I love the game. I love exploring the game world. But questing has always been an issue because of the vagueness of the quest logs and the map. You guys update everything about the game but refuse to update the map and quest tracking because you think people will not explore the game world. Which is just false. The people who play these types of games want to explore the world. Making it easier with an improved map and quest tracker is not going to change that. You open the map, and you have icons at the bottom for star quests, shrines, and other things, but clicking on them is meaningless And i’m not alone in this thinking. Do a Google search on the subject, and you will get a lot of others wishing for a map and quest tracker update. I hope you will read this post, and hopefully you will think it over.
Here I thought this post was going to be about the map window being too small and not fullscreen.
I remember having difficulty when I first started playing finding quest objectives but once I shifted my mindset to just explore and eventually I’ll come across quest objectives I enjoyed the exploration and questing more. To each their own.
That just sounds like an assumption on your part.
Idk I kind of enjoy the vagueness of the map. It feels like an old school fantasy map for an old school ARPG.
Until you know the locations for these quests, hit the codex keybinding and everything will be explained there under the quest tab. Eventually you’ll know these by heart. There may be many requests for a mission tracker, but there are plenty more players successfully playing the game without it.
After reading your post entirely I still have no idea what exactly do you want implemented.
Heck, I don’t even understand what exactly is your pain point, because you’re being as vague as the map in your story.
What exactly is your problem and / or what is the solution you suggest?
I also love world exploration RPGs, but this is not what Grim Dawn is. It’s an action RPG, and its world is simply a glue for the different Acts. I am grateful that the devs are maintaining a cohesive map, but I learned a long time ago that GD is about action and adrenaline, not exploration and discovery. Those are secondary.
Myself, I would love an RPG that’s more about exploration and solving problems and mysteries than killing and looting. But that’s just me.
Absolutely disagree. Sure, it gets stale after the first 10 times you explore it - but those 10 times were a blast.
What the map needs the most is navigation QoL. TQ2 shows how it should be done.
- The world map should have a list of all unlocked riftgates on the side where you can select the riftgate to teleport to. Currently you have to awkwardly click and scroll around the whole map, which is tedious and annoying when you want to go for example from Kurnhold to the Conclave.
- Riftgates on the local map should be clickable so you don’t have to go to the world map.
And even after that you find secrets you missed the first 100 times you went by…
I’m not sure I understand.
I’ve never had a problem with quests at all. They are generally straightforward because they are quite linear. You pick up a quest and then its objectives will appear somewhere you’re about to head into. You even get stars on your map to indicate objectives.
As for the map itself… It’s as detailed as it needs to be. It shows everything you need to know about the main path. Side paths and secrets are obviously hidden because that’s what makes them you know, hidden…
Same with secret quests like the Temple of the Three secret entrance. Hidden because it’s supposed to be a secret.
Like, the map itself I have so few issues with that I don’t need to use a third party map for anything other than finding out secret locations (Namely the Temple of the Three secret quest as most other secrets are easy enough to find by looking for hidden paths and breakable walls) or specific enemy locations.
I’ve never had to look up any quests (Besides the hidden ones) other than to find out about consequences (I.e. What happens when you expose Direni or keep his secret)
My only real qualm with the map is using riftgates. Especially with controller (Sensitivity of the cursor is so high and you have to select the teeny tiny riftgate icon…).
You can use the D-pad to select your destination… unless you want to go back to your personal riftgate, but it is in an area where you have not yet unlocked its static riftgate.
That’s exactly how RPG quests should be. You should only be given a direction and the solution should be entirely on you. The entire point of having a sense of exploration is leaving the player to discover things on their own.
Grim Dawn’s quest system isn’t even that complex. This game offers much better directions than several CRPGs. Not to mention, the map is structured in a manner that it’s unlikely you’ll miss quests.
The only quests you might need help with are the Gryphon quest and the Draghoul alliance quest in FoA (to get the Magma sphere). Apart from these two, your objectives are neatly marked on the map and virtually impossible to miss. Barring Kurnhold, Grim Dawn also doesn’t have a ton of NPCs, so it’s also very easy to identify quest-givers.
It absolutely does ruin the experience though. Unless they make it optional.
That’s fine. You and several others belong to a different school of thought than the other set of fans who only like vague hints and not concrete quest markers.
If I read it correctly, the user is seeking more hand-holding with quests. Specifically, the map (global and local) should clearly display where the quests are and which location they’re at.
According to the OP, this doesn’t discourage people from wanting to explore the world.