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.
I certainly have moments when I make frequent use of the map, but that sounds atrocious.
yeah I just hold down my left mouse button, and then I can keep the map open without a need to close and reopen at all.
But, but, but, … that is detrimental to your gaming experience, too. You are supposed to enjoy random barriers while looking at them on the field, but not the map.
The decision to not have a translucent overlay like D2 was actually a deliberate one. It was influenced by my own experience playing D2. There was a point where I realized I wasn’t really having that much fun anymore with D2 and I started to wonder why that was - was I just getting sick of the game finally? Eventually it dawned on me that I wasn’t having that much fun because I wasn’t even really paying attention to the game. I would just constantly focus on the mini-map and not even really look at what was going on during combat. I found that when I turned the map off or at least minimized it I started having a lot more fun again.
I think there is a struggle with games between efficiency and fun / immersion. I feel that being able to play effectively with a large version of the map over the screen comes at the expense of fun.
You might say - why not leave that up to the player? Well, the problem is that most players, when they find themselves in a situation like I did in my experience with the D2 auto-map, won’t stop and wonder why the game got less fun, they’ll just stop playing.
This is one of those really difficult issues where it is hard to know for certain what the right answer is but my gut instinct is that this would be bad.
Except he’s the guy who has the final say about what’s in the game or not.
I agree with medierra about “most” things but the transparent map thing I’ve always kinda been ehhhh about. I see no reason not to include a transparent map overlay and I think Zantai really should bring it back before him for reconsideration.
I’m not going to lose sleep over it or anything but I think it’s something that should just be in the game.
If it’s an option as well as the one we already have then yeah, maybe. But I wouldn’t want it replacing the mini-map. The overlay was one of the things I didn’t like about D2.
If it’s an option as well as the one we already have then yeah, maybe. But I wouldn’t want it replacing the mini-map. The overlay was one of the things I didn’t like about D2.
There is no need to replace it. Most games these days have it cycle between “full map”, then transparent, then none, then back to full and so on. You can easily have “all” worlds.
I get medierra’s approach to most things - like no bows, and having the roadblocks and shit but I think that as far as transparent map overlay goes he might have over thought it just a bit too much there.
No, but if his vision of the game doesn’t include it then that’s not wrong. It’s just something he doesn’t want in his game, no matter what other games do.
One way or another, there is something in this roadblocks, when you get in the Mountain Deeps and say to yourself “Oh, it’s that map again…”.