More Secret Areas in Campaign - Incentive Exploration

It's sad but it will never get much attention in modern ARPGs. Most have lost the RPG in their title. GGG is especially fanatical about their bosses, turning the entire game into one big boss rush.

This is why Diablo 1 remains one of the best ARPGs. Exploring, clicking on things and venturing through maps was rewarded. Bosses didn't really stand out in terms of loot. They were more like gate keepers for you to continue to trek. D2 made the mistake of magic find and boss ilvl.

D1 didn't even have secrets really. Opening any door felt like a surprise. Good or Bad...
"Never trust floating women." -Officer Kirac
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The first game that brought secret doors and passageways was ZELDA ( a link to the past ).


Those were in original first Zelda 1 already.

"
It's sad but it will never get much attention in modern ARPGs. Most have lost the RPG in their title. GGG is especially fanatical about their bosses, turning the entire game into one big boss rush.

This is why Diablo 1 remains one of the best ARPGs.


Well, Diablo 1 "vision" was to drop as many classic RPG features as possible, singling out loot and combat - that's how the new genre was created. But the adventure was very good, I agree. Pace was very good - you couldn't skip enemies because of how mechanics worked, especially armor-stunlock.
Последняя редакция: Azimuthus#1135. Время: 6 авг. 2025 г., 08:39:55
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Xzorn#7046 написал:
It's sad but it will never get much attention in modern ARPGs. Most have lost the RPG in their title. GGG is especially fanatical about their bosses, turning the entire game into one big boss rush.

This is why Diablo 1 remains one of the best ARPGs. Exploring, clicking on things and venturing through maps was rewarded. Bosses didn't really stand out in terms of loot. They were more like gate keepers for you to continue to trek. D2 made the mistake of magic find and boss ilvl.

D1 didn't even have secrets really. Opening any door felt like a surprise. Good or Bad...


Yea becouse their Devs team new how to keeps people's exitment warm. Here the only thing we know for sure is coming is punishments and nerfs. Even the bugs remaining still unfixed for 4 months and i doubt if Devs read the suggestion feedback of community.

Bro D1 reminds me Hero Quest boardgame. Unique, innovative and perfect D&D implementation style.
Последняя редакция: teobibu#1278. Время: 7 авг. 2025 г., 06:17:12
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Azimuthus#1135 написал:
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The first game that brought secret doors and passageways was ZELDA ( a link to the past ).


Those were in original first Zelda 1 already.

"
It's sad but it will never get much attention in modern ARPGs. Most have lost the RPG in their title. GGG is especially fanatical about their bosses, turning the entire game into one big boss rush.

This is why Diablo 1 remains one of the best ARPGs.


Well, Diablo 1 "vision" was to drop as many classic RPG features as possible, singling out loot and combat - that's how the new genre was created. But the adventure was very good, I agree. Pace was very good - you couldn't skip enemies because of how mechanics worked, especially armor-stunlock.


Agreed, modern arpgs overly emphasize the "a" and only sprinkle in the "r". Would like to see more "r" elements in PoE2.
Последняя редакция: CharlesJT#7681. Время: 7 авг. 2025 г., 08:31:22
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Agreed, modern arpgs overly emphasize the "a" and only sprinkle in the "r". Would like to see more "r" elements in PoE2.


Two core things must be made for that first.

1. Remove all kinds of competitiveness, all ladders, everything like that - because this promotes speed, and speed destroys all RPG elements by default.

2. Restrict trading severely to avoid "divs/per/hours" mindset which does not go well with RPG gameplay.
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Azimuthus#1135 написал:
Well, Diablo 1 "vision" was to drop as many classic RPG features as possible, singling out loot and combat - that's how the new genre was created. But the adventure was very good, I agree. Pace was very good - you couldn't skip enemies because of how mechanics worked, especially armor-stunlock.


OH MAN... When Johnathan said they couldn't make enemies slower because players would skip them I was so triggered because I instantly thought back to Diablo 1. A game where every class could spam teleport and we still didn't skip monsters much.

I can't imagine they don't get it. Instead they probably don't want to admit the flaw in their loot design and boss rush concept. D2 had flaws and that was certainly one of them.
"Never trust floating women." -Officer Kirac
"
Xzorn#7046 написал:
"
Azimuthus#1135 написал:
Well, Diablo 1 "vision" was to drop as many classic RPG features as possible, singling out loot and combat - that's how the new genre was created. But the adventure was very good, I agree. Pace was very good - you couldn't skip enemies because of how mechanics worked, especially armor-stunlock.


OH MAN... When Johnathan said they couldn't make enemies slower because players would skip them I was so triggered because I instantly thought back to Diablo 1. A game where every class could spam teleport and we still didn't skip monsters much.

I can't imagine they don't get it. Instead they probably don't want to admit the flaw in their loot design and boss rush concept. D2 had flaws and that was certainly one of them.


i don't think enemy speed is the issue. the bigger problem here is the aggro nearest neighbor behavior. as in you cannot pull few monsters, you are pulling multiple packs all at once- this is extremely apparent in open maps.
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AintCare#6513 написал:
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Xzorn#7046 написал:
OH MAN... When Johnathan said they couldn't make enemies slower because players would skip them I was so triggered because I instantly thought back to Diablo 1. A game where every class could spam teleport and we still didn't skip monsters much.

I can't imagine they don't get it. Instead they probably don't want to admit the flaw in their loot design and boss rush concept. D2 had flaws and that was certainly one of them.


i don't think enemy speed is the issue. the bigger problem here is the aggro nearest neighbor behavior. as in you cannot pull few monsters, you are pulling multiple packs all at once- this is extremely apparent in open maps.


It was just the response. It felt clueless or disingenuous.

I feel that's more linked to enemy density which is another common things in modern ARPGs.

I generally see it as a problem due to how it covets AoE, AoE Layering and creates very uninteresting enemy types / AI. There's a threshold that's pretty easy to hit where you can no longer have smart and interesting enemies because there's too many of them at once.

Ratio means a lot. Back when PoE1 only had 3-4 Acts the pack density was quite small. If you accidentally pulled two it wasn't good but not a death sentence. Failing to dodge that Blackguard Shield Charge however was. Enemy types mattered a lot more.

I 'think' they're going for that type of interaction but it falls apart after Act3.
"Never trust floating women." -Officer Kirac
"
I 'think' they're going for that type of interaction but it falls apart after Act3.


Frankly speaking it falls apart in early Act 1 already. Areas there are already overspammed with mobs and you kill most of them with "right" skills (that is, AOE with enough damage - these are available right from the start). Yep, there are some tactical moves you can use to fight those hordes, but later there is no need even for that. Game becomes POE1 clone, just a bit less speedy.

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