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Old 08-31-2013, 05:32 PM
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Default Too long between riftgates

I've seen some discussion about how it is sometimes too long between riftgates. I'd like to get feedback in this thread about whether or not you agree with this assessment and which places in particular you feel are too long if certain locations stand out as being especially bad.

Thanks!
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Old 08-31-2013, 05:47 PM
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the first few times I died I was like wtf its so far!!, but once I got used to the game I just rushed through to get them all quickly, then back tracked

Last edited by commando450; 08-31-2013 at 05:51 PM.
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Old 08-31-2013, 07:19 PM
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Only place that I could see the use of a riftgate would be the abandoned waterfront in which case if a riftgate were to be put in their somewhere, it would need to be a respectful distance from the other two riftgates (village/cellar), essentially right next to the water.

It would also be interesting if their were active riftgates with enemies defending them and spawning out of them where you need to destroy the enemies (mini boss perhaps as well) and then spend a few seconds channeling a "take over" of the riftgate without taking damage. The riftgate would then be yours but it becomes unstable and does two things:

1: Higher chance of sending you to the void (random area filled with monsters that you'd have to kill in order to proceed to your destination) when traveling to or from the riftgate.

2: Once your play session is done and you exit the game the riftgate can fall out of your control and go back into being in the enemies control. This would make the riftgate more useful during your play session. Perhaps your character could use scrap material and aetherial crystals to make the chance of it losing control less likely to happen (but you can't totally stop it from happening).

Another thing about this subject is that it seems that some people are used to more of a linear game where it's really easy to find the next save point (kinda like TQ). However if people remember Diablo 2, that game had it's moments where finding the next waypoint was rather frustrating as well and the chances of skipping a waypoint were higher in D2 then in GD (depending on act).

So far I think GD is fine when it comes to riftgates, just that people need to learn how to adapt to having a larger environment and that they don't have to re-explore everything they've been through when they start up the game again. Exploring everything is fine for one go but continually doing that won't get you very far if you aren't playing for awhile, sometimes you have to accept the fact that you may need to skip previously explored areas in order to get to new unknown areas and perhaps find the riftgate itself.

I'm quite sure that when people get used to the game and become used to the rather static positioning of the riftgates themselves, the complaints will eventually lessen.
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Old 08-31-2013, 07:22 PM
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I think the riftgate spacing is fairly decent. It can take awhile to reach Hallowed Hill if I get a bad configuration of roadblocks, but otherwise I've had no trouble getting around.
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Old 08-31-2013, 07:48 PM
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There is basicly one riftgate in every level, this seems reasonable and standard for an arpg. After a couple of play throughs I was thoroughly familiar with the layout of the maps and my progress between riftgates takes no more than 10 to 15 min. I do not believe this is too far between gates. Any less than this and it will feel like we are being spoon fed.

If for some reason I am called away from the game while I am between gates and I don't wish to loose the progress I just pause and minimize the game window and open it back up when i return, simple.

The only resourse that is being used while the game is in this state is ram space, I run 12 GB triple channel on my main rig and with the game minimized like this it only registers about 28% ram usage .

Most people are running at least 8 GB of ram, the price of 16 GB dual channel makes it a readily accessible option, so i don't think leaving the game minimized creates much of a performance concern.

I even have a rig that runs a single stick of 4 GB ram and an SSD and i can still minimize the game and surf the web and have a download running in the background without any real loss if performance.

Thus I don't think the need for convenience figures into the riftgate discussion.

Someone who is not prepared to sit and play for couple of hours on the first play though is obviously more casual in there gaming habits than this game is aimed at. Those who have completed the alpha should know what to expect, and be able to traverse the distance between gates in 15 to 20 min easily. Once you have the gate you can always come back and explore the area.

Furthermore we have the convenience of the personal riftgate which is received very early in the game. So exploration doesn't mean a long trek back to the nearest gate.
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Last edited by sunandsteel71; 08-31-2013 at 08:02 PM.
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Old 08-31-2013, 08:17 PM
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Quote:
Originally Posted by DeMasked View Post
Only place that I could see the use of a riftgate would be the abandoned waterfront in which case if a riftgate were to be put in their somewhere, it would need to be a respectful distance from the other two riftgates (village/cellar), essentially right next to the water.

It would also be interesting if their were active riftgates with enemies defending them and spawning out of them where you need to destroy the enemies (mini boss perhaps as well) and then spend a few seconds channeling a "take over" of the riftgate without taking damage.
Hmm yeah, abandoned waterfront might be a good location for one, especially if we worked in some sort of quest and / or optional dungeon that would give people more reason to go there. Conversely though, if we make it too appealing to head to the abandoned waterfront, it will effectively eliminate the choice of going the other way... Ah design decision...

We talked about having secure riftgates in the past and I'd still like to do it, we just haven't found the time yet. One of our past discussions involved having to stand near riftgates until you had captured them while Aetherials continued to spawn from it trying to kill you or force you to run.
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Old 08-31-2013, 08:34 PM
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The only problem I have with the current rift gate frequency is with short game sessions. You need to allot a big chunk of time to make any real progress since it can sometimes take up to 30 minutes to get to the next rift gate. I found this issue most noticeable between the Burrwitch Village and Warden's Cellar rift gates because of map randomization and not knowing in which direction the next gate was.

The gate distance never really concerned me after a death because it gave me a moment to prepare and pick up items I missed on the way to my last battle.
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Old 08-31-2013, 09:17 PM
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Quote:
Originally Posted by medierra View Post
Hmm yeah, abandoned waterfront might be a good location for one, especially if we worked in some sort of quest and / or optional dungeon that would give people more reason to go there. Conversely though, if we make it too appealing to head to the abandoned waterfront, it will effectively eliminate the choice of going the other way... Ah design decision...

We talked about having secure riftgates in the past and I'd still like to do it, we just haven't found the time yet. One of our past discussions involved having to stand near riftgates until you had captured them while Aetherials continued to spawn from it trying to kill you or force you to run.
You still have Hallowed Hill in the other direction which is also a nice "dungeon" so adding a riftgate for Abandoned Waterfront wouldn't completely destroy the point of using the Burrwitch Village Riftgate. And if you add more areas to the alpha (like fixing bridges and whatnot) in the future (either an expansion or when you have time) you could give even more purpose to explore and use the Burrwitch Village Riftgate.

As for a Quest, Dungeon, or merely extending Abandoned Waterfront a bit I'll give a few ideas for fun:

Quest: Combine Quest with a Dungeon. Have a large ship run aground on the beach with part of it's hull ripped open (entrance) and when you get their you find a dying sailor who tells you that their are passengers inside and he and some other sailors tried to escape and find help (dead sailor corpses lying about for enjoyable effect lol). Sailor then dies and your character then proceeds through the ship (either one level or multiple levels) and finally rescues the passengers and you send them to Devil's Crossing where you get a reward or perhaps an npc who gives quests or does something unique.

Dungeon: Shipwreck idea, perhaps have a slight path on the edge of the waterfront that goes north to the shipwreck (hidden dungeon). Otherwise obviously their could be cellars with destructible walls where you gain entrance to the actual dungeon.

As for the second part of the discussion: Securing Riftgates.

You could always add that to some later expansion where you add not only a new large area but other small areas to the pre-expansion game where you can find these new riftgates. Perhaps the Aetherials or Cthonic entities decide to send more creatures to Cairn due to your hero messing things up.

Otherwise the idea of enemies coming out of riftgates and you having to capture them would lend a lot of weight the feel to the world since Cairn was invaded this would support that idea visually (rather then just reading about it).

Edit: I also agree with sunandsteel71
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Last edited by DeMasked; 08-31-2013 at 09:38 PM.
  #9  
Old 08-31-2013, 11:15 PM
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Quote:
Originally Posted by sunandsteel71 View Post
Someone who is not prepared to sit and play for couple of hours on the first play though is obviously more casual in there gaming habits than this game is aimed at.
^^This^^

The distance between the riftgates is fine. The two in Burrwitch Road and The Flooded Passage are actually too close to each other.

I find it a bit implausible, that riftgates are often near the main road or at the beginning of an area. You could of course come up with a rational or some lore to explain this. But if you relocate some portals and assign a second one to some areas, then the net of riftgates will cover of the world better and might look more natural at the same time:
  • Wightmire: One riftgate on each side of the road.
  • Burrwitch Road: ditto
  • DC underground: I'd like a riftgate on the second level.
  • Burrwitch Outskirts: Move the existing one closer to the Village, but somewhere behind enemy lines.
    • Add one close to the cemetery hill.
  • Burrwitch Village: Move the existing one into the big swamp behind the first buildings - that's close enough to the Waterfront and River Passage / Hallowed Hill.
  • Estates and Warden's Cellar: If you placed another riftgate in the Estates, then you could move the one in the Cellar away from the entrance.
  • Underground Transit: Could use a second riftgate in some remote corner - this would be helpful for people who got lost here and need to interrupt their playing.
  • Hidden Laboratory: ditto
I don't mind having to fight near the riftgates, but my frame rate drops significantly around them. An intense fight in these places might suffer from poor performance.
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Old 08-31-2013, 11:46 PM
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I truly don't see what the problem is with Rift Gates. I personally clear an area when I need to do any thing and drop a Rift Travel, go back to Devil's Crossing , and hit pause. I have even been known on occasions to do that and leave the computer on and go to bed. I think there fine as they are.
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