The two (almost three) things good about the game:
-some of the maps and some equipment design (greek-style helms ie)
-slicers (yep only cool weapons in the game for my assassin are slicers)
-the world map idea is 50-50 bc I love the fact that (finally) no freakin’ gps but design wise and also strange localization is ruining a big portion of it
Bad things: too many to mention a few too many monsters, strange day/night cycle, strange combat -resulting in chaos on screen and less strategy/brain/anything that makes us human -I died 2 or 3 times at lvl 15-20 on (veteran?)you died you stay dead difficulty bc this stupid chaos on screen
How to fix the problems:
-add slow paced/explorer option for difficulty like this:
*10x less monsters+10xtimes more rare/epic loot (to compensate, else you would play to kingdom come for 1 epic/year)
*maps you clear stay clear forever so (with maybe few monsters, lets say more zombies and monsters prone to appear again and less bandits and so on,think abt this in a realistic manner in God’s name)
-semi-scale monsters who would reappear in the sense that from time to time it would not hurt to find high lvl monsters through normal (low lvl) ones where there were none
-give us real-time day/night cycle also accordingly to system time
-punish death a LOT maybe to lose some of your weapons equipment inventory items in the hands of the enemy bc on normal game if you die it is not a big deal and thus the seriousness do suffer a lot
-rpg element is just a poor excuse use a Goddamn brain when you design gameplay how the hell do bullets hurt zombies and blades kill ghosts?? play ToEE anyone to see how rpg fighting mechanics should look like (-tbh I would play ToEE over any other rpg game if it would not be so linear -story-driven)
-another big improve would be to add coneview for monsters not just sense you at certain distance and let us hide inside bushes stuff like this if you do this than sneaking and hiding would become a very important + to the game
Ah, the “I got my ass kicked because i don’t still understand how this game actually works, but i’m gonna say the game is mediocre anyway” thing.
Coneview to enemies so you can sneak? What the hell? The game doesn’t support this.
And asking people to play TOEE to see how combat is “done”. Have you ever actually played an ARPG in your life? It seems you came to this game with the mentality that would play like old CRPGS, except this is an ARPG.
The only valid criticism you have is the low punishment when you die in softcore. But your solution is god awful.
91% of players seem to disagree, so I’m not sure changing our ARPG into an entirely different game is the appropriate course of action.
I’m sorry Grim Dawn wasn’t to your liking, but your list seems to be focused on making it into a game it’s not, nor was ever intended to be. :undecided:
(The more you know: ironically, iron is a method of warding off ghosts in folkore, and guns being used to mow down zombies has been a thing since zombies became a thing in pop culture).
I have great news for you! ( Really ) You see there’s this thing called the assist manager tool in your grim dawn folder, It’s basically the games modding tool and lets you change like 99% of the game.
Even tho I think the base game of grim dawn is wonderful, Respectfully. A few things still annoyed me for exp: One shot chests nerf, Lack of elite spawn in lower difficulty. at one time I made a post due to lack of skill points ( I also remember Zantai calling me a baddie kek etc.
Assist manager lets you change all of that, Don’t take vast knowledge to learn how either just passion and the ability to click. look up some of the great modding guides and posts and just build your own grim dawn.
I don’t know, I think the OP has some good points. Don’t be so harsh on him.
Like this, an explorer mode could add a lot to the game. Why not dial the endless hack and slash back a bit and allow us to really explore this unique fantasy setting in front of us?
1/10th the enemy spawns and 10x drops is a good step forward, but it might make the game too simple. I would expand on it and add some survival elements like a hunger meter. That way you would spend the time you once put into hunting down cool loot into actual hunting so you don’t starve to death. Your idea of not having cleared maps respawn opens up some nice opportunities as well, like having to scrounge for berries and twigs to subsist on after you hunt the local fauna to extinction.
And while they’re at it the devs need to make nights a LOT darker and more realistic. You really shouldn’t be able to see more than a couple feet unless you give up a weapon/shield slot to carry a lantern or torch.
There’s certainly a long tradition in ARPGs where you drop all your stuff and have to visit your corpse to retrieve it, but I think you could do more with the idea. How about a 10% chance of your corpse spontaneously reanimating and attacking you when you get near it? It would basically be a hostile clone of yourself, and if your old body kills you, you have to respawn again and keep trying to fight it until you win.
Omg, THIS. Zombies should be like the red skeletons from Castlevania and basically be unkillable. You might be able to down them for a minute or two but they should always come back with full health pretty quickly.
As for ghosts, they should be bound to specific locations and there should be conversations with diplomacy checks where you can try to talk to the ghosts and resolve the lingering despair that binds them to the mortal plane. I’d suggest using Spirit as a sort of charisma stat to determine how good you are at it since it’s kind of a weak stat and this would give it some real use.
Good idea, you could even use different types of armor as camouflage or even disguises. For example, wearing the Gazerman should make Aetherials passive towards you.
Well op,messed thevthings up by not knowing the differences between genres.
ToEE was a bad rpg, while GD is an arpg with the.heavy emphasis on a.
So compairing the two is kinda pointless.
*maps you clear stay clear forever so (with maybe few monsters, lets say more zombies and monsters prone to appear again and less bandits and so on,think abt this in a realistic manner in God’s name)
horrible, any ARPG that did that fixed this and/or got lots of criticism for it
-give us real-time day/night cycle also accordingly to system time
ugh no, not the least bit interested
-punish death a LOT maybe to lose some of your weapons equipment inventory items in the hands of the enemy bc on normal game if you die it is not a big deal and thus the seriousness do suffer a lot
nope, not the least bit interested in losing gear either
-rpg element is just a poor excuse use a Goddamn brain when you design gameplay how the hell do bullets hurt zombies and blades kill ghosts??
realism, just what a fantasy game needs…
-another big improve would be to add coneview for monsters not just sense you at certain distance and let us hide inside bushes stuff like this if you do this than sneaking and hiding would become a very important + to the game
and ignore hearing as that would only interfere with your cone idea…
Also, are you sure you have any idea what type of game you are playing ? Sneak and hide ???
Looks like your main problem is that you do not like ARPGs but somehow ended up playing one
That already proved that you don’t know what ARPGs are. You want to face one monster per location and get 20 legendaries from that one particular monster. Go play an actual RPG. ARPGs are about killing waves of monsters, dying in chaos etc. You probably just lure too many monsters/lie to us and therefore you die. In my first playthrough, I didn’t die once till homestead, that’s because I never lured 50 monsters on me. I just kept on walking in waves of monsters and killing them. If you don’;t like the design of Grim Dawn, an ARPG, not RPG, go find an actual RPG game and don’t play this one. No one forces you to like this game.
And btw, isn’t Kingdom Come actually a regular RPG?
Many people complain that this game is too slow compared to PoE. And there’s nothing that says you have to rush through the game. I’m probably one of the slowest players out there because I usually explore everywhere.
*maps you clear stay clear forever so (with maybe few monsters, lets say more zombies and monsters prone to appear again and less bandits and so on,think abt this in a realistic manner in God’s name)
Maps do stay clear for an entire play session. The only RPG I played where they cleared once and for all was Two Worlds. Reckoning: Kingdoms of Amalur annoys me intensely because as soon as you move a short distance away monsters respawn again so an area is never cleared. Drives me nuts.
-semi-scale monsters who would reappear in the sense that from time to time it would not hurt to find high lvl monsters through normal (low lvl) ones where there were none
Higher level heroes can appear in trash mobs - and often end up killing you because you didn’t realise they were there or got overconfident.
-give us real-time day/night cycle also accordingly to system time
Why? What would that add to the game. I really don’t want to spend hours in the dark. On the other hand since I play mostly during daylight it would get rid of that annoying nightime fighting problem.
-punish death a LOT maybe to lose some of your weapons equipment inventory items in the hands of the enemy bc on normal game if you die it is not a big deal and thus the seriousness do suffer a lot
So you didn’t notice the Hardcore option when you chose Veteran? Play that and if you die - that’s it. Character is lost, everything is lost. Is that hard enough for you? Also Veteran is a harder version of Normal. From the Game Guide:
"If you are a veteran of the ARPG genre, you may find that Normal difficulty may not provide you with a sufficient challenge. For such players, we have added an additional game mode aptly named Veteran mode. You can enable Veteran mode at any time prior to loading a character into the world, and can similarly disable it again should it prove too difficult.
Veteran mode increases the challenge on Normal difficulty by making monsters stronger and tougher. You will also encounter an increased number of spawns, with a noticeable increase in the spawn rate of champion and hero monsters. With the increase in monster density, you will also notice an increase in the amount of loot that drops, making Veteran mode a rewarding experience for those that can survive its challenges."
So if you want less monsters don’t play Veteran.
-rpg element is just a poor excuse use a Goddamn brain when you design gameplay how the hell do bullets hurt zombies and blades kill ghosts?? play ToEE anyone to see how rpg fighting mechanics should look like (-tbh I would play ToEE over any other rpg game if it would not be so linear -story-driven)
I assume you mean this game
since I’ve never heard of ToEE. Well, all I can say is compare it’s sales figures when it came out in 2005 (128,000 copies of a well known “brand” in Dungeons & Dragons) against Grim Dawn’s (over one million copies sold from a small indie developer).
I’m not sure you could even make a comparison between the two. That game is based on the tabletop version and while both are RPGs my guess is that the tabletop and video versions of the genre differ widely.
You can’t really have it both ways you know. Zombies and ghosts are fantasy creatures, but you make it sound like they’re real world things and can’t be hurt by real world weapons. They’re not so depending on what a game developer decides they can be killed by anything they want.
-another big improve would be to add coneview for monsters not just sense you at certain distance and let us hide inside bushes stuff like this if you do this than sneaking and hiding would become a very important + to the game
Sneaking and hiding isn’t what any ARPG is about though use of terrain can play a big part in not getting yourself killed.
Aside for the genre thing everyone is saying I notice that you review very general things about the game but also mention Derp slicers out of the blue. Like saying I love the mistery of Space and I also like pie.
It’s pretty clear that you’ve played probably one char, didn’t get far with it and found something you liked along the way
So you died cause of chaos and not being allowed to use your brain?
I don’t know what this is or how GD is through your eyes. It’s an RPG. If you are dying then you are not using skills meant to clear trash in AoE. Every class is designed with one.
It seems you ventured into the wrong genre. You want a classic (party)RPG, not an ARPG. As an old D&D veteran, some game-tipps for you, that seem to fit your taste much better.
BG2& add-on: Insanely good RPG with 2nd gen D&D ruleset. Feature complete and well rounded, especially for a game from the year 2000.
Icewind Dale 1,2 & add-ons: Closest to ToEE. Same (IWD2) 3rd gen D&D ruleset , focus on combat and action, stealth ofc possible. Less focus on story, exploration and characters when compared to BG2.
Neverwinter Nights 1&add on: graphically it aged rather badly because of early 3D-graphics instead of isometric pre-rendered stuff, but a solid pick again when it comes to the mechanics you seem to like.
Something newer: Pillars of Eternity. Spiritual successor to BG2. More modern in visual appearance. Complex mechanics but not as confusing as the D&D rules it is based on. Great amounts of freedom for the player, nice story and characters.
We couldn’t start the week without the “devs don’t know shit about game design, let me tell you how is done although I probably never touched a dev tool in my life” thread.
Because no other tactic is as viable. Kra’vall is the prime example. Sardine can with timed damage on everywhere thanks to tentacles.
Also, figuring out game mechanics means figuring out OU dont need cunning, spirit, freeze, stun, OFF, energy leech, health reduction, because they are all useless stats and mechanics.
But, and I say it without sarcasm, the game is still fun.
Lots of fanboys out here defending the game because the arpg “genre”. Yet I did not suggest turn-based mechanics, or fps shooter gimmicks only slighty adjustments to the game, to make it enjoyable to people older than 12 or unmatured adults and to rise it above mediocrity. I played diablo series poe titanquest and other games as well so those barking to the moon about “my inexperience with this genre” can bark again. All they know is to show to the world their intellectual superiority -I can see through you, you die too often, omg this psychology is so easy! -while pretending that slaughtering neverending waves of monsters in a dubious world where werewolves meet zombies is actually intellectually challenging.
Point in fact, the game is not challenging or hard (as long as you don’t mind zzzz-ing attacking with the strong abilities retreat-attack again 2000x in a row), but on the contrary. Narcissistic people these days confuse repeatitive action with real intellectual challenge. Arpg element is not anti-thetical to d&d 3.0 rules regarding damage -types of damage -of weapons and so on. These existed before any arpg and the arpg borrowed from them but in a limited childish way to please 12 years old and ungrowned adults who like just clicking with no end in site and then it stopped there. But do not pretend that the game is challenging the intellect too much ok? The game use the same marketing formula: don’t make it too complex. Give any stupid weapon dmg against enemies so players do not have to meditate too much on their choices.
So the problem with the game is that it does not come out with anything different or revolutionary to the already established arpg games. Borrowing here and there small ideas would not hurt if these are good.
Most of my suggestions did not touch the “genre”. And for God’s sake I did not suggest to give me a party! To be more explicit: the option to have day/night cycle according to system time do not change the arpg element of the game, the possibility to use coneview for monsters (which would actually require some work for programmers) would not destroy the arpg element of the game, only add a sense to otherwise senseless nightblade class -which on top of it does not have sense because you do not deal additional damage of any sort at night -at this point even dota is more advanced with their nightstalker character as at night his abilities are getting stronger. What would change with my suggestions? Why using ToEE as example? Because in ToEE if you chose the wrong weapons and magics you will deal 0 damage to your enemies. Also watch at the difficulty of ToEE before accusing me of not knowing how to to play this simple plain silly game mechanics.
Don’t get me completely wrong as I said the game is mediocre not plain bad. But anyway I could change any day to PoE or TQ or Diablo 3 and not feel much of the difference. And this is exactly the main problem here.