Hi there, I’m just going to touch briefly on the music thing. We agree. We think the music is great but frequently plays music that is out of place. We have some sweet new tech that we just finished which will let us have way more control over what music is playing when. We have completely changed our entire music design process to go with this new toy. I don’t want to go into too much detail on it but it’s gonna be great!
Edit: couldn’t resist but the class locks extending the game lifespan never came up in the discussion to do that. I actually never even considered it until reading your post.
According to the fix professions:
For my part I also level a new toon when I could change my passives.
For example I have played a Lightning sorc. I specced him into ice recently. Now wanna try fire. But I don’t want to respec again, because I like the ice sorc. Changing all items and changing passives as well as releveling skills everytime I wanna switch is not viable for me. So I level a fire sorc actually.
Take a bit longer. But I can better learn and test the different skills, their synergies and play style. And when I am finished, I can switch between fire and ice just by switching chars.
I don’t mind the music, the ruin era is depressing but thats how it should be, gives contrast to the moments you step out of it.
I am pleased to hear of any upgrades to tech sounds promising Mike.
back to the OP:
Sub-class: I enjoy what we have I think the system needs only refinement not overhaul.
minor pev: if the acolyte is female only the warlock subclass should be renamed witch as a warlock is by definition a male witch.
Materials: I think are a bit of a drag, if the materials auto went to crafting inventory but you could retrieve them to transfer to another character would be a solution.
Bosses: you are right most bosses are sponges you kite all day, but then some will 1 shot you with a leap attack need a happy medium but I think this is something that will be improved going forward.
Loot filter: everybody wants, only really an issue for me when I hit a chest with alot of items.
There’s a fairly sizeable thread here discussing respecs & the other viewpoint is that respecs (& making the masteries not a permanent choice) lead to builds being more of a loadout (like they are in D3).
i’ve wanted to say this for a while… i even told the DEVs, a single player is not supposed to bust my ass, ESPECIALLY when it’s in beta!!! how do i give feedback regarding balance and fun if my equip/characters r bad/low level??? i’ve went through campaign 3 times, i’m not interested in the story that i didn’t bother to learn about no more!!! i wanna test-play and find broken builds for christ’s sake, i’m gonna go back to my feedback thread and ask them to add a “cheating option” in the game
Amen, i had to choose the auto-cast node for enchant weapon becuz i don’t want to click on it every 10something secs
That’s not true. You suggested to pick up everything on the entire map automatically without the need to click. And this is over the top for many people.
There was a post on reddit that they are working on a mechanic to loot all crafting material in a radius around your character when picking up one.
I think lifespan and replayability is the most important aspect of making respeccing “possible but difficult”. POE strikes the balance here very well here I feel.
You have to understand they also have their own QA and they can test a tons of builds because they have access to dev tools There is always a value testing game how it is supposed to be play.ed Yes, you could approach it like “Here have sandbox client, go crazy, test everything you want” but you wont have feedback about “real game”.
Sacred 2 did that, it picked up everything within a radius with 1 button press. That said, it had a much larger inventory so picking up all the gear as well wasn’t really a problem. Maybe combining it with a loot filter as well so it picked up everything you could see, but you only see things that you might want to pick up.
There is a fine line between convenient and arcade-y. We know it’s not at convenient yet. We are adding features to make it more convenient. If we swing too far all at once, it will feel arcade-y and once you add convenience features, it’s very difficult to roll them back. We welcome feedback as we progress with these systems.
performance issue, devs focused too much on fancy updates, Sacred 2 was example game for new PhysX features, they went completely overboard, it completely killed performance for most players while added tons of bugs… It got quite bad rep because of that. After that point they were working on expansion, while performance and bugs were kept in the game for very long time.
It was always a bit niche-y, but it didn’t flop per se, Ascaron invested quite a lot (~€20m) in various projects, only one of which did any well (Sacred 2) & I think only Sacred 2 & Darkstar One even got to market.
Edit: I don’t think it helped with the move to the different engine (can’t remember if it was internally developed, but I think so), then they added the consoles which would have added a lot of effort.
As an avid Grim Dawn player, it took them nearly 5-6 years before implementing the ability to auto-loot the materials dropped in that game. It’s also an option and not on by default. A substantial portion of the community basically jumped for joy and issued a sigh of relief (at least the ones not already using third-party utilities to do this).
I feel like a small subset of the ARPG community will always be up in arms about wanting to click the mouse a few more times. I just feel differently about it and I know the vast majority enjoy taking out the tedious things in these games. The loot filter is another example of this and I know that’s something that’s coming to this game. Again, that took years to come to Grim Dawn.
I’m just glad you guys are looking at ways to alleviate these concerns much earlier in the product lifecycle.
it’s confusing why they don’t want that, a lot of skills kills creeps u did not even see (for example, minions tend to do this a lot), i would like to just rush on, kill more and see what i got from all the killing in the end by reading a list that i can sort through and pick out the things i need
do u want to miss a spot becuz u did not run around and check every spot on the map??
First of all, i wanna say thank you to anyone who replied, the devs especially, good communication with the community is i believe the key to a good game and player retention (comming from a Warframe player, Rebecca and Megan have saved the game on more occasions than i can remember).
Just one clarification, since i saw it getting derailed during the discussion, i never suggested auto-looting everything, JUST the crafting materials which in my opinion should automatically be arranged in the forge without taking space in the stash.
Now, i wanna add something really important that came up during my play and i will edit the original post to include it.
I have a serious issue with stash space, especially with the current iteration of the game, where almost every item could in theory be used in a build along with the fact that all characters share the same stash, 6 tabs are really just too few. I suggest one of the two:
Either have a separate stash of each character AND an account stash next to each other, or
After hitting lvl100, 2 or 3 stash slots unlock with every character you make.