Shen
07-06-2010, 09:20 PM
I'm playing TQ through for the first time, and I must say after getting burned out on D2 (and simply getting burned by 1.13), and finding Torchlight a semi-disappointment, I'm loving this game. A lot.
I've got some ideas for how Grim Dawn could be even better. Please forgive me if these have already been suggested, I did read the list thread beforehand:
In Grim Dawn, when you save your game, can you make it so it saves all your settings and pets? I refer to TQ, where every time I load my game, I have to scroll the camera view out, resummon all my pets, set them to 'Aggressive', and cast all my auras on them again. It'd be really nice if I didn't have to do this, especially with Wolves having a long cooldown. Also, could you have an option where your pets are summoned as 'aggressive' (or whatever) by default?
Another thing, could you make it so pets update when you allocate skill points into them? E.G. in TQ, if you learn the wolf howl ability, your currently summoned wolves will not use that skill. You have to resummon them.
My last idea may have balancing/lore issues: pet movespeed scaling with the player. In TQ, I've got several movespeed modifiers. My wolves are fast enough to keep up, my nymph is not. She's constantly falling behind and then teleporting to me. This is acceptable behavior when pets can't pathfind their way to me, but if I'm running through an open field, it's kinda tacky. If my pets' movement scaled to at least match my own, this wouldn't happen. But on the other hand, say you had zombie pets or some hulking stone golem? It wouldn't look right for them to be galloping across the countryside.
to-the-point idea list:
1. Save ALL settings/pets: camera position, auras, aggression, etc.
2. Toggle to summon pets as 'aggressive', 'defensive', etc.
3. Pets update themselves when you allocate skill points into them, no resummoning.
4. Pets movespeed scales to at least match the player. No lagging behind and then teleporting.
I've got some ideas for how Grim Dawn could be even better. Please forgive me if these have already been suggested, I did read the list thread beforehand:
In Grim Dawn, when you save your game, can you make it so it saves all your settings and pets? I refer to TQ, where every time I load my game, I have to scroll the camera view out, resummon all my pets, set them to 'Aggressive', and cast all my auras on them again. It'd be really nice if I didn't have to do this, especially with Wolves having a long cooldown. Also, could you have an option where your pets are summoned as 'aggressive' (or whatever) by default?
Another thing, could you make it so pets update when you allocate skill points into them? E.G. in TQ, if you learn the wolf howl ability, your currently summoned wolves will not use that skill. You have to resummon them.
My last idea may have balancing/lore issues: pet movespeed scaling with the player. In TQ, I've got several movespeed modifiers. My wolves are fast enough to keep up, my nymph is not. She's constantly falling behind and then teleporting to me. This is acceptable behavior when pets can't pathfind their way to me, but if I'm running through an open field, it's kinda tacky. If my pets' movement scaled to at least match my own, this wouldn't happen. But on the other hand, say you had zombie pets or some hulking stone golem? It wouldn't look right for them to be galloping across the countryside.
to-the-point idea list:
1. Save ALL settings/pets: camera position, auras, aggression, etc.
2. Toggle to summon pets as 'aggressive', 'defensive', etc.
3. Pets update themselves when you allocate skill points into them, no resummoning.
4. Pets movespeed scales to at least match the player. No lagging behind and then teleporting.