QUOTE(TiF @ May 16 2013, 12:29 PM)
My first hour impression is pretty good, IMO.The melee combat felt meaty, just like in the videos.
Grim Dawn, by the makers of Titan Quest
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May 16 2013, 12:35 PM
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May 16 2013, 12:43 PM
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May 16 2013, 10:08 PM
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QUOTE(Cheesenium @ May 16 2013, 12:42 AM) Played the game for an hour, and I say i did enjoy the alpha so far. Thanks for sharing. Sounds good. Gonna check out some videos. Hopefully it's much better experience than Torchlight 2. How many masteries are there? Titan Quest has 7. So you mixed and match can have 14 unique classes in TQ. How about GD?The art style felt a bit Steampunk-ish or similar to Fallout 3's post apocalypse feeling, instead of typical fantasy like Diablo or Torchlight. The combat is definitely better than Titan Quest, as melee attacks felt impactful while range combat is alright, as it felt like it has very little recoil. However, it is no where as good as Diablo 3's more viseral and violent combat. Skill system is similar to how Titan Quest's Dual Class systems work. Havent played much, so I cant comment. Will post more feedback and first impressions tomorrow but so far, it felt pretty good for an alpha. Also does it support res 2560x1600? Edit Wow.. those videos look awesome! It's just bit dark to me. How come the mini-map still on bottom? I thought they did an update earlier the mini-map can be on top-right of the screen though. I see Defense Shield Charge is back This post has been edited by Archaven: May 16 2013, 10:15 PM |
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May 16 2013, 10:23 PM
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QUOTE(Archaven @ May 16 2013, 10:08 PM) Thanks for sharing. Sounds good. Gonna check out some videos. Hopefully it's much better experience than Torchlight 2. How many masteries are there? Titan Quest has 7. So you mixed and match can have 14 unique classes in TQ. How about GD? At the moment, GD has the more generic ones, such is typical warrior, rogue or magician. I am not too sure how many masteries will there be in the final game, though.Also does it support res 2560x1600? Still, from my experience with Soldier, which is Warrior in typical fantasy, it feels like the same run the mill ones, except this one borrows elements from TL2, PoE, and D3. My Level 5 Solider has a special basic attack modifier where he will double his damage every 3 hits. There is also a stun spell, that is similar to something from TL2, while the low end of the tree seemed to have quite a lot of passives like PoE. I am not too sure what I am expecting here, but I cannot judge a game at this stage with such limited experience. More on the gameplay, the monster variety is pretty nice, IMO, as I have been encountering quite a few different types of enemies so far, but not none of them stand out much. There is a quest where you have to go inside a cave where you get surrounded by zombies was pretty cool as the gameplay is a mix of kiting, evading some AoE attacks and dealing damage. Also, the maps felt a lot more open than say, TL2 or D3 eventhough it doesnt not have any randomised map system. I think I can literally just walk off the main quest and roam around freely if i really want it. GD still feels a bit generic at the moment, im afraid so if you are expecting it to reinvent the wheel, prepare to be disappointed. Also, the game is a bit stripped down now, as there is only normal difficulty, which feels like Hard in D3 or something between Normal and Veteran in TL2. No MP or any higher difficulty. The game feels quite polished and completed, at least from what it looks like, but I think there are still some missing content. Still, overall, it feels pretty good for an ARPG made by 6 people.Reasonably polished, with decent combat feedback and interesting skill system. My monitor is 1080p, so, i expect GD to support 2560x1600. This post has been edited by Cheesenium: May 16 2013, 10:25 PM |
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May 16 2013, 10:51 PM
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Thanks Cheese for sharing the experience. The videos look awesome but it seems abit dark. Was it really dark when playing? I think they could add abit much more brightness and the icons are quite small. Preferred the health globes than the horizontal ones. also the mini-map are so small. Wished they can be bigger and be place on top-right.
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May 17 2013, 12:17 AM
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QUOTE(Archaven @ May 16 2013, 10:51 PM) Thanks Cheese for sharing the experience. The videos look awesome but it seems abit dark. Was it really dark when playing? I think they could add abit much more brightness and the icons are quite small. Preferred the health globes than the horizontal ones. also the mini-map are so small. Wished they can be bigger and be place on top-right. As far as I know, the beginning of the game is a bit dark, but the enemies tend to standout from the environment, so it is not that hard to read your enemies and your characters.The health bars felt alright, nothing too much different from health globes. Also, the game has a health regeneration system that is similar to CoD where you regen once you are out of combat. The trade off is, you get far lesser potions than other ARPG and as long as you are under attack, the health wont regen at all, so if you position yourself badly, prepare to die, i guess. The idea is cool, as it is similar to what D3 did with the health globes which is to keep the action going but it feels like the regen is a bit too fast and the delay is a bit too short. It is not punishing enough if you are playing like an idiot. The map can be placed on the top right, like Torchlight 2. The UI is a bit unfinished though, as some parts of the UI felt kinda rough. It is functional though. |
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May 17 2013, 12:44 AM
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Auto health regen? Ugh that sucks. It was once a mechanics where you have the right gear+socket for health regen. Now it's auto? That's a real step backward.
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May 17 2013, 04:08 PM
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QUOTE(Cheesenium @ May 16 2013, 10:23 PM) At the moment, GD has the more generic ones, such is typical warrior, rogue or magician. I am not too sure how many masteries will there be in the final game, though. The 3 hit combo thing is standard and expected by anyone who played Titan Quest.Still, from my experience with Soldier, which is Warrior in typical fantasy, it feels like the same run the mill ones, except this one borrows elements from TL2, PoE, and D3. My Level 5 Solider has a special basic attack modifier where he will double his damage every 3 hits. There is also a stun spell, that is similar to something from TL2, while the low end of the tree seemed to have quite a lot of passives like PoE. I am not too sure what I am expecting here, but I cannot judge a game at this stage with such limited experience. More on the gameplay, the monster variety is pretty nice, IMO, as I have been encountering quite a few different types of enemies so far, but not none of them stand out much. There is a quest where you have to go inside a cave where you get surrounded by zombies was pretty cool as the gameplay is a mix of kiting, evading some AoE attacks and dealing damage. Also, the maps felt a lot more open than say, TL2 or D3 eventhough it doesnt not have any randomised map system. I think I can literally just walk off the main quest and roam around freely if i really want it. GD still feels a bit generic at the moment, im afraid so if you are expecting it to reinvent the wheel, prepare to be disappointed. Also, the game is a bit stripped down now, as there is only normal difficulty, which feels like Hard in D3 or something between Normal and Veteran in TL2. No MP or any higher difficulty. The game feels quite polished and completed, at least from what it looks like, but I think there are still some missing content. Still, overall, it feels pretty good for an ARPG made by 6 people.Reasonably polished, with decent combat feedback and interesting skill system. My monitor is 1080p, so, i expect GD to support 2560x1600. The final release will have 5 masteries including the arcanist and nightblade. Arcanist will be the guy that shoots energy ray from his hands, nightblade is still a mystery but rumor said it is a magical assassin type class. The real strength of the game is the customization you can get by combining 2 masteries to get the skill combination you like, wear any armor and use any weapon as long as you fulfill the requirement, enhance equipment with parts, stat points allocation and from skills you get only get from your equipment. Do bear in mind that there is still teh crafting system that is not in alpha. |
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May 17 2013, 04:14 PM
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QUOTE(Archaven @ May 17 2013, 12:44 AM) Auto health regen? Ugh that sucks. It was once a mechanics where you have the right gear+socket for health regen. Now it's auto? That's a real step backward. The reason there is out of combat regen is that people will spam potions to restore to full health anyway when out of combat, they also want players to approach a battle much more strategically instead of rush in, chug down potions like it is M&M chocolate and slap everything upside down.So instead, they allow you to have out of combat regen but your potions will be on a long cooldown and cost a bomb to buy. http://www.grimdawn.com/forums/showthread.php?t=7187 |
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May 21 2013, 12:28 PM
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Grim Dawn alpha has been cracked and up for download.
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May 21 2013, 10:14 PM
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1,201 posts Joined: Jan 2003 From: Ampang |
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May 21 2013, 10:35 PM
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May 22 2013, 01:25 AM
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» Click to show Spoiler - click again to hide... « sure, ure anouncing that thing here QUOTE(Cheesenium @ May 21 2013, 10:35 PM) So, I hope you do not think that announcing Grim Dawn Alpha is cracked is a good idea. Pretty much every game's Alpha is cracked to be honest, however, most of them arent updated very frequently. yeah, since cracking nowadays are that easy by having an APPID from steamdb plus edittable greenluma config file in emulating those process..not going to go deep down there, but replace the cracked launcher with the original one, ure able to keep up date waiting for this to be release tomorrow |
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May 22 2013, 05:42 PM
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Relax pls, it is a good sign that there is enough interest in the game to warrant a crack for the alpha.
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May 22 2013, 06:02 PM
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May 22 2013, 06:06 PM
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May 22 2013, 06:20 PM
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May 23 2013, 02:54 PM
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Oct 19 2013, 03:59 AM
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QUOTE As we mentioned in previous updates, due to changes in our development schedule, we've planned to open up access in th fall to backers with early access, including Pioneer, Epic and other equivalent tiers from KS. Well, the time has come and we've asked Humble Store to distribute Steam keys to everyone with that access level so that they can join in testing Grim Dawn and exploring the ever-growing game as it unfolds. Time to start abusing the mouse.Keys should appear on people's Humble Store pages starting around 1pm. To claim them and begin downloading the game, please follow these instructions: ***Your Grim Dawn Steam key can be claimed from your Grim Dawn download page through Humble Store regardless of when or where you purchased. To get to your download page, enter your email address used to purchase/back Grim Dawn here: https://www.humblebundle.com/store/keyresender You'll get an email with a link to your download page, and then you will be able to claim your Steam key. If you have trouble retrieving your key or have changed email since the Kickstarter or your original puchase, you can contact Humble Store Support and they will help get you straighted out. To obtain the build, simply retrieve your Steam alpha key from Humble Store and then add it to your game library on Steam using “Add a Game” in the lower left under the game list. From there, select “Activate a Product on Steam” and a box will appear that will let you enter your key. The game will then appear in your library and begin downloading. Once the download is complete, you can install and play.*** Additional Info: Please note, there are two different types of keys, Grim Dawn installation keys, which will be used to install the final game if you do not activate it through Steam and then Steam alpha keys. Grim Dawn installation keys are longer and do not work on Steam. Here is an image of the two keys as they appear on a Humble Store page: http://www.grimdawn.com/webfiles/humblekeys.png Upgrades: It has been possible to purchase upgrades since July 12th, 2013 - see Upgrades now available! for directions. http://www.grimdawn.com/forums/showthread.php?t=10079 |
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Nov 6 2013, 02:35 AM
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