Grim Dawn

Grim Dawn

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Bozz Collin Jan 30, 2016 @ 4:35pm
Gates of Anguish annoyance
Alright, the first time i played this quest, I died, respawned ran all the way back to it to find out that i had to quit and reload the game if I wanted to open the gates again (annoying all by itself, kinda stupid if you ask me). So I reload my game and fight all the way back to the Gates, only to open the door, portal back to town to sell everything in my pack so i would have room to loot new gear on the fly. Well, I teleport back to the gate after selling said gear and the damn gate is closed again and I just wasted my skeleton key and now have to do ANOTHER run of this tedious quest.

EDIT: I don't even have the required materials to craft another skeleton key, so now I'm totally screwed. Took me 20 hours to get the required materials to craft one key. The Blood of Ch'thon has only appeared once all game.

Devs, please for the love of all that is anything and everything, remove the need to reload a save to be able to attempt this quest, and fix the issue where the gate closes if you teleport after opening it. I've wasted way more time than ever necessary for this crap.

/rant
Last edited by Bozz Collin; Jan 30, 2016 @ 4:40pm
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Showing 1-15 of 27 comments
Tórç Jan 30, 2016 @ 5:10pm 
With this game engine, certain types of quest and map resets can't be done without loading a new game. The purpose of this is the single chance to complete this area or game over. However, I still ponder why the door wasn't set up as a basic one way door after unlocking it.

Once a player learns of all this, it would be foolish on their part to repeat the mistake of trying to re-enter.

Last edited by Tórç; Jan 30, 2016 @ 5:15pm
Bozz Collin Jan 30, 2016 @ 5:28pm 
Originally posted by solemnpsalms:
With this game engine, certain types of quest and map resets can't be done without loading a new game. The purpose of this is the single chance to complete this area or game over. However, I still ponder why the door wasn't set up as a basic one way door after unlocking it.

Once a player learns of all this, it would be foolish on their part to repeat the mistake of trying to re-enter.

Foolish indeed, but for those who don't know, they go through what I went through and it's incredibly annoying because all that loot i was getting in there looked awesome. Was rather disappointed when I found out I got screwed and can't enter again for who knows how long now.
Last edited by Bozz Collin; Jan 30, 2016 @ 5:29pm
Tórç Jan 30, 2016 @ 5:36pm 
When the player is able to craft not just the skeleton key but the required materials for it; plenty of keys can be made.
Catsfaith Jan 30, 2016 @ 5:56pm 
For the Blood of Ch'thon, The Depraved Sanctuary seems the best bet, with Salazar the boss having a decent chance at the Blood drop
rage Jan 30, 2016 @ 6:02pm 
Originally posted by Catsfaith:
For the Blood of Ch'thon, The Depraved Sanctuary seems the best bet, with Salazar the boss having a decent chance at the Blood drop

http://steamcommunity.com/sharedfiles/filedetails/?id=607667916

DeadByDefault Jan 30, 2016 @ 6:36pm 
Originally posted by BozzCollin:
Alright, the first time i played this quest, I died, respawned ran all the way back to it to find out that i had to quit and reload the game if I wanted to open the gates again (annoying all by itself, kinda stupid if you ask me). So I reload my game and fight all the way back to the Gates, only to open the door, portal back to town to sell everything in my pack so i would have room to loot new gear on the fly. Well, I teleport back to the gate after selling said gear and the damn gate is closed again and I just wasted my skeleton key and now have to do ANOTHER run of this tedious quest.

EDIT: I don't even have the required materials to craft another skeleton key, so now I'm totally screwed. Took me 20 hours to get the required materials to craft one key. The Blood of Ch'thon has only appeared once all game.

Devs, please for the love of all that is anything and everything, remove the need to reload a save to be able to attempt this quest, and fix the issue where the gate closes if you teleport after opening it. I've wasted way more time than ever necessary for this crap.

/rant
Finding all of this out is part of the challenge; whether you like it, is, of course, a totally different question. Also, to be fair, the game does warn you about the gate opening only for a short time and the absence of your ability to open rift gates.
Before you enter one of the currently available rogue-like dungeons in the game, ensure that
(1) you have stacked up on tonics of mending (health potions);
(2) made room for item drops.

Good luck with running the dungeon again! :)
Bozz Collin Jan 30, 2016 @ 6:52pm 
Originally posted by rage:
http://www.grimdawn.com/guide/gameplay/exploration.php#q03 Your fault
Right, because everyone reads the guides to their games... I've never read a guide because I prefer to figure games out for myself. Never had an issue quite like this though. I guess that's the way it is, but I still don't think the gate should close when you teleport BEFORE entering. But now I know and I'll get back around to it later
rage Jan 30, 2016 @ 7:02pm 
"Rogue-Like Dungeons - Descend into special locked challenge dungeons that require a rare crafted key, where enemy levels increase as you progress and player teleport is disabled. There is no way out except to complete the dungeon or die trying." This is on the store page
Jeckenn Jan 30, 2016 @ 7:23pm 
I got Blood of Ch'thon from one of the minor bosses on the way to killing The Warden in act 1 today, I don't remember which one but I definitely noticed it in my inventory before I started killing The Warden so it didn't drop from him.
Bozz Collin Jan 30, 2016 @ 9:10pm 
Originally posted by rage:
"Rogue-Like Dungeons - Descend into special locked challenge dungeons that require a rare crafted key, where enemy levels increase as you progress and player teleport is disabled. There is no way out except to complete the dungeon or die trying." This is on the store page

Sure, but I didn't know what "rogue-like dungeons" were until now and it only says that teleport is disabled once you enter. You can still teleport before you enter, but when you teleport back, the gate will be closed.
DedZedNub Jan 30, 2016 @ 10:25pm 
SHORT VERSION:

If the game warns you in-game, that's fair and immersive depending on technique to warn. The responsibility is on you, the player, then. If your only warning is on some website, that's a poor use of in-game GUI. I'm betting that the devs want to warn you in-game by some fair method. (Don't forget, they also are planning on some retail versions being produced, ahem)

LONG VERSION:

Ok, let's back up here for a moment.

As long as the game pops up a window as part of say ... the ongoing tutorial that brings up the help info ... then there is no problem here.

I would assume that when you get to such a door, some in-game text pops up telling you about the need for a skeleton key, something about hints on how to learn to craft or acquire it, and something about being unable to use personal rifts to exit it because they collapse in that special environment -- stuff like that (as quest dialog, quest text, pop-up help, lore book found and forced open to read -- foreboding voiceover by a frustrated BozzCollin in his best studio narrator voice as he relives the moment and FEELS the pain again... that sort of LOL thing ... with Rage's best studio voice repeating in a ghostly way, a bit like Azrael's (?) comments to that guy who saw the wanderer in the tavern as in Diablo 2, "What did you see, how was it not your fault, how did you fail, what did you see ... how was it not your fault ...(repeats in background over and over)

The developers CANNOT depend on having players read all of their website for stuff. Granted. But they can expect you to read any help that pops-up the first time you trigger it. They can also expect you to read the dialog that might come up or the book that pops into your hand or the quest information that is given when you get to that first Rogue-like Dungeon". That's the responsibility of the player. If the developer puts valuable information into the game and serves it up to you to be read, then sorry that's on you as a player and your responsibility.

Now, I have not gotten to these dungeons yet, but I had heard about them since I was curious and read the whole website for Grim Dawn after a while. But that cannot be depended on. Why? Because a lot of people are going to try to play this single-player offline for the convenience of doing so. It might be popular even on laptops since it does play on an Intel HD 2500 gpu even now. Some people travel and don't have internet service everywhere they go. If this game makes it as big as Titan's Quest series did over the years, it should try and make itself fit into as many customer's hands as it can.

Likewise, any player complaining about not knowing, when it is shoved into their face via any help screen or quest info or quest dialog ... well they deserve the comeuppance if I may be blunt. If your character was feeling a bit too tired to be aware of things, his mentor would give him a good chewing out. Similarly, if a player is too tired to deal with the actual game trying to assist him, well he deserves a good chewing out.

So, let's strike a truce here. If the game warns you adequately well of the inability to leave as normal, then all is fair in love and war, or greed and glory, or conquest and conquests ... er ... Arrr & R. Hmm, too many Pirates games hankering to me ... but you get the point.
Last edited by DedZedNub; Jan 30, 2016 @ 10:35pm
Bozz Collin Jan 30, 2016 @ 10:42pm 
My main gripe is that opening the door and then teleporting away causes the door to close even though you never entered it. The game never states anything like that. It says that teleporting is disabled once inside and that once inside you either emerge victorious or you die trying. Says nothing of teleporting before you enter. That's the issue. I simply assumed I could teleport before entering so that I could sell the gear in my inventory before attempting the dungeon. It makes no sense for the door to close without ever entering it.
Honorable_D Jan 30, 2016 @ 10:59pm 
Well, you learned now and it won't ever happen to you again. The end.
Bozz Collin Jan 31, 2016 @ 8:27am 
Originally posted by Honorable_D:
Well, you learned now and it won't ever happen to you again. The end.
Yes.
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Date Posted: Jan 30, 2016 @ 4:35pm
Posts: 27