I’m a long-time RPGer. About half-way through my first playthrough (pre xpac), I was hooked, bought the DLC and started thinking about the things I wanted to try with classes, skills, devotions and gear.
And that’s what really appeals to me about GD: looking forward to playing through with different builds, experiencing the range of combat options available and seeing all the clever (and sometimes hilarious) ways that is illustrated.
So understand that it is coming from a place of advocacy when I say that by the time I finished that first play-through, I realised there are quite a few things that are annoying enough that will eventually be the reason I stop playing.
- The light. I’ve got my monitor jacked up to max brightness and every setting in game I can think of and it’s still not enough. I get a headache from squinting - instead of a headache from not sleeping due to playing “one more quest”.
- The inventory. For an inventory game, there is a serious lack of tools to make this easier on the player. I feel like I spend more time sorting through loot than playing.
- The questlog. I’m sure after quite a few play-throughs the locations and NPCs will become second-nature. But right now I spend more time reading the wiki to find stuff than actually running amok in Cairn.
- The grind. As I said above, I want to replay - not play the same build over and over. So the idea of grinding out the same bounties over and over, or the same bosses over and over to get a chance at drops is not at all appealing
To be constructive, here are my thoughts on how to address each of these.
The light
- Does there really need to be more than one suggestion? Give us a brightness control option. Or even better, allow us to have an “always day” visual options.
- If it’s really that offensive to the “theme and style”, then have us earn it after our first play through.
The inventory
- Auto-pickup. It’s obvious. If it offends the realism of moving to the space to pick things up, then wait until vitality kicks in (ie after combat) before everything leaves the screen for your inventory
- Auto-consolidate. Again an obvious for space management.
- Auto-sell. Running back and forth to merchants is a joyless endeavour. If I’m playing a 2H melee char, I am not even looking at 1H weapons or off-hands of any kind. Ideal would be to allow the player to set this based on item type and quality.
- Component manager. There are so many bits here, there really should be a completely separate tool for this - outside of inventory. Maybe a mini-rift where you just get a table of items you have, with a tiers for component parts and recipes for the armorer. Even better, provide an alchemist in some cities who can provide it for you (and it goes without saying this needs an obvious auto-store with the alchemist)
The questlog
- Put the nearest rift-gate (or at least nearest start location) in the heads-up display.
- Mark bounties on maps. Let’s face it, by the time you are taking up bounties, you’ve been through those areas at least once. And those randomised locations are just annoying anyway.
- Add recipe ingredients to the log (upon request). When I’m writing stuff down to play a game, it feels like the 70s again. If I say to the armorer I want to make a Fortress, he should be able to tell me all the bits I’m missing, which can then be added to the questlog for me to hunt down.
- For mainline quests, if you get ahead of the story, it should count your completion as you do them. So if I manage to wreck the forges and kill Cronley before being asked, I should get credit immediately. This was the most jarring on first play through - like, really, I have to go do what I just did again?
The grind
- The bounty scoring system. Bounties are repetitive enough as it is without requiring supplemental repeated dungeon clears (how many times can I do four hills and cronley’s hideout? and why do they keep coming back to life anyway?). Switch it over to completing all the mainline quests and side quests in the city, then 2 bounties per level of reputation (or something).
- The item drop system. When players are engaging in meta-gaming (eg trading saves over the net), your game is broken. At some point, we should unlock merchants with the successively higher level items. Or, make them recipes with unique ingredients that we have to acquire - that’s better than the infinite crapshoot when your luck is out
- Re-loading. So I get a bounty for 50 Dermapterans and go clear the hive to do it. My next bounty says kill the Dermapteran Queen. Well I just did that but now I have to meta-game to do it again. Any time any quest requires you to collect or kill something, whatever that is related to should auto-re-spawn
- Faster running outside of combat. Let me hold the shift key whilst moving around. If there needs to be a cost, have it (slowly) drain the vitality bar.
- Other ways to earn devotion. Once I’ve done a build, I’m keen to start another - not playthrough again on another difficulty. So some other mechanism for earning devotion would be good so that we can see character development through
I’m under no illusions that these ideas are original or easy. Nor am I under the illusion that the game should be tailored to my play style - it could be that GD is simply not for me in the long-run.
By providing these thoughts and suggestions, I’m hoping that I can add to the chorus of feedback to encourage the developers to make the game more adaptable to a wider range of play styles.
Thanks for listening.