Would a reworked Synthesis league mechanic interest any of you?

I would love to see Synthesis return in a good, reworked/remastered state. It could possibly even fit in well with 3.17 as the league mechanic.

Interesting story line that could easily be expanded on with the ongoing Atlas lore.

Mechanic was fun, when it worked well. Probably one of my favourite leagues of all-time. Too bad it was also one of the leagues that died off the quickest. One reason being it was buggy as hell the first month.

Would a reworked Synthesis as the league mechanic interest any of you?
Последняя редакция: diablomix#4350. Время: 16 янв. 2022 г., 21:23:07
Last bumped17 янв. 2022 г., 21:57:00
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diablomix написал:
Too bad it was also one of the leagues that died off the quickest. For one reason really. Bugs.


This isn't really true, though. Bugs might've been a part of it, but there were several other reasons why the league didn't flourish. All rewards centered around the synthesizer, were really highend-heavy. The amount of spread sheet reading you needed to get good rewards, was off this planet. Also the min/maxing you had to do to get the most out of your "maps" (can't remember their names), as they had a certain amount of uses, was also discouraging.

Don't get me wrong, Synthesis had real potential. The art design was on point. The story element was probably the best of any league. Hell, even the endgame was cute, though a little bit min/max heavy.

I would welcome Synthesis with open arms if they streamlined it a bit. But would it work amongst the zoomzoom masses? As they seem to cry every time a league takes them out of their robotic mapping loop?
Bring me some coffee and I'll bring you a smile.
Synthesis may be the biggest example of wasted potential. It had a lot of really cool ideas that just fell flat due to bugs and poorly though out crafting, which could have been amazing if done right.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
What bugs were in synthesis? I quit because the core mechanic was a timed run around like an idiot mechanic and those are always bad.
there was just way too much going on before you even got to do anything.

get a memory fragment tile.
find a place to put it.
cant rotate them, so pathing to your reward is a bitch.
limited uses, so if you build on an existing path half of it disintegrates and has to be stopgap'd

and then there was the 'what spreadsheet do i need in order to synth X implicit'.



this is not the game to fit synthesis into. if it were instead something like what we already know -
while doing maps, find a collapsing memory, kill enemies+interact with stabilizers, charge your 'remembermeter'.

remembermeter full, open a bigger memory. doesnt collapse - we did timer in part1
mobs can drop fractured/synthed items. rarely, drop currency that fractures items we have, or adds/changes synthesized implicits to items.


kill mobs, get loot. get currency we can "CRAFT" with, or just trade.
Последняя редакция: Thror2k5#7154. Время: 16 янв. 2022 г., 18:59:25
I'm pretty savvy. Teach college mathematics. Took me about a week to figure out what the hell was going on, and as soon as I did, they changed it.
I liked it, mostly. The build-your-path aspect was fun, and it was great to see it narratively connected with some story rather than just "a new flavour of demons are here for some reason, kill them" (even if I never felt like "why is this place even here" was particularly well explained).

The collectible pieces limit felt a bit low and fussy during the league, but that would probably be naturally mitigated by it not showing up in every zone as is the case when things become core features.

I couldn't have cared less about the crafting mechanic though, that could all go.
That's a pretty hard no for me. I'm not even sure if I made it to 36 challenges in that league. It lost me pretty hard with the Tetris and limited bank of pieces.

They either needed to let you hold a lot more pieces, rotate the pieces, or run them more than 3 times.

I liked some of the lore and stories that were told in the memories, but that didn't really excuse the areas that were quite often unpassable and the board game shenanigans mentioned above.
Thanks for all the fish!
Interesting topic, and not specifically because of the subject matter. What I'm finding interesting is the calm discussion going on with the very different perspectives of players, who enjoyed what and why.

We typically don't get that around here, well either for Path of Exile or the Internet in general so I'm savouring it while it lasts. Currently we're missing the usual belligerent personalities that cannot rest till they convince you that your personal opinion is wrong :)

Personally I hated the league for reasons already mentioned: the unnecessary complexity, the collapsing tiles. the usual imprecise visuals issue where you look as though you will clear the blue goo but nope, you wandered into the invisible hit box instead.

I liked the visuals and there was an interesting kernel of a concept that never really hit it's stride.

What this conversation really demonstrates is that the players are diverse and often want differing things. I prefer a very simple get loot, kill monsters, get loot game. Anything that gets in the way of that I find annoying and pointless. I understand why higher achieving players want some depth and complexity at the top end of the game though and I don't think the two are necessarily mutually exclusive but I do believe GGG frequently fail in striking a good balance.

They should be able to provide a game that offers development to players if they want it but they often get this balance wrong and end up annoying both groups.

Could a revised Synthesis rise from the ashes? Quiet possibly if they are willing to learn the lessons and spend the time developing it with a solid strategy. I don't thing they've really cracked how to offer a rewarding experience to a lot of the player base though and until they do that I think they'd be better off holding back and delivering something a little simpler.
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Aldora_the_Summoner написал:
Interesting topic, and not specifically because of the subject matter. What I'm finding interesting is the calm discussion going on with the very different perspectives of players, who enjoyed what and why.

We typically don't get that around here, well either for Path of Exile or the Internet in general so I'm savouring it while it lasts. Currently we're missing the usual belligerent personalities that cannot rest till they convince you that your personal opinion is wrong :)

Personally I hated the league for reasons already mentioned: the unnecessary complexity, the collapsing tiles. the usual imprecise visuals issue where you look as though you will clear the blue goo but nope, you wandered into the invisible hit box instead.

I liked the visuals and there was an interesting kernel of a concept that never really hit it's stride.

What this conversation really demonstrates is that the players are diverse and often want differing things. I prefer a very simple get loot, kill monsters, get loot game. Anything that gets in the way of that I find annoying and pointless. I understand why higher achieving players want some depth and complexity at the top end of the game though and I don't think the two are necessarily mutually exclusive but I do believe GGG frequently fail in striking a good balance.

They should be able to provide a game that offers development to players if they want it but they often get this balance wrong and end up annoying both groups.

Could a revised Synthesis rise from the ashes? Quiet possibly if they are willing to learn the lessons and spend the time developing it with a solid strategy. I don't thing they've really cracked how to offer a rewarding experience to a lot of the player base though and until they do that I think they'd be better off holding back and delivering something a little simpler.



Great observation! :thumbsup

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