Personally, i and most people already check every corner around maps in games like this to not miss anything. Roadblocks makes my times harder and frustrates me a lot because they actually slow me down a lot. I would really like to see some mod removing them completely.
I also uncover every corner, but sometimes I return somewhere when evth is already uncovered and these blockades keep me looking at the map anyway. Which I consider a good thing.
I only find them annoying in cities, but that’s part of hating the city map design.
Very rarely they are annoying elsewhere when the only path is very roundabout.
I think overall I’d prefer random maps in G2 if that’s possible.
Thank you for your perfect example. I have no idea how anyone on earth could love this system.
I don’t mind them in standard play in large/open areas if I’m just passing through (e.g. Blood Grove).
They’re only annoying in very specific situations like farming Troves in the Mountain Deeps - small area, tight corridors, constantly changing passageways every session. It messes with muscle memory if you try to develop a route that passes by every Trove spot as you have to adapt to these blockades every time.
There’s a command in a modded game
I haven’t tested if it works. You may need to add true or false argument to the command.
[edit] It doesn’t work for me.
The design reasons for adding Randomized Barriers are explained here:
To illustrate how important it has been to Crate: This feature was implemented before the Kickstarter campaign, when resources were scarce. Maybe it was also relatively easy to implement (i.e. a low hanging fruit).
Personally I used to explore everything, too - and I sometimes still do if I feel like it. But it gets old, if you do this all the time, so I appreciate that the barriers provide me with varying directions.
Maybe make them as a destructible enemy with health bar that gives 0 xp?
For those that hate some particular road blocks - maybe add yourself some teleport locations to Grim Internals, on the other sides of them.
From the same old thread I used earlier on:
They only add frustration to my experience since day 1
Same.
IMO if you want to add variation to an exploration route random spawn location of mini boss/champion/hero/chest do a better job.
These barriers cannot be destroyed, as that would defeat their primary purpose, which is to create alternate paths through levels.
What about people how enjoy doing the same path? Or going the path they want?
I don’t like to be “forced” (the way I feel) to take a path.
What’s the problem with this particular random generation of road blocks? Seems straightforward
And as far as I remember you always go somewhat like this on the left side in this area. Well I always do.
What’s the problem with this particular random generation of road blocks?
It’s not about going through the map, story mode like.
Do 100 runs to farm this item and then tell us what’s the role of roadblocks.
maybe limit how many can spawn in certain areas?
Not sure where the sweet spot is - maybe they could remove 1 or 2 barriers - but there need to be a minimum of them to retain a maze.
What about people how enjoy doing the same path? Or going the path they want?
I don’t like to be “forced” (the way I feel) to take a path.
Sure, Crate could make a static maze (with one persistent set of barriers), but would that be less forced?
They need to cater to multiple sub-audiences. When there is a conflict of interests between them they need to weigh up the pros and cons - here to the disadvantage of people like you who prefer efficiency over variation.
Do 100 runs to farm this item and then tell us what’s the role of roadblocks.
I’d say the issue is probably that you need to repeat the same place over and over. Crate has another solution for that in the works.
In v1.1.7.0, all Monster Infrequents will drop with two affixes. In addition, we are increasing the chance of them rolling with at least one Rare affix, and significantly increasing the chance of dropping with two, making it a coveted TRIPLE rare. After all, you’re not just trying to get an ultra-rare drop. You’re also trying to get it with ideal affixes, and that’s perhaps a bit too much prayer to RNGesus.
Even the Dermapteran Hive? I meant to point out that Mountain Deeps is our only maze level that is worthy of the name.
We had people asking for puzzles and while replying to you, I thought they would enjoy Mountain Deeps even more, if there was no immediate path to the exit, but you had to go to switches that open new paths and close off others before you find your way out… ducksrottenfruit
I’m just so enjoying opening the map every 1.5-2 seconds rather than actually playing the game. Roadblocks are surely a successful element in the game
I’m just so enjoying opening the map every 1.5-2 seconds rather than actually playing the game.
I certainly have moments when I make frequent use of the map, but that sounds atrocious. However, I think most of the time I just move in the general direction I need to go and reach my destination without much map checking.
introduce a consumable that allows you to move through enemies
Some of the medal augments enable you to do that.
imo puzzles have no place in ARPGs
I was not serious, and I guess Crate was skeptical about this, too, or they would have done more in this regard. Would certainly be a change in pacing.
But I think a different audience would enjoy an ARPG (that does not follow the classic design all the time) with puzzles, if the experience was created around this element.
Afaik, they only add movement skills that let you pass by them/waltz through them. That does not solve the issue of getting stuck inbetween mobs as you try to move around to dodge
OK, being able to move through enemies for 4 seconds as in PoE is more potent than using GD’s charge-through-enemies skills. But that is what is available to us.
Sure, Crate could make a static maze (with one persistent set of barriers), but would that be less forced?
I would prefer not barrier at all. Then to me will feel less forced.
They need to cater to multiple sub-audiences. When there is a conflict of interests between them they need to weigh up the pros and cons - here to the disadvantage of people like you who prefer efficiency over variation.
Agree. I really don’t expect any change because I ask for it. I just want to share my gaming experience.
I’d say the issue is probably that you need to repeat the same place over and over. Crate has another solution for that in the works.
Grim Misadventure #169 - Frequently Infrequent
In v1.1.7.0, all Monster Infrequents will drop with two affixes. In addition, we are increasing the chance of them rolling with at least one Rare affix, and significantly increasing the chance of dropping with two, making it a coveted TRIPLE rare. After all, you’re not just trying to get an ultra-rare drop. You’re also trying to get it with ideal affixes, and that’s perhaps a bit too much prayer to RNGesus.
Yes, thank you. I can’t wait to try this.
They need to cater to multiple sub-audiences. When there is a conflict of interests between them they need to weigh up the pros and cons - here to the disadvantage of people like you who prefer efficiency over variation.
I like these road blocks when chilling and playing the campaign slowly. But I can understand others frustration when farming. The dream would be to have an option in Grim Internals to make the blocks disappear.