Grim Dawn

Grim Dawn

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Suikoden Jul 1, 2014 @ 7:49am
Map showing quests
Does this game have that feature? Markers on where to go? ie. circle areas showing where mission objective can be

I know this game is aiming to be a bit more hardcore (or not, impression I am getting from people), but I do think this would be a nice feature to implement (even as optional). I was probably spoiled by MMORPGs doing this but I think it's a great feature to have...

Oh, and noticed on killing undead soldiers quest, I was only able to kill about 7 before no more were around...so I had to reset the game just to respawn them; twice (as I hit 13 only the second time?).

Thanks! Having fun so far.
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Showing 1-14 of 14 comments
Ryu_Sheng Jul 1, 2014 @ 7:57am 
You're playing wrong. You need to change your way of thinking when it comes to this game. Your told what to do and then it's upto you howyou do it.

When you get close to entrances, brdges and rifts you'll get a mini map indicator, but ultimatly it's upto you to find them.

Also dont focus on one area, mobs spawn all over the place. So just cause you think you killed all of the mobs dosen't mean you have. When it comes to side quests you complete them naturally as you progress through the game and explore the region. The mobs don't just spawn in a single area.

It's not WoW where it tells you to go to area A and kill 10 bears. It's more a case of kill 10 as you go
Fendelphi Jul 1, 2014 @ 9:15am 
The "kill X number of enemies" just "happens". Soldiers(and later Mutants) are all over the place(as in, rare in the beginning, plentiful near Burrwitch). You dont have to reset session to complete it. Just follow the main quest and you will complete it naturally.

Some quests are marked with a star on your minimap(typical entrances to dungeons or NPCs) to show that a quest is nearby, but other than that, you have to explore the area yourself.
Personally I like this a lot more, compared to the hand-held "show me" feature of other games.
In that regard it is more hardcore or "old school".

powbam Jul 1, 2014 @ 1:50pm 
Yup, absolutely no need whatsoever to reboot. You will find everything you need with simple exploration. As you become more familiar with the game this becomes more evident. It isn't paramount to have the quests completed immediately either.
Last edited by powbam; Jul 1, 2014 @ 1:51pm
brianinthered Mar 16, 2015 @ 7:15am 
I disagree, the Grim Dawn world is pretty large and it can be easy to get lost. There are times when you can't find the area where your quests are located. I'm afraid that quest won't be completed because I couldn't find it on the map.

Sometimes you are immersed by the game-play and forget what quest you are doing. So then you have to either go back and read the quest or re-visit the same areas you already cleared.
This can be annoying at times. Specially if you stop the game and play it another day. All of the monsters respawn and you have to kill them all over again.

So it would be nice to have an indicator on the map of the active quest.
Dialtone Mar 16, 2015 @ 7:42am 
There already are indicators, you'll see a "gold star" on the map when you're near quests. As far as indicators from far away, that's for casual games. I think in some cases the developers have already made too many concessions if they want this game to be "hardcore" or "oldschool". Like the blinky flash near rocks and "hidden?" loot, and doing things like toning down poison gas damage in the first cave called the Putrid Den, the gas made it challenging before. I think the developers are trying to be "easy enough" on casual players without being "to easy" as to ruin it for those who want a real challenge.

It see far too many "Game's too easy" posts compaird to "Game's too hard" posts for Grim Dawn considering this game is suppose to be challenging.

"Grim Dawn won’t hold your hand to ensure you never make a bad decision and it won’t feature a story on rails with linear level design to prevent you from ever getting lost.' - Grim Dawn Kickstarter
Last edited by Dialtone; Mar 16, 2015 @ 7:43am
DeMasked Mar 16, 2015 @ 10:42am 
Originally posted by brianinthered:
All of the monsters respawn and you have to kill them all over again.

There isn't anything stopping you from ignoring enemies/areas that you have previously cleared in order to catch up to where you were before.
PXR5 Mar 16, 2015 @ 12:01pm 
Originally posted by Dialtone:
There already are indicators, you'll see a "gold star" on the map when you're near quests. As far as indicators from far away, that's for casual games. I think in some cases the developers have already made too many concessions if they want this game to be "hardcore" or "oldschool". Like the blinky flash near rocks and "hidden?" loot, and doing things like toning down poison gas damage in the first cave called the Putrid Den, the gas made it challenging before. I think the developers are trying to be "easy enough" on casual players without being "to easy" as to ruin it for those who want a real challenge.

It see far too many "Game's too easy" posts compaird to "Game's too hard" posts for Grim Dawn considering this game is suppose to be challenging.

"Grim Dawn won’t hold your hand to ensure you never make a bad decision and it won’t feature a story on rails with linear level design to prevent you from ever getting lost.' - Grim Dawn Kickstarter

I love the blinky lights, I don't have 10/10 vision even with my glasses and now at least I find the damn things. Before that I didn't even make an effort to look around because that way lay a whole world of pain, headaches and aching eyes. The first time I complained about this I was waved off with the "argument" They can put more valuable stuff in those well hidden spots. I'm now 300 hours in the game and the number of valuable or rare things I get out of those spots can be counted on one finger. To me it was more a failure in the engine that was sold as a feature. I so hate elitism in gaming.
Dialtone Mar 16, 2015 @ 12:52pm 
^^ A failure in the engine? They make some stashes glow with a cool light, I'm sure they could make the "hidden" stashes blink, flash, explode or do just about anything they wanted. It was never a failure in the engine. Your luck is worse than mine, I've found way more good loot in hidden stashes than could be counted on my fingers. Some of the best hidden stashes drop loot like a good chest.

Wanting the game easier or harder is not laziness or elitism, it is personal preference. I'm not trying to be some kind of elitist, I to probably find more "hidden" stashes because of the blinky flash. More loot = more iron, better equipped = easier game. What I was doing is using the blinky flash as an example, that for every feature/change they make which causes the game to be easier they drift further away from their stated goals. Each concession makes Grim Dawn a more casual game.

Personally I think when they make concessions they should, if possible, only make them in normal difficulty. Plus if possible switch the Veteran difficulty to a Veteran setting during character creation, so Veteran characters could be more challenging to play on Elite and Ultimate also. The blinky flash is the type of concession you can have in both difficulties, cuz you can counter balance it by adjusting drop rates. But things such as damage from poison gas should be done at more challenging rates in Veteran.

Sorry about your vision trouble, I hear you.
Last edited by Dialtone; Mar 16, 2015 @ 12:52pm
PXR5 Mar 16, 2015 @ 1:15pm 
Yeah that came out a bit harsher than I wanted, my bad. I'm just so glad I see those blinky heaps now.
DeMasked Mar 16, 2015 @ 2:03pm 
The occasional sparkle that loot objects now give is a slight concession to those who may have trouble in knowing what to look for.

Some objects are a really easy to distinguish like Cairns, Corpses, Bone piles while other's are sometimes harder to spot like Uprooted Stumps or Marked Rocks.
PXR5 Mar 16, 2015 @ 2:07pm 
Funny thing is that I never had problems spotting stumps or rocks.
Dialtone Mar 16, 2015 @ 4:30pm 
How would anybody know if they had missed any secret areas, stumps, cairns, bone piles, corpses or rocks before or even now?

Thing is people don't know when they missed something, that's why it's called missed.

Lots of secret areas and hidden loot means extra rewards for players who are observant and persistent.
Last edited by Dialtone; Mar 16, 2015 @ 4:31pm
PXR5 Mar 17, 2015 @ 12:41am 
Originally posted by Dialtone:
How would anybody know if they had missed any secret areas, stumps, cairns, bone piles, corpses or rocks before or even now?

Thing is people don't know when they missed something, that's why it's called missed.

Lots of secret areas and hidden loot means extra rewards for players who are observant and persistent.

Secret areas without map randomisation just means learning by rote after watching a youtube video or reading the guide that's available on steam. Not being able to see the loot because you have eyesight problems is just a design error, but if it makes you feel better you feel better yeah call it "observant and persistent".
brianinthered Jun 5, 2015 @ 9:01am 
Originally posted by Dr Mcninja:
Originally posted by brianinthered:
All of the monsters respawn and you have to kill them all over again.

There isn't anything stopping you from ignoring enemies/areas that you have previously cleared in order to catch up to where you were before.
Yeah, that exactly what I've had to do... just run and make it to the objective.
Still frustrating. Otherwise I have to waste 30 minutes hacking minions just to get to the same spot again.
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Date Posted: Jul 1, 2014 @ 7:49am
Posts: 14