve always felt this was very unbalanced, with weaker ranged weapons paired with weaker components. This design is more for the design team to differentiate the items. Of course, differentiation is necessary, but the ranged components are really very weak.

7Ultimately, most of my suggestions focus on one point: repetition. My idea is that if someone spends a lot of time playing GD, these suggestions will be very important to them. Reducing repetitive tasks reduces their burden. To make playing GD easier, I switched to an ergonomic mouse and also tried a gamepad, but unfortunately, I really don’t like gamepads. I hope the designers will consider these suggestions.

I genuinely believe these suggestions will make the game better.The above text has been translated by software. Please do not be offended if there may be errors in tone and wording.

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  1. That sounds horrible, because from what I’ve seen people already accidentally sell too many items they weren’t supposed to.
  2. Definitely agree with this one. I’m actually shocked it’s not in the game.
  3. Only one that doesn’t allow a rematch is Mogdrogen as far as I know. Would be nice though.
  4. Permanent Primal Spirit sounds a bit too busted to me. Not to mention something like Ritual Circle.
  5. It’s so you’ll have to live with your choices, like if you choose to kill the Barrowholm residents. It would be a bit cheesy if you could still buy their augments with another character.
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  1. You don’t need to worry. Selling everything will almost always result in a sale without making a mistake. This provides a convenient option, and you can also sell items one by one. And if you do sell something wrong , the shop can buy it back.

  2. As far as I know, the gods in Barrowholm cannot be challenged repeatedly.

  3. You’re right, but this isn’t a good design for each repetition of the game. And the people who buy these items don’t kill the Barrowholm residents.

Thank you for your reply. I hope to see more people share their opinions.

He certainly can. There is a dialogue option to fight him again.

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Ah, that was my mistake.

The only god (Celestial to be precise) in Barrowholm is the Ravager and you absolutely can fight him as many times as you want. Just gotta exit to menu after you kill him and come back. He’ll respawn and you can choose to attack again.

You also have to be friendly with Barrowholm to get access to him.

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Oh, I see. I didn’t try exiting the game and trying again; that was my mistake.

It also removes the necessity to raise factions on alt characters, since you could just buy all the augments, and stock up your shared stash. Writs makes this grind much easier, so it’s really a non-starter, imho.

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I hope to see more players express their opinions or comment on my suggestions, whether they support or oppose them.

  1. Agree
  2. Agree
  3. Agree, Mog specifically
  4. Neutral, I feel this is a balance thing. I don’t feel its important
  5. Disagree. Completely side-stepping faction rep goes against a core part of the game

I’ll add, please remove some restrictions from some components. I reeeally wanna put some Wrathstones on my Rutnick’s Blaster’s please.

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Augments being soul bound is to prevent ,1-100 speed level boosting in SR cause this way every character have to pass reputation check aka playing the campaign . About summons and some other skills Crate stated several times they don’t want everything to be the same , they prefer masteries to have their own identity that’s why Shaman Resistance shred is automated but Demolition has to cast Thermite mines . Sell everything is double-edged sword I have 24 years in Arpgs and I can tell this cause more problems than solve existing ones

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Regarding point five, to acquire all the augments and blueprints, we actually need to go through the game at least twice. We’ve already fully experienced the reputation system. Later on, our enjoyment lies in experiencing different builds, not repeating the process just to obtain those augments. Of course, your opinion is very important and represents the game’s design intent. However, I’m considering the later stages of the game. Thank you for your feedback.

I’ll add, please remove some restrictions from some components. I reeeally wanna put some Wrathstones on my Rutnick’s Blaster’s please.
I completely agree with this; as a true enthusiast, I deeply understand this.

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Thank you very much for your professional answer.
I understand their desire for skill diversity. Diversity can be reflected in skill execution, such as a Shaman using Storm and a Demolitionist using Mine. But how can diversity be represented by the duration of summoned creatures?

Regarding “Sell Everything”:

I enjoy collecting and crafting gear in GD. For example, if I’ve crafted something over twenty times and it’s still not suitable, I need to sell it. That’s when I need this feature. I don’t understand why it would cause problems. 1. It’s an optional extra; you could even choose not to use it. 2. If you sell the wrong item, you can retrieve it from the shop. 3. You can also add a confirmation window before all items are sold.4. You could even control whether this feature is enabled or disabled in the main menu settings. From your professional perspective, what problems would this cause?

Making all the pets permanent removes a type of pet from the game. Thus reducing diversity.

Temporary pets are allowed to be stronger than permanent pets because they have the drawback of only being… temporary. If those temporary pets are made permanent, you can expect them to get large nerfs to their damage.

Are you sure this is the hill you want to die on?

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devs explained two aspects
one being basic balancing, timed pets like Primal Spirit has dmg scaled based on not being permanent, and items to then make it permanent or allow full uptime cycling is then a build opportunity cost (X primal spirit item blocks other pet build items)
Then it’s not so much a matter of skill but “engagement”, not having pet builds be as passive as other games, (similar rationale they have for not auto summon pets on death). Think of things like Primal Spirit etc your 4sec cooldown Doom Bolt as a pet player, or player dmg temp buff if yuo wish (lethal assault/pneumatic burst): something devs force you activate as part of build rotation/player activity.

unsure if you meant 2x playthroughs or 2x chars
but you can technically get everything on a single char, even if a bit of a pita, but yes you have to play through 2 difficulties (Normal+Ult as example); but the game was intended for the latter anyway
While i dont’ recall a similar “direct” explanation regarding soulbound faction items, i think it might be part of the whole minor choice-consequence aspect they want there to be. So like a (alt) char having freely access to Outcast or Barrowholm augments/items would be “thematically” strange, if said char was currently hostile (and hadn’t taken any specific prior steps to ensure it)

while it’s not possible vanilla/with pure ingame means, we have tools that allow Mogdrogen fight to also be repeated
*i’m not saying it’s a proper solution more a bandaid fix. Ideally we get some ingame means to arrogantly dare waste the avatar’s time in repeat fight again

(wouldn’t it be fun if after each defeat Mogdrogen scaling increased to represent him showing more of his true strength until he became impossible to beat? :scorv:)

  1. Strong no from me. I don’t think I have ever been in a situation where I would use this deliberately, and if I ever clicked it by accident it would be massively annoying. Quite possible that I have, say, 30 items that I want to keep and 50 I want to sell. “Just buy it back” doesn’t cover this. Also, I always have clusters, dynamite and usually keys in my inventory and would never want to sell them.

  2. Harmless. I wouldn’t use it much, but OK.

  3. Agree!

  4. Temporary pets are needed now so that players can practise complaining about temporary Were forms.

  5. Hell no! While I agree with this

I also want the friction in creating a new character to remain.

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Hmm. Now that you mention it, yes it would. Is there any reason not to also apply this to Ravager and Calla? (Would obv be bad for Lokarr and Crate, that you might want to farm.)

thematically Mogdrogen is different, an actual god, he’s more like “humouring” us by not turning us into red mist, with his avatar only being a fraction of his real ascended titan power. (iirc Zantai said Mog could insta vaporize us if he actually chose to)

Ravager is then just a weak puppy by comparison, not actually a real god, a lesser spirit Mog even mocks as such, and so limited in power that if we don’t even help them :deer: can only spawn as the even more inferior Nemesis version(Reaper is Ravager), he’s basically just a wendigo/spirit juiced on roids.

As for Calla i can’t really say what the real deal is there, but i get more similar Ravager vibes, that she’s not actually on the same status of Moggy, and basically just a divine bouncer, Azrakaa’s Disco Doorman if you will. That’s based on the very limited lore note information we got in ToH and might not be all there is to it, or ofc classic Gnomish misinterpretation :sweat_smile:

Ah, yes, lore-wise I think you are certainly right about Calla. It probably makes sense for her to have a fixed difficulty (and she is enough of a pita as it is).

Ravager, I think, is toying with the player. He finds us more interesting than Scorv and Friends (which Scorv senses, hence his outburst).

That’s what I’ve always thought, but I can’t recall where it’s confirmed. Is there a note? Well, it makes sense either way. They even have the same voice lines.