I’m sorry you have a disability, but that doesn’t mean everyone has to adapt their products for you.
There’s also other options to you available to still be able to play the game.
I’m sorry you have a disability, but that doesn’t mean everyone has to adapt their products for you.
There’s also other options to you available to still be able to play the game.
They dont have to, but at the same time ignoring it all for the sake of a faster update is selfish. Yeah you dont have to cater to small number of people, but is it really that small? I know so many people suffering from arthritis, carpal tunnel, bad joints and all other manner of stuff. The action rpg genre fanbase isnt getting any younger, as you get older this stuff just comes naturally. In a few years you too might be glad that this option is in.
Some people fail to understand how good changes, even if it doesn’t benefit them directly in the short-term, will benefit them in the long-run. It’s like people that have cars saying “there should not be investments in public transportation, because it won’t affect me”. Dude, more people using public transport will definitely positively affect you
In our case, more people having access to the game would definitely benefit it in the long-run (I’ve known people that stopped playing certain games because their hand/wrist/etc would not handle it). Apart from other things, working on new qol features will definitely benefit the development of GD2.
Anyway, then again, crate probably already has enough opinions and point of views on the matter.
Ok, I’ll speak my peace properly this time.
Grim Dawn was so successful because it stuck to OG ARPG conventions.
Since 1.1.2- the dynamics have changed enough already. (Dash, Sunder, potions etc.)
Don’t be like everybody else Crate!
Save WASD for GD2 and let the modders “handle” it in the mean-time.
I reckon I’ve gifted at least a dozen base-games in the past 9 years just because this game is that fckng awesome, period.
I’m neutral, but if this will bring benefits to most I’m in favor of …
Oh, why don’t we remove running as a mechanic while we’re at it? You know, all the other cool new ARPGs have running! It’s definitely NOT “OG”. Let’s be cool like Diablo 1 and have players WALKING instead! That’d be hip, yeah?
Sarcasm aside, keeping to OG mechanics is a weak argument. What even is an OG mechanic, where do you draw the line? WASD movement is not a new concept in itself, there probably are plenty of old top-down games that use it as a control scheme. What’s “new” is applying it to ARPGs and honestly, I’m baffled it didn’t happen sooner. It just feels better to play in many ways.
And once again, adding this as an option (the default won’t change) will NOT turn GD into a clone of one of the “new non-OG ARPGs”. There are so many more things that make a game what it is than its control scheme.
Grim Dawn is indeed fcking awesome and will only get awesome-er.
I’m all for giving the players options to adjust their gaming experience. I wouldn’t use WASD personally though.
Implementing the controller-like WASD movement would find the players who will be happy with it. However it will also inevitably result in people comparing it against POE2 and this will present GD as the low effort/poor implementation.
All in all I think it’s ultimately a good addition (if the efforts are feasible), but you should expect some drama online.
so this debate still exist…
if mouse movement is your problem then just buy a controller it’s pretty cheap rather than make the devs do a lot of work to change the game system(they have explained that it might drastically change some classes because of the changes in short, the work is gonna pile up)
In the OP, Zantai states they can do WASD, but it be like the controller and not like PoE2 - where you can move and cast/shoot.
The ask was if people were fine with that.
ah i see, if that’s the case and it’s not much work that it won’t affect the dlc release and other drastic changes then why not, I personally prefer mouse movement and I guess this wasd update might stop the rants but then again there’s gonna be new drama like why can’t it be like PO2
When possible in ARPG’s I always bind W to move or force move, and then keep it pressed and give direction with the mouse.
Or I play with the controller and use left stick movement.
For me WASD, even though partial, would be nice.
However what I would love is the implementation of the Grim Cam mod (more zoomed in, and Over The Shoulder), that would really change the way the game is felt when using a controller, even if it would not be for HC and/or end content, and something would have to be done for the sky.
I’d like to point out tho, that Sacred 2 does infact have WASD-support. So if it didn’t bother you in Sacred 2 (or possible don’t even know that it exists for Sacred 2) in the end it shouldn’t bother you if they’d add it WASD for Grim Dawn.
That’s if it is even that much of an major undertaking to begin with. I mean this is a Question only crate can answer, but it wouldn’t surprise me if, thanks to the controller-support, there is already groundwork done for it and it’s not as closely as timeconsuming and ressource-hungry as people believe. And for me it just comes off, that the main-reason this question is asked/topic exist, isn’t mainly about how much effort it would take to implement it, but moreover to get an idea what the community wants or more specifically, people who ask for WASD actually want.
I guess seeing how even more traditional games (similiar to GD) in the past few years get a more basic WASD implementation, and not something like PoE2 or Hades, which are build around and utilize it, opened up the suggestion / idea that you don’t need to deliever a game with WASD build around, because people who ask for it do it more for convienient/health/QoL reasons then an experience reason to have something like PoE 2 or Hades. And i guess they just wanted to test out the waters.
#Topic
I honestly don’t really care about it being in or not, there would be other features i’d rather love to see (rainbow-filter-esque color-highlighting for stats). But in the same vein if it doesn’t take away (much) ressources and is really just an simplistic optional thing, not something which will alter the playstyle in a negative way (which games like sacred 2 and such have proven, that also didn’t have any negative impact) as well considering gamepad controls already exist, then go for it, it wouldn’t bother me either…
True, that can be assigned to any mouse button right? More than just left, right and scroll click?
Combining mouse for both movement and combat kept me out of ARPGs for years. It is not fun (for me) to weave clicking on the left side of the screen to move away from an enemy and clicking on the right side of the screen to attack. Controller input on D3 is what got me back in, and now I’m happy that the only ARPGs I can’t play with controller are Torchlight 1 & 2.
The point of input is to transfer your desired actions from in your head into something the game understands. WASD or arrow keys helps significantly with this, and are also much more intuitive unless you’ve been conditioned by the genre over the past 25 years. Some people like even further customization (just look at people customizing their vim/emacs environments).
For those concerned players might expect movement while attacking, just give a very clear tooltip when enabling the option that clarifies “this does not allow movement while attacking” or something. Either way, they will go back to mouse input or learn to live with it, but the people for whom this would be a physical boon this will be a major win.
I find it jaw dropping that you are considering development on that when players could rely on mods but let people rely on mods rather than implement infinite storage.
because that’s a different design interaction?
which is also why they are specifying “you’re not getting the good wasd”, because that would interfere with the game’s current design/require redesign of enemies
unless their stance has changed for FoA,
devs have explained several times is/was a deliberate decision that we don’t have “infinite” or even a “huge” stash, and has continued to be a design they feel fit the game/players best even if (some/many?) players disagree. Zantai even said once that even tho he would use infinite storage he don’t think it would be right to put in the vanilla game, so it’s not like it’s lost on them they are just giving it different considerations than how we/players see it
I felt compelled enough to create a forum account to answer this specific question. In my opinion there is no need to implement WASD at this time. Grim Dawn 2, sure as an option, some of us prefer mouse movent. I enjoy POE2 but I find WASD fatiguing and wish it wasn’t necessary. Keep up the good work, love this game.
So what would actually be very cool is being able to move while shooting or channeling Flames of Ignaffar or the like. However there should be a penalty. For channeling skills you should have a significant move speed penalty while channeling and moving. For shooting there should be a very notable drop in Offensive Ability.
Moving backwards and flaming the corridor with Flames of Ignaffar in a fighting retreat would be really cool and thematic. However here comes the wasd implementation issue.
People really should read/re-read the OP and what Zantai is offering.
Running and gunning are NOT on the table.
And yet people will come to complain about the lack of it, it would be best if they didn’t implement any WASD for Grim Dawn, for a second installment it would be well received.