Too long between riftgates

I would put the gate that is in the mistborn caves in the entrance of the previous area (where the girl is camping)

Going through the area after undercity, running the 3 first floors of sot (for the quest), AND the whole next area feels too long. Especially since it is just a small cave and there is another rift gate immediately after that cave.

The pacing seems way too wrong

That I agree with. Either the Broken Hills or Smuggler’s Pass riftgate needs to be moved a little bit. That’s a long stretch even if you don’t take in SoT at the time.

Sometimes it’s really long way from one portal to another, especially after Homestad. I think about it, so imho it would be good idea, to add some checkpoints in a far distances, like fountains in Titan Quest, it will help a lot, especially when you dont have enaugh time to make it to the next portal.

I’d love to see some serious QOL riftgates (SoT, BoC, Mines, Arkovian Undercity, etc) in dungeon levels or near farming spots. There’s a few zones that are fairly large that have a riftgate at either end or in transition areas. I’d like to see some placed mid-zone for Bounty/Quest/etc reasons. There’s also a few zones where I think an additional riftgate and/or repositioning of existing gates would make sense (Asterkarn Valley, Twin Falls, Four Hills, Jagged Waste, Tyrant Hold, Broken Hills, etc)

The end of Act 1 has, I think, the perfect riftgate density. It puts one in all the juicy and relevant spots (except maybe Abandoned Waterfront).

I wouldn’t mind them tied to certain factions and their standing, either. Which generally ensures that you’ve been tromping and stomping around enough to deserve the expedited transport.

Perhaps having extra riftgates spawn somewhat randomly (like a few different locations) such as the rifts that lead to the Ashen and Forsaken Waste areas. This could easily slide into the lore by having the PC tap into his ability to use the gates and wouldn’t necessarily always give you direct access to exactly where you want to go, but generally in the right area. They could be like “Unstable” rifts that appear similarly to the way certain paths are blocked throughout the game. You select them from a personal rift or static rift and it would spit you out in an area as a one-way transport.

As is, I’m fine with the current density of riftgates, but i DO think there should at least be one more by the entrance to SoT since the hike between the nearest waypoint (Broken hills) and the locked door into the actual dungeon is a bit longer than i think is necessary. I might have suggested one for BoC but its really not that long of a walk in comparison, just a lot of cthonian mobs in the way…

As someone who is coming to this game from Diablo II, i can agree with this. I didn’t have trouble finding riftgates and didn’t think the distance between them was too long, at times when i had some real life responsibilities i would simply run past things and activate the relevant rift. For eg:- Homestead to Sorrow’s Bastion= Zero monsters killed on the way, same goes for the stretch from Karroz to Fort Ikon.

In Diablo II i did sometimes intentionally skip lesser important waypoints (Mostly Jail in Act I and a bunch of them in Act II and III combined).

But some important areas like Temple of the three, SoT, Tyrant’s Hold and Mogdrogen’s Shrine do need their own rifts. But besides that i think the rifts are pretty nicely placed at decent distances from adjacent areas.

It’s fine as it is. People are so lazy…

I think it is fine as it is as well. You can always create a rift to go back to the city, buy stuff you need and teleport back again. It is almost too easy I think.

the problem is not going back

its getting there

it is such a long, boring run

how many times have you traveled there ?

once, twice ?

after you do it the first time its so tedious to do it again

every time I get that bounty I skip it

it has got to be the most unvisited area in the game

The only one this is true for is Tyrant’s Hold, everything else takes less than a minute to get to

If anything I find them a little too close together, surprised you have complaints about them being spaced out too much. Since the maps stay the same, once you’ve played through It’s easy as to pick them up next run through. Also helps being able to see them in the minimap in the corner when you’re nearby.

When you think back to D2 days and how long you could spend looking for a single wp sometimes (before finding it in that tiny little unexplored corner you missed)… I already feel a little spoon fed here guys, don’t make it any easier :smiley:

D2 didn’t have bounties

when I get a bounty for Tyrant’s Hold I just skip it and take the next one

no way is it worth that long, boring run

and did they ever get the map – blocked boulders fixed ?

not only did I use to do the long, boring run, but 1/2 the time I’d have to backtrack because the map showed what appeared to be an open path, but once you get there you find out its blocked

Wow you have to run like what? 3 mins to get to Tyran’s hold?

I think all this needs is the ability to place multiple personal riftgates.

As you progress during the Game you could place new riftgates where you think you
need them. Much like the use of “rift stones” in Dragons Dogma.
When you need to go back to that area you would open your list of personal riftgates,
and pick the closest one.

Only question after this would be how many allowed, or any limit at all.
I think 20 or no limit would be the best answer.

Then you could leave a portal too near a good farming area/boss which is not what the devs want. Gotta work for your loot ya know! :wink:

Why I gotta WORK, I play Games for FUN, seems a lot of people forget that.
That is Exactly why you have Easy or Hard options for the game mode.
So in light of the Reasoning behind these type of Decisions, It should become
Clear that there are Many Different Types of Players who have or want a custom
experience tailored more to their Style of Play.

The Only way to come close to Pleasing Everyone is with Options.

So give those Who want to WORK what they want,
But also give those who want to PLAY the same consideration.

Many Games Fail because the Developers Become Totalitarian in their thinking,
making a game they like Rather than what the Players want.
Remember Two Heads are better than One,
Which is why we are here now.

Nothing has to be Written in STONE, it is allways better to Balance everything
between the diehard extremes on either side of the issue.

I am Happy to see that the Devs Understand this and are presenting ways to
Understand their Wide Player Base and Not Focusing on just that which linesup
with their Personal Dev Play Style.

I play games for fun too, but I can see the devs’ point. And iirc you’re not the first to suggest this. But remember the devs have a vision of how they want the game to be. They realise you’ll never come close to pleasing everyone. All they can do is try and make their vision of the game as appealing to the majority of players as they can.

Yes, there are many different types of players which is why there are many types of games. Finding those which match your particular “wants” in a game is part of the fun. If you don’t find it in one, try another. For me it was Titan Quest Immortal Throne and now Grim Dawn too, the rest of the RPG’s don’t interest me though I keep looking when new ones come out.

I agree with what your saying 100%
And I should add How much I appreciate the CRATE Devs bringing us a Game that anyone can see
is more about Game Quality and Content directed toward the Players than toward the pocket book and Greed of the Co.

I Guess we all have had the experience of buying a Game and Getting a Dead Fish,
left to rot with bugs, and little interest toward the Players after they got the Cash.
More of this happening now than in the past.

May I say that CRATE is the Cream Rising to the Top, Far above the Big Money Hype
found in most Big Name Games today.

Thank You CRATE for bringing us an Excellant Game, not perfect because it does not
have 20 personal riftgates :wink: But Hey nobodies perfect.

If you don’t like the way the rift gates work just use defiler or the GD cheat engine program to unlock all the rifts on all difficulties and play the game any damn way you want. It is a single player focused game, no harm in using the tools available to play the way you want. I got tired of playing act 1 ad nauseum so I made a blank lvl 25 toon that I use to make more builds to test out faster.

The power is in your hands.

To me rift gates aren’t the main issue (they could be a potential solution to mitigate the problem but not the root problem).

The root problem to me is run speed. Between Diablo 1, 2, and GD, GD makes run speed the most important trait for me. I could care less about run speed in Diablo 1, in Diablo 2 I cared about it slightly more but not that much.

In GD, the difference between 100% and 135% run speed to me after the first few playthroughs is the difference between tedious/boring and fun.

I think it’s because GD has a more seamless but sparse world where you have to travel everywhere initially by foot and you have quests which have you spending a lot of time going from point A to point B, and sometimes repeatedly with bounties. A lot of the freshness of exploring this massive world is lost after a single playthrough and continues to diminish with repeated playthroughs. Going from Pine Barrens to Tyrant’s Hold for the 100th time to defeat BloodFeast starts to feel extremely tedious – and it’s not tedious because of the mobs we have to fight along the way, but tedious just because of the freaking walk all the way from the pine barrens riftgate through Jagged Waste and Shaded Basin and into Tyrant’s Hold – again this game makes me notice run speed more than any other game of this sort that I’ve tried (haven’t played Diablo 3 much, but it might have a similar problem). Same thing with like Broken Hills to SoT (I hate the walk – Broken Hills feels sparser and more repetitive than any other map to me).

This detracts from replayability to me. GD is more fun to me than even Diablo 1 or 2 in terms of character builds to try and gear sets to try out, but it’s less fun to me when it comes to replaying the same maps and quests over and over since it puts a much bigger emphasis on traveling by foot (actually and also psychologically).

That, to me, is kind of a weakness in a game that rewards being replayed over and over with a wide variety of character builds and with a variety of difficulties. The more sophisticated it gets with quests and bounties and seamless maps you travel through by foot, the more tedious it becomes on subsequent playthroughs. Again I want 135% run speed on every freaking character now and I miss skills like blitz and shadowstrike when I don’t have them not because of their intended attack purpose, but just to move around more quickly from one place to the other.

Another thing about GD is that quests are very rewarding (ex: experience-wise). I notice even with level 80 characters that solving some side quest gives me a very healthy chunk of experience, while just grinding and killing enemies is painfully slow. In D2 after playing through the game the 1000th time you could just skip most quests except some key ones that were especially rewarding and not miss out on much. In this one, I think you miss out on too much if you play that way and rush through while skipping the majority of quests. That also makes you notice the traveling a lot more with a lot of your noticeable time spent just walking and walking and walking and not so much weaving from action to action.

This is not something I expect to ever be changed in this game drastically (and I consider GD to be the most awesome game in years that I’ve played in spite of it), but it highlighted to me that it might sometimes be preferable to be a little less sophisticated when it comes to quests and make smaller but denser, challenging maps than huge ones where you spend a lot of time just walking around – at least for a grindy kind of hack-n-slash game like this.